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Ashebrethafe

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Re: Card Usage Statistics https://elementscommunity.org/forum/index.php?topic=4093.msg42655#msg42655
« Reply #84 on: March 23, 2010, 02:40:15 am »
I have an idea of creature/permanent protection for :time (through making cards destroyed by opponent reappear in your deck), but no one has commented on it yet (probably due to much more interesting events like v.1.20 and 1.21 happening in the meantime ;) )... and I guess that idea would require a lot of balancing so that it cannot be abused... and I see a problem with it, that it still needs a PA on that one permanent to make it work, so maybe that permanent should be made immaterial, but this would make it OP probably...
( http://elementscommunity.org/forum/index.php/topic,3939.msg43160#msg43160 )
If making it immaterial is OP, how about having it make itself reappear in your deck if your opponent destroys it?

Offline coinich

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Re: Card Usage Statistics https://elementscommunity.org/forum/index.php?topic=4093.msg42809#msg42809
« Reply #85 on: March 23, 2010, 02:55:41 pm »
Sorry Seravy, but I completely disagree on a few points.  False Gods are supposed to be ridiculously powerful, and I think they are fine right where they are.  Not all strategies will work, nor should they.

Offline Boingo

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Re: Card Usage Statistics https://elementscommunity.org/forum/index.php?topic=4093.msg42817#msg42817
« Reply #86 on: March 23, 2010, 03:29:06 pm »
Air is seriously underused. Air needs a buff.

A tornado card? Tornados are pretty powerful so there should be a decent card to be made with that >_> <_<
My thoughts EXACTLY:   http://elementscommunity.org/forum/index.php/topic,2901.0.html
Bring back Holy Cow!

Offline cokeandaspirin

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Re: Card Usage Statistics https://elementscommunity.org/forum/index.php?topic=4093.msg42829#msg42829
« Reply #87 on: March 23, 2010, 04:08:36 pm »
I dont think that there are cards that are really overpowered or decks that are.
rainbow is prolly the best deck to kill gods now, but it sucks at pvp, in fact most mono/duo/trio decks should be able to defeat em, so if u see stats of the decks that are used to win the tourneys we should start nerfing some cards of them too.

nerfing the cards we hav already wont lead to anywhere, adding new content, in form of cards or as well a new lvl of ai, will do the trick and keep the game fresh.

Solving the problem of the high usage of rainbows against the fake gods nerfing cards is what made that now the only deck that can kill fg is rainbow, before the sundial nerfing, there were 3 mono decks(i tested) that can beat fg with the same rate as the rainbows deck have.

to resume we need to stop nerfing cards  to recycle the fg, and start thinking of a way to make something fresh.

♥coke♥

PhantomFox

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Re: Card Usage Statistics https://elementscommunity.org/forum/index.php?topic=4093.msg42830#msg42830
« Reply #88 on: March 23, 2010, 04:17:59 pm »
Since the main point of a rainbow is to beat ALL the FGs, a potential solution would be to have a way to know which FG you're going to fight.  The oracle works like this, but it would probably be a bad idea to know ALL the time.

What if we had a "FG select" screen, with each FG only selectable once per day plus a 'random' button that's always available.  This way people who like mono-decks can tailor their decks around a specific FG, and get up to 19 shots without having to go Rainbow.  And the 1/specific god/day prevents farming the 'easy' ones such as Miracle, Paradox, etc.

As a bonus, if someone can take down all 19 FGs in one day, they could get a small coin reward.

Thoughts?

Offline Xinef

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Re: Card Usage Statistics https://elementscommunity.org/forum/index.php?topic=4093.msg42869#msg42869
« Reply #89 on: March 23, 2010, 05:37:30 pm »
Please excuse my very long post, but I wanted to answer a number of people at once. If you think it's tl;dr ... then don't read it ;)

Xinef, you're wrong on that last sentence -- you can't play a Brimstone Eater first turn, because your Mark hasn't generated any Quanta yet.
I meant playing it early, but not necessarily on the first turn (a pest played on third turn is still better than sundial or holy flash, a supernova even better).


@Seravy

I do agree with some of your points, but not all.
I do think there should be more cards in each element that have a great synergy only within that element, though there should also be  cards that make synergies with other elements.
Also elements should have more cards available so that mono decks can be more versatile, even if they never should be as versatile as rainbow. If every element is at least as versatile as :darkness :entropy or :fire (I guess these are the most versatile right now, in that order), it would be nice.
As for giving every kind of ability to each element, I've been thinking about it and I guess it's a hard topic - obviously some abilities should be specific to a single element, though some other elements should have at least a partial access to these (eg. poison - mainly :death but :water has access to it, immortality - mainly :aether but :time has access through anubis). Maybe there should be more cards of this kind (eg. some non-time creatures with a card-drawing ability costing :time ?) this seems quite common in elements right now, so why not to develop it further? (after strengthening mono decks though)
Anyway I think every element should be capable of either permanent control or a way to work good without it. Right now I can hardly imagine a good :time deck without permanents and this makes any mono-time deck very vulnerable to permanent control for example... maybe a deck with golden nymphs instead of hourglasses could work, but I guess you see the point.
The same goes for creature control - every element should be either able to protect it's creatures somehow, or to work well without creatures, or maybe able to spam creatures so fast that they are hard to control (this could be loosely called a way to protect your creatures).

As for the FG... I do like the idea of making them differ in stats, though it would probably require a bit of coding and a lot of balancing. Though I guess they need to draw 2 cards each turn, or they could be too easily locked with eternity-creature-denial (though fixing AI might solve this problem)
As far as I know the problem with FG right now is that they were made so difficult to make up for the poor AI... now that AI is slowly being improved and FG gained more permanent control it adds up to increased difficulty, so I guess it might make sense to nerf FG a bit, though I am not sure if it is the best solution.
I am pretty confident though, that FG should only be defeatable (with reasonable percentage) with control decks. Why? Because if they can be defeated with quick aggressive decks, you could grind FG like you grind AI3, 2 minutes a fight and you get much more spins per time spent than a control deck, is that right? I don't think so.
Maybe some elements might be bad at control because it does not fit their theme, so that would make them unable to defeat FG... but I guess with some effort (and new cards) they can always duo with a control based element.



[...]
( http://elementscommunity.org/forum/index.php/topic,3939.msg43160#msg43160 )
If making it immaterial is OP, how about having it make itself reappear in your deck if your opponent destroys it?
I've been already thinking about it and it seems pretty obvious they should work that way (unless someone finds a way to abuse it), but still I am not sure how balanced my idea is...
thanks for your comment though, I was wondering if anyone will ever comment on that idea.


Sorry Seravy, but I completely disagree on a few points.  False Gods are supposed to be ridiculously powerful, and I think they are fine right where they are.  Not all strategies will work, nor should they.
The problem is, right now only a few ideas do work, and most of them are very similar variants of rainbow... this is the main problem here and we are trying to find a solution. Not all the ideas in this thread are good, but I've seen a number of good ones, so I hope Zanz does something about it.


to resume we need to stop nerfing cards  to recycle the fg, and start thinking of a way to make something fresh.
Your post only reminds me of one thing - fixing PvP would solve the problem with rainbows popularity... if PvP was an equally good source of electrum as FG are, desync bug was fixed and some better way of choosing opponents was added, people would probably use mono/duo PvP decks much more than rainbows and there is much more variety.


@PhantomFox

Great idea - this could be made a quest, or something... maybe after defeating all the FG you could choose some rare card as a reward? Or you would be rewarded with a special spin (like a normal spin, but instead of being based on a deck it would be based on a list of all the rares - including nymphs, shards... maybe marks?) It would still be hard to win anything (because it's like a deck with only a single instance of each card)...
May the force of the D4HK side be with U ^_^
:time samurai

Offline diviad

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Re: Card Usage Statistics https://elementscommunity.org/forum/index.php?topic=4093.msg42876#msg42876
« Reply #90 on: March 23, 2010, 05:56:34 pm »
Life is used a lot more than I thought

There are a lot of theifs out there

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Re: Card Usage Statistics https://elementscommunity.org/forum/index.php?topic=4093.msg43006#msg43006
« Reply #91 on: March 23, 2010, 10:52:50 pm »
wow .. this statistics are mint! ^^ , and lots of discussion.. hm.. almost all has said ..
first, i totally agree with:

i think that all these statistics wont be useful until pvp wont be fixed. right now it say only that people play against the gods and only rainbow can beat the gods. first fix pvp (desync bug, ranking, more rewards) and just than nerf cards, if they are too strong in pvp. i mean it is just senseless to nerf hourglass and firefly queen because they are used in rainbow while the normal FFQ deck and Time decks are not too dominant at all.
Quite surprised no one else thought of this. I completely agree. Balancing should be based on player against player aspects, instead of player against computer, since it really doesn't matter how we play against the computer, anyways.
! .. so i'm with them .. nerfing should be after pvp fix ..

In fact there are mono decks ( :aether , but I heard about :gravity and :darkness too ) that can be used against FG, just with much lower winning percentage than a rainbow. I never used these though...
 yep.. my upped 30 card duo dark-(time or grav) can win more the fg-Seism than my upped 30 card rainbow can.. but the rainbow can do better stats overall .. thats why i can't agree more with:

Only rainbow decks can potentially beat all the FGs. To make mono and dual decks more popular, there should be more Oracle-like things where it predicts the next FG you meet. That way it encourages people to design decks that specifically counters some FGs, instead of forcing them to use rainbows to counter all FGs.
imo =]



PhantomFox

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Re: Card Usage Statistics https://elementscommunity.org/forum/index.php?topic=4093.msg43112#msg43112
« Reply #92 on: March 24, 2010, 03:01:16 am »
If we felt like having fun, we could make a small animated intro for each False God ala the Megaman series after using FG Select.

CB!

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Re: Card Usage Statistics https://elementscommunity.org/forum/index.php?topic=4093.msg43228#msg43228
« Reply #93 on: March 24, 2010, 01:35:32 pm »
If we felt like having fun, we could make a small animated intro for each False God ala the Megaman series after using FG Select.
Then we'd have to add an option to disable the false god intros to the 'What does Elements Need?' thread...

Offline Avenger

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Re: Card Usage Statistics https://elementscommunity.org/forum/index.php?topic=4093.msg44027#msg44027
« Reply #94 on: March 26, 2010, 07:50:46 pm »
I don't see the need to nerf rainbows. There are pvp decks that beat rainbow easily.
I think mono decks don't really need much tactical thinking, you mostly think only when you set up the mono.
Playing it then is mostly automatic. Playing a rainbow well needs a lot more thinking during the game. So why are they bad?

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Re: Card Usage Statistics https://elementscommunity.org/forum/index.php?topic=4093.msg44032#msg44032
« Reply #95 on: March 26, 2010, 07:55:31 pm »
I don't see the need to nerf rainbows. There are pvp decks that beat rainbow easily.
I think mono decks don't really need much tactical thinking, you mostly think only when you set up the mono.
Playing it then is mostly automatic. Playing a rainbow well needs a lot more thinking during the game. So why are they bad?
IMO, playing automatic in pvp(where you want to have fun) sucks. But yeah, I agree with the rest of your point. The reason for which rainbows are getting nerfed is,most likely, that they are very used, but that's only because they are the ONLY decks that can defeat FG's.
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