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Offline TheonlyrealBeef

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Re: Dagger | Dirk https://elementscommunity.org/forum/index.php?topic=2018.msg260689#msg260689
« Reply #24 on: January 30, 2011, 07:12:02 pm »
Too bad the marks chosen happen to have the rare weapons with the lowest quanta cost, :time could use a cheap weapon ::)

Offline TimerClock14

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Re: Dagger | Dirk https://elementscommunity.org/forum/index.php?topic=2018.msg260691#msg260691
« Reply #25 on: January 30, 2011, 07:14:04 pm »
very much needed buff, thanks zanz ^_^
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Re: Dagger | Dirk https://elementscommunity.org/forum/index.php?topic=2018.msg260697#msg260697
« Reply #26 on: January 30, 2011, 07:21:12 pm »
Off-topic:

What are we going to do about the Card Changes threads that took effect last patch? Remove them? Lock them? Archive them? Leave them where they are?
The master is supposed to drag them into their own card sections.

Offline Onizuka

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Re: Dagger | Dirk https://elementscommunity.org/forum/index.php?topic=2018.msg260737#msg260737
« Reply #27 on: January 30, 2011, 08:19:19 pm »
Helps a bit, I guess.
You're just as selfish as I am. You're just not as good at it yet.

Offline Essence

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Re: Dagger | Dirk https://elementscommunity.org/forum/index.php?topic=2018.msg260743#msg260743
« Reply #28 on: January 30, 2011, 08:25:43 pm »
Off-topic:

What are we going to do about the Card Changes threads that took effect last patch? Remove them? Lock them? Archive them? Leave them where they are?
The master is supposed to drag them into their own card sections.

I just took care of them all.  No worries. ;)
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Offline coinich

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Re: Dagger | Dirk https://elementscommunity.org/forum/index.php?topic=2018.msg260792#msg260792
« Reply #29 on: January 30, 2011, 09:48:32 pm »
Its cheaper, but Arsenic and Vampire Stiletto outclass it in every way except cost. :(

Offline Hyroen

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Re: Dagger | Dirk https://elementscommunity.org/forum/index.php?topic=2018.msg260830#msg260830
« Reply #30 on: January 30, 2011, 10:29:26 pm »
While I normally admire zanz' work, I feel like this change is the most half-'d I've seen in a while.

There were many positive and innovative ideas for this card suggested in zse's thread HERE (http://elementscommunity.org/forum/index.php/topic,17682.0.html) and yet we get this lukewarm change? Not to mention the change in plan is one of the options with the least amount of votes.

I'm sorry, but I'm not too excited about this one. It's a step in the right direction, but not of the high quality normally exhibited by zanz. I'd personally prefer that the change take a century to be implemented but that it be innovative, exciting and add more flavour to this already excellent game.

Loving everything else though. ^_^
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Re: Dagger | Dirk https://elementscommunity.org/forum/index.php?topic=2018.msg261185#msg261185
« Reply #31 on: January 31, 2011, 11:08:46 am »
Guess its good for starters in the game? i mean its better then nothing i guess.

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Re: Dagger | Dirk https://elementscommunity.org/forum/index.php?topic=2018.msg261197#msg261197
« Reply #32 on: January 31, 2011, 11:28:18 am »
I'm pretty disappointed if this is going to be the result for my campaign. Even though I originally presented that idea, I can't be happy for seeing it going through. Oh dear Elements Community, please accept my humble apologies, and don't punish me too hard for giving Zanz this bad bad idea. :'(

Even if this change makes New Dagger | New Dirk little bit better than what Old Dagger | Old Dirk were, these are still so weak compared to Short Sword | Long Sword, that none is going to use em, at all, ever, anywhere. Not happy, not at all...  :(

Re: Dagger | Dirk https://elementscommunity.org/forum/index.php?topic=2018.msg261243#msg261243
« Reply #33 on: January 31, 2011, 02:06:38 pm »
Actually, I really like this buff; just right amount of damage too! This new dagger actually exploits the Other Weapons boost. I don't know if you guys have realized, but the Mark boost is calculated last in damage calculations. That said, as opposed to the chart on the Elements Wiki, an Epinephrined Flying Dirk, with 4 attack, actually hits the opponents 3 times with 4 attack. It seems that its attack is low enough to keep all attacks the same. A Flying Pulverizer, with 5 attack on the other hand, hits, while Epinephrined, as a 5+4+3. A Flying Longbow, with 6 attack, hits with a 6+4+2. While testing, I was lucky enough to encounter a Sundial. When played, the Sundial denied me of my regular attack, but the boost from my Mark went through. Long to short, however, a Mark boosted, Epinephrined Dirk does a 5+5+5, while an equally buffed Longbow does a 7+5+3. 15 for 15. When those two are compared to the Long Sword, not boosted by any mark, it does a 6+4+2. That said, because they are free, Dirks are generally faster at coming onto the field than their 2 quanta cousin, the Longbow. Food for thought; I'm fine with this buff.

Offline Higurashi

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Re: Dagger | Dirk https://elementscommunity.org/forum/index.php?topic=2018.msg261252#msg261252
« Reply #34 on: January 31, 2011, 02:55:32 pm »
Mm, it's the same with Hammer+Adren and Shortbow+Adren. We discovered that in a tourney where Adrenabows was a viable build. 4x4 is yummy.
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Offline The_Mormegil

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Re: Dagger | Dirk https://elementscommunity.org/forum/index.php?topic=2018.msg261839#msg261839
« Reply #35 on: February 01, 2011, 09:09:19 am »
A little reasoning:

What is Dagger | Dirk? The cheapest weapon in the game. It's main trait is that this weapon has a 0 cost. Other non-elemental weapons are stronger, but they come with a cost.
Why is this card ignored? Because the cost increase for Longsword is ridicule. Any deck that uses "other" weapons is obviously rushing, as that's the only thing those weapons provide: cost efficiency. But the fact that you are limited to ONE weapon slot makes most rush decks use either Longsword / Gavel / Longbow or Vampire Dagger / Arsenic, depending on the amount of off-element quanta they have and on their mark. Even if the mark bonus was changed to, say, :life and :time and :water or something, this card won't see use over a Longsword, as one more damage is worth one more quantum.
What can be done to solve this problem? The fact is, if we don't alter this card drastically it's not playable. It can't outshine Longsword, and even if it did (say, 2|5 damage with the above bonus for :time), we're not sure it will really be used because of auto-mulligan screw-ups (one quanta to get more good draws? I can see that happening). Therefore, we need a different solution. An ability is the only thing that comes to mind.

A possible suggestion: dual-wield (if you play another weapon when this weapon is in play, add this weapon's attack to that of the new weapon).
This would see some good use, at least in rushes. It might even be balanced, although I'm not sure.
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