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Offline MatrimKK

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Re: Elements 1.29 https://elementscommunity.org/forum/index.php?topic=31187.msg401464#msg401464
« Reply #324 on: September 30, 2011, 05:25:36 am »
I won't claim to have a better solution but I think making bolt damage dynamic via diminishing returns could be a start

Offline furballdn

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Re: Elements 1.29 https://elementscommunity.org/forum/index.php?topic=31187.msg401467#msg401467
« Reply #325 on: September 30, 2011, 05:35:14 am »
I say if you're going to make a quanta cap, at least make it 100 and not 50.

Offline Bhlewos

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Re: Elements 1.29 https://elementscommunity.org/forum/index.php?topic=31187.msg401468#msg401468
« Reply #326 on: September 30, 2011, 05:36:28 am »
^This (@ Matrim's post). Some sort of formula like with Catapult's. Quanta capping seems to me like it could bring up a whole bunch of other problems.

Offline zanzarinoTopic starter

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Re: Elements 1.29 https://elementscommunity.org/forum/index.php?topic=31187.msg401469#msg401469
« Reply #327 on: September 30, 2011, 05:37:30 am »
Rationale for quanta cap:

Things tend to go broken when variables have no limit. Stoneskin has a limit because of that and future cards might need the cap as well. The cap is more effective at limiting arena decks where generating large amount of quanta is relatively easy and often exploited. The current damage limit for bolts and Fahrenheit is also infinite, which is a tad too high.

The cap does not need to be at "50" and future cards can increase the quanta pool capacity creating new interesting strategies.

All these changes are not set in stone yet, but please test them before you jump to conclusions.

P.S.: I also added a special treat for fate egg and deja vu if used with SoR, they also can use their skill twice.

Offline Xenocidius

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Re: Elements 1.29 https://elementscommunity.org/forum/index.php?topic=31187.msg401470#msg401470
« Reply #328 on: September 30, 2011, 05:40:33 am »
You can use Fate Egg's skill twice? *Goes off to find out how that's even possible*
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Offline MatrimKK

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Re: Elements 1.29 https://elementscommunity.org/forum/index.php?topic=31187.msg401471#msg401471
« Reply #329 on: September 30, 2011, 05:40:54 am »
why you come to chat??? :P

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Re: Elements 1.29 https://elementscommunity.org/forum/index.php?topic=31187.msg401475#msg401475
« Reply #330 on: September 30, 2011, 05:47:25 am »
Wow. 1.29 is going to be on a whole new level of Epic. As for the quanta cap. I like it. It's a good idea, however, I hope that if it gets put into effect, the cap is 75, not 50 or 100. 75 seems like a good number and keeps Stone Skin viable.
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Offline Avenger

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Re: Elements 1.29 https://elementscommunity.org/forum/index.php?topic=31187.msg401477#msg401477
« Reply #331 on: September 30, 2011, 05:53:29 am »
Since SoG would now stack, I don't think it has truly been nerfed, arena decks will enjoy the ridicule healing, hmm...
 :o :o :o :o :o :o :o :o :o :o :o :o
OMG, imagine this in an immortal type deck.

Offline Avenger

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Re: Elements 1.29 https://elementscommunity.org/forum/index.php?topic=31187.msg401478#msg401478
« Reply #332 on: September 30, 2011, 05:55:43 am »
Rationale for quanta cap:

Things tend to go broken when variables have no limit. Stoneskin has a limit because of that and future cards might need the cap as well. The cap is more effective at limiting arena decks where generating large amount of quanta is relatively easy and often exploited. The current damage limit for bolts and Fahrenheit is also infinite, which is a tad too high.

The cap does not need to be at "50" and future cards can increase the quanta pool capacity creating new interesting strategies.

All these changes are not set in stone yet, but please test them before you jump to conclusions.

P.S.: I also added a special treat for fate egg and deja vu if used with SoR, they also can use their skill twice.
Well, if there are cards that increase the capacity, then even 100 is good as a cap. At least firestalls will need some more creativity.
Uhm, i mean, 50? That's a tad bit low.

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Re: Elements 1.29 https://elementscommunity.org/forum/index.php?topic=31187.msg401481#msg401481
« Reply #333 on: September 30, 2011, 05:57:41 am »
1. Shard of gratitude heals 3 (5 if  :life mark) both for upped and unupped(cost 5)
6. Explosion cost increased to 3/2
7. Ash stats decreased to 0/5
9. Immolation  :fire gain reduced to 6(8upped)
10. Quanta pool capped at 50 quanta per element
Finally a real nerf to fire stall with a small nerf to immorush. Oh Zanzarino, you make me happy!

5. Shard of readiness lets  :time creatures use their skill immediately and twice (instead of adrenaline)
This is very good. It is more in the theme IMO. It would be completely perfect if it was also usable on permanents. I mean, it would also increase the usefulness of the cards for all elements, not only for time.

Offline Bhlewos

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Re: Elements 1.29 https://elementscommunity.org/forum/index.php?topic=31187.msg401482#msg401482
« Reply #334 on: September 30, 2011, 06:01:18 am »
5. Shard of readiness lets  :time creatures use their skill immediately and twice (instead of adrenaline)
This is very good. It is more in the theme IMO. It would be completely perfect if it was also usable on permanents. I mean, it would also increase the usefulness of the cards for all elements, not only for time.
I could just imagine AI derping with that. "SoR on my Golden Hourglasses! Draw 10 cards a turn! Oh wait, I'm out? Bummer."

Offline zanzarinoTopic starter

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Re: Elements 1.29 https://elementscommunity.org/forum/index.php?topic=31187.msg401485#msg401485
« Reply #335 on: September 30, 2011, 06:07:45 am »
*leaves*
You can not leave Napalm: Elements needs you; besides,  if you leave you are going to miss the creation of the next fire card and that is the first item in my "to do" list after I am done with the shards.

 

anything
blarg: