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Offline OldTrees

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Re: Elements 1.29 https://elementscommunity.org/forum/index.php?topic=31187.msg398597#msg398597
« Reply #252 on: September 24, 2011, 06:17:36 pm »
You're forgetting Holy Flash, though I agree with the sentiment.
Also, I'm not seeing how the flooding buff is disproportionately effective against air.
:air (and  :life) has got a lot of small creatures. Small creatures = You need more creatures to make big damage. What is more,  :air has got Damsefly, which block position 1-5. In :fire or :gravity You haven't got this problem, because You can have easily less creatures, but with bigger attack (Accerelation, Catapult, Growthing fire creatures, 15/2 Dragon or Fire Lance). In fire decks, You can also use Immolation (to destroy for example Ash Eater and get 9 :fire and 11 :rainbow). In Air it isn't so easy and cheap as in fire (and killing our creature didn't add 20 quantum as in fire...)
So this change really hurts weak Air Element and Life. It do nothing for Fire, Gravity and probably Aether (so it do nothing for the best elements, and hurts weaker).
Air also has Unstable Gas and thus does not need creatures to beat Flooding.
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Re: Elements 1.29 https://elementscommunity.org/forum/index.php?topic=31187.msg398611#msg398611
« Reply #253 on: September 24, 2011, 06:44:02 pm »
go counter-guru OT! 8)
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Re: Elements 1.29 https://elementscommunity.org/forum/index.php?topic=31187.msg398614#msg398614
« Reply #254 on: September 24, 2011, 06:46:21 pm »
You're forgetting Holy Flash, though I agree with the sentiment.
Also, I'm not seeing how the flooding buff is disproportionately effective against air.
:air (and  :life) has got a lot of small creatures. Small creatures = You need more creatures to make big damage. What is more,  :air has got Damsefly, which block position 1-5. In :fire or :gravity You haven't got this problem, because You can have easily less creatures, but with bigger attack (Accerelation, Catapult, Growthing fire creatures, 15/2 Dragon or Fire Lance). In fire decks, You can also use Immolation (to destroy for example Ash Eater and get 9 :fire and 11 :rainbow). In Air it isn't so easy and cheap as in fire (and killing our creature didn't add 20 quantum as in fire...)
So this change really hurts weak Air Element and Life. It do nothing for Fire, Gravity and probably Aether (so it do nothing for the best elements, and hurts weaker).
Air has small creatures. Every single element has small creatures. They're not necessarily used. For example, I would never put damselflies in my mono-air deck. (admittedly, mono-air isn't too great, in my opinion) Flooding isn't a big nerf to mono-air or life. It's a big nerf to creature spam, which is perfectly acceptable- there aren't a lot of ways to deal with creature spam (mass CC isn't used often). In fact, if you discount the new shard's buff to water creatures you could argue that flooding is still UP- it doesn't really do much against the lava destroyer on turn 1.
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Offline Atico

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Re: Elements 1.29 https://elementscommunity.org/forum/index.php?topic=31187.msg398646#msg398646
« Reply #255 on: September 24, 2011, 07:42:23 pm »
Quote
It's a big nerf to creature spam, which is perfectly acceptable
Ok, but in  :fire :aether or  :gravity You haven't got creature spam. In  :air or  :life decks You have it, because it is specific for this elements. Air and Life has got fast, small and cheap creatures and they need more space to game. So it is big nerf for this Elements in my opinion.

Air also has Unstable Gas and thus does not need creatures to beat Flooding.
You need Fire to Unstable Gas. All duos with Fire can beat Flooding (Explosion), so this argument isn't so good for me. Mono Air/Life or a lot of duos with Air/Life will have big problems now. Do we really need nerf Air and Life?

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Re: Elements 1.29 https://elementscommunity.org/forum/index.php?topic=31187.msg398658#msg398658
« Reply #256 on: September 24, 2011, 07:51:04 pm »
Quote
It's a big nerf to creature spam, which is perfectly acceptable
Ok, but in  :fire :aether or  :gravity You haven't got creature spam. In  :air or  :life decks You have it, because it is specific for this elements. Air and Life has got fast, small and cheap creatures and they need more space to game. So it is big nerf for this Elements in my opinion.

Air also has Unstable Gas and thus does not need creatures to beat Flooding.
You need Fire to Unstable Gas. All duos with Fire can beat Flooding (Explosion), so this argument isn't so good for me. Mono Air/Life or a lot of duos with Air/Life will have big problems now. Do we really need nerf Air and Life?
Both  :air and  :life also have good dragons. Also see Adrenaline from Life which effectively increases there non flooded spots by 3 per adrenaline Firefly/Horned Frog. While were at it lets take a look at Skyblitz which doubles the atk for 1 turn (x4 with dive).  :air :life has lots of ways to evade a Flooding defense.

There do exist defensive measures that do nerf Elements or Duo combinations. (Wings vs mono Earth quanta) However Flooding is not such a measure.
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Re: Elements 1.29 https://elementscommunity.org/forum/index.php?topic=31187.msg398671#msg398671
« Reply #257 on: September 24, 2011, 08:04:03 pm »
Quote
It's a big nerf to creature spam, which is perfectly acceptable
Ok, but in  :fire :aether or  :gravity You haven't got creature spam. In  :air or  :life decks You have it, because it is specific for this elements. Air and Life has got fast, small and cheap creatures and they need more space to game. So it is big nerf for this Elements in my opinion.

Air also has Unstable Gas and thus does not need creatures to beat Flooding.
You need Fire to Unstable Gas. All duos with Fire can beat Flooding (Explosion), so this argument isn't so good for me. Mono Air/Life or a lot of duos with Air/Life will have big problems now. Do we really need nerf Air and Life?
Both  :air and  :life also have good dragons. Also see Adrenaline from Life which effectively increases there non flooded spots by 3 per adrenaline Firefly/Horned Frog. While were at it lets take a look at Skyblitz which doubles the atk for 1 turn (x4 with dive).  :air :life has lots of ways to evade a Flooding defense.
I don't want to say, that beat opponent with Air or Life is impossible. I only said, that now it is more difficult.
One simple question - which color will have bigger problem with this buffing Flooding? Fire (with the best PC, growthing creatures, Fire Lances) or Air/Life (without PC, with a lot small creatures)?

I understand change when Fire/Entropy/etc. decks will have bigger problems, but why Air and Life? It isn't fair, especially for Air which is one of the worst Elements (with Water) in game. Have You ever seen Air deck as the best in Arena? We have only Fire/Fire/Fire/Rainbow/Fire/Fire/Dark/Fire/GoP+Nightmare. This Shard makes bigger difference between the best and the weakness elements. One simple change - HP underwater (untargetable for FireLance, Shockwave, Lighting) or maybe protecting permaments in both sides while Flooding is in game instead n>5 solve this problem.

I know that we all want to see other elements weaker, when we using Fire/Rainbow decks. I also play Rainbow, but I want to see fine decks with other Elements. So I want to see better bonus in Shards for Life, Light and really powerful Shard for Air. That's all ;)

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Re: Elements 1.29 https://elementscommunity.org/forum/index.php?topic=31187.msg398701#msg398701
« Reply #258 on: September 24, 2011, 08:40:52 pm »
Quote
It's a big nerf to creature spam, which is perfectly acceptable
Ok, but in  :fire :aether or  :gravity You haven't got creature spam. In  :air or  :life decks You have it, because it is specific for this elements. Air and Life has got fast, small and cheap creatures and they need more space to game. So it is big nerf for this Elements in my opinion.

Air also has Unstable Gas and thus does not need creatures to beat Flooding.
You need Fire to Unstable Gas. All duos with Fire can beat Flooding (Explosion), so this argument isn't so good for me. Mono Air/Life or a lot of duos with Air/Life will have big problems now. Do we really need nerf Air and Life?
Both  :air and  :life also have good dragons. Also see Adrenaline from Life which effectively increases there non flooded spots by 3 per adrenaline Firefly/Horned Frog. While were at it lets take a look at Skyblitz which doubles the atk for 1 turn (x4 with dive).  :air :life has lots of ways to evade a Flooding defense.
I don't want to say, that beat opponent with Air or Life is impossible. I only said, that now it is more difficult.
One simply question - which color will have bigger problem with this buffing Flooding? Fire (with the best PC, growthing creatures, Fire Lances) or Air/Life (without PC, with a lot small creatures)?

I understand change when Fire/Entropy/etc. decks will have bigger problems, but why Air and Life? It isn't fair, especially for Air which is one of the worst Elements (with Water) in game. Have You ever seen Air deck as the best in Arena? We have only Fire/Fire/Fire/Rainbow/Fire/Fire/Dark/Fire/GoP+Nightmare. This Shard makes bigger difference between the best and the weakness elements. One simple change - HP underwater (untargetable for FireLance, Shockwave, Lighting) or maybe protecting permaments in both sides while Flooding is in game instead n>5 solve this problem.

I know that we all want to see other elements weaker, when we using Fire/Rainbow decks. I also play Rainbow, but I want to see fine decks with other Elements. So I want to see better bonus in Shards for Life, Light and really powerful Shard for Air. That's all ;)
First, Adrenaline Firefly (12|2 generate  :light :light :light :light) is not a small creature.

Do you see every buff as a zero sum game? Water had a UP card that was not able to contribute to the metagame. Now that card can contribute. It has not knocked any other cards to incompetency in the process. This is improvement. Part of Fire's dominance is due to it having a complete set of Offense, Defense and Evasion/Counterdefense. Flooding is a Defense and all elements already have Evasion/Counterdefense to it. This means the buff has no net negative effects. What you want is for Air Life and Water to be buffed to match Fire. This is a first step in that direction that would not fall into the dreaded Fire dominated Rock Paper Scissors (Fire, Counter Fire, Vulnerable to Fire).

I would suggest you study the theoretical and existing methods of Evasion/Counterdefense. You seem to be overlooking many of these measures when evaluating the impact of Defensive measures.

It would make a lot more sense for a new card to be added that allows Water to defend against Direct damage than for Flooding to be overcomplicated to that end. Alternatively Water's current defense against Direct damage (Purify) could be buffed by being made into a permanent with a skill that adds Regeneration counters.
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Re: Elements 1.29 https://elementscommunity.org/forum/index.php?topic=31187.msg398718#msg398718
« Reply #259 on: September 24, 2011, 09:02:22 pm »
Quote
It's a big nerf to creature spam, which is perfectly acceptable
Ok, but in  :fire :aether or  :gravity You haven't got creature spam. In  :air or  :life decks You have it, because it is specific for this elements. Air and Life has got fast, small and cheap creatures and they need more space to game. So it is big nerf for this Elements in my opinion.

Air also has Unstable Gas and thus does not need creatures to beat Flooding.
You need Fire to Unstable Gas. All duos with Fire can beat Flooding (Explosion), so this argument isn't so good for me. Mono Air/Life or a lot of duos with Air/Life will have big problems now. Do we really need nerf Air and Life?
Both  :air and  :life also have good dragons. Also see Adrenaline from Life which effectively increases there non flooded spots by 3 per adrenaline Firefly/Horned Frog. While were at it lets take a look at Skyblitz which doubles the atk for 1 turn (x4 with dive).  :air :life has lots of ways to evade a Flooding defense.
I don't want to say, that beat opponent with Air or Life is impossible. I only said, that now it is more difficult.
One simply question - which color will have bigger problem with this buffing Flooding? Fire (with the best PC, growthing creatures, Fire Lances) or Air/Life (without PC, with a lot small creatures)?

I understand change when Fire/Entropy/etc. decks will have bigger problems, but why Air and Life? It isn't fair, especially for Air which is one of the worst Elements (with Water) in game. Have You ever seen Air deck as the best in Arena? We have only Fire/Fire/Fire/Rainbow/Fire/Fire/Dark/Fire/GoP+Nightmare. This Shard makes bigger difference between the best and the weakness elements. One simple change - HP underwater (untargetable for FireLance, Shockwave, Lighting) or maybe protecting permaments in both sides while Flooding is in game instead n>5 solve this problem.

I know that we all want to see other elements weaker, when we using Fire/Rainbow decks. I also play Rainbow, but I want to see fine decks with other Elements. So I want to see better bonus in Shards for Life, Light and really powerful Shard for Air. That's all ;)
First Adrenaline Firefly (12|2 generate  :light :light :light :light) is not a small creature.

Do you see every buff as a zero sum game? Water had a UP card that was not able to contribute to the metagame. Now that card can contribute. It has not knocked any other cards to incompetency in the process. This is improvement. Part of Fire's dominance is due to it having a complete set of Offense, Defense and Evasion/Counterdefense. Flooding is a Defense and all elements already have Evasion/Counterdefense to it. This means the buff has no net negative effects. What you want is for Air Life and Water to be buffed to match Fire. This is a first step in that direction.

I would suggest you study the theoretical and existing methods of Evasion/Counterdefense. You seem to be overlooking many of these measures when evaluating the impact of Defensive measures.

It would make a lot more sense for a new card to be added that allows Water to defend against Direct damage than for Flooding to be overcomplicated to that end. Alternatively Water's current defense against Direct damage (Purify) could be buffed by being made into a permanent with a skill that adds Regeneration counters.
Air hasn't got Adrenaline, but it doesn't matter. I don't want to be an advocate of Air or Life. You think that this is good, no problem for me :) We can still have 2-3 dominated colours, I accepted this.
I don't negate buff for Flooding because it is good idea. I think only that we can do better, without small*/big* (* choose what You want) nerfing Air/Life when we have possibility of nerf Fire (Flooding is a water card, so it should influence on Fire). There will be much more interesting games, when Water will have advantage in games against Fire decks (which are the most popular). That's all :)

The good news is that Water after this changes will be much better ;) We are waiting for other shards (and maybe also buffs cards), then our discuss will be more concrete.

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Re: Elements 1.29 https://elementscommunity.org/forum/index.php?topic=31187.msg398774#msg398774
« Reply #260 on: September 24, 2011, 10:48:45 pm »
I don't know if this has been said already, so if it has, someone can tell me and I'll delete this post. Anywho, it seems to be that almost all of the unupped Entropy cards have the two-mark-things by them, and the unupped are normal and such. Just thought that this'd be the place to post that :P
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Re: Elements 1.29 https://elementscommunity.org/forum/index.php?topic=31187.msg398778#msg398778
« Reply #261 on: September 24, 2011, 10:55:03 pm »
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Re: Elements 1.29 https://elementscommunity.org/forum/index.php?topic=31187.msg398785#msg398785
« Reply #262 on: September 24, 2011, 11:09:44 pm »
Mkay, the animation for Void is a bit ugly with that green text and huge text when it has its effect, but it's pretty effective. One thing to note when using it: any physical damage that's less than the damage you will do with SoV has no effect. For instance, I'm hitting with a Vampire right now for 4 damage, but doing 12 damage per turn with Voids. Since the max HP is lowered, the Vamp damage is swallowed by the reduction of max HP x)

Also, SoV can't kill.
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Aether is the prime Element present in all things, providing space, connection and balance for all Elements to exist.
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Offline GG

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Re: Elements 1.29 https://elementscommunity.org/forum/index.php?topic=31187.msg398788#msg398788
« Reply #263 on: September 24, 2011, 11:15:04 pm »
Shard of Void is now up in the beta too!


Also... unmentioned in the original post..


- Flooding | Inundation got a graphics change and BUFFED. Now covers the edges of the middle row (6 and 7th creature spots) as well.

- Max HP indicator added next to the HP bars
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