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Offline majofa

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Re: Elements 1.29 https://elementscommunity.org/forum/index.php?topic=31187.msg401730#msg401730
« Reply #396 on: September 30, 2011, 06:58:25 pm »
[11:56:15] majofa: so, if zanz can cap stone skin, why can't he cap fire bolt and fahrenheit?

Offline Rastafla

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Re: Elements 1.29 https://elementscommunity.org/forum/index.php?topic=31187.msg401732#msg401732
« Reply #397 on: September 30, 2011, 07:01:45 pm »
[11:56:15] majofa: so, if zanz can cap stone skin, why can't he cap fire bolt and fahrenheit?
I know this point have been raised before but with search disabled I have no idea who made it first. I know the suggestion have been around for more than a year though. Dont know why it have not caught on.

Edit: My guess is the popularity of fire and people want their powerful decks more than fixes.
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Offline Sevs

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Re: Elements 1.29 https://elementscommunity.org/forum/index.php?topic=31187.msg401733#msg401733
« Reply #398 on: September 30, 2011, 07:02:13 pm »
3. DECAY? He's already one of the weakest gods :(

Divine Glory too, with such unexpected fire production now having to wait 2 turn for an explosion will be much easier i think

I feel like the quanta pool limit should at least be 100 still small enough to prevent the bolt  OTK but at least gives the option to fractal high cost creatures

And fire was OP because it had the option to stall and rush, now with the nerf to both, i find it might not be able to do either.
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Offline bucky1andonly

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Re: Elements 1.29 https://elementscommunity.org/forum/index.php?topic=31187.msg401734#msg401734
« Reply #399 on: September 30, 2011, 07:02:52 pm »
I'm just going to assume this, just because there is no actual evidence to back up any of the complaints.  None or very few to none of the complainers have gone into the beta trainer and actually tested out these decks that are supposedly ruined.  Test your decks under the new changes, take stats, then complain if they are really really bad. 

Quanta cap is good, and instead of cards that increase, why not cards to decrease, or even shut off production of an element for X amount of turns.  Have one of the unmade shards with that effect, and have the quanta section as 12 individual boxes targetable and each time quanta would be gained, the caster of the shard instead gains quanta for the element the shard represents. 

TEST, THEN COMPLAIN, not the other way around.  Slowing some decks down by a turn or two is not a bad thing, especially when they are 4 turn killers.

Offline russianspy1234

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Re: Elements 1.29 https://elementscommunity.org/forum/index.php?topic=31187.msg401737#msg401737
« Reply #400 on: September 30, 2011, 07:05:11 pm »
so with the immonerf and quanta cap, the two most newbie friendly grind decks are pretty severely weakened.  shame, i only recently managed to grind up enough to buy RoL/Hope and now it'll barely work anymore.

ok barely work is probably too harsh, but it is weakened quite a bit.
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Re: Elements 1.29 https://elementscommunity.org/forum/index.php?topic=31187.msg401740#msg401740
« Reply #401 on: September 30, 2011, 07:08:32 pm »
so with the immonerf and quanta cap, the two most newbie friendly grind decks are pretty severely weakened.  shame, i only recently managed to grind up enough to buy RoL/Hope and now it'll barely work anymore.

ok barely work is probably too harsh, but it is weakened quite a bit.
I may be foolish but how is RoL/Hope harmed? Sure you can only play 4|3 of the dragons per turn but is that a problem?
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Offline bored_ninja777

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Re: Elements 1.29 https://elementscommunity.org/forum/index.php?topic=31187.msg401744#msg401744
« Reply #402 on: September 30, 2011, 07:13:00 pm »
i dont think i like that quanta cap.. the rest im ok with but capping that quanta.. just seems like a giant nerf to the whole game. i personally dont use firestalls or fractal etc to spam large dragons and what not but 50 seems just little too low. as mentioned stone skin is now limited.. and you have to play it before you play anything else to get the max usage.. which is still 50 - cost of SS? or does it factor in the cost of itself ? so then max is what 48? or 49? 
according to the bolt calculator 50 quanta + 6 bolts is 93 damage.. so no more OTKs.. fine.. im ok with that.. if you bump the cap to 75.. u can do 144 damage.. so i dont think the cap is quite a good idea.. just make firebolt do 1 less damage per 10 quanta? that seems to be a better option to me..
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Re: Elements 1.29 https://elementscommunity.org/forum/index.php?topic=31187.msg401745#msg401745
« Reply #403 on: September 30, 2011, 07:14:22 pm »
so with the immonerf and quanta cap, the two most newbie friendly grind decks are pretty severely weakened.  shame, i only recently managed to grind up enough to buy RoL/Hope and now it'll barely work anymore.

ok barely work is probably too harsh, but it is weakened quite a bit.
I may be foolish but how is RoL/Hope harmed? Sure you can only play 4|3 of the dragons per turn but is that a problem?
Yes, especially against Miracle using Fake Gods since they Miracle at ~50hp, 3 Light Dragons would only produce 39 and therefore you just have to spam and hope for the best.

make firebolt do 1 less damage per 10 quanta? that seems to be a better option to me..
Then it will be weaker than Ice Lance.

Offline bucky1andonly

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Re: Elements 1.29 https://elementscommunity.org/forum/index.php?topic=31187.msg401749#msg401749
« Reply #404 on: September 30, 2011, 07:31:36 pm »
Use SoP in rol/hope decks, just adding 2 and using them when you have a full field is +46 dmg.  See what I did just there, I came up with a solution to a problem.  Now someone try firestall.

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Re: Elements 1.29 https://elementscommunity.org/forum/index.php?topic=31187.msg401750#msg401750
« Reply #405 on: September 30, 2011, 07:32:18 pm »
make firebolt do 1 less damage per 10 quanta? that seems to be a better option to me..
Then it will be weaker than Ice Lance.
that would be cool to reduce it to 2HP/10 quanta and to give it a "burn" side effect that kinda acts like poisoning of a creature

Use SoP in rol/hope decks, just adding 2 and using them when you have a full field is +46 dmg.  See what I did just there, I came up with a solution to a problem.  Now someone try firestall.
but it ruins the surprise element of fractal essentially getting around miracle. with the turn delay, there is no surprise allowing miracle to be used. not fixed
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Re: Elements 1.29 https://elementscommunity.org/forum/index.php?topic=31187.msg401752#msg401752
« Reply #406 on: September 30, 2011, 07:35:52 pm »
so with the immonerf and quanta cap, the two most newbie friendly grind decks are pretty severely weakened.  shame, i only recently managed to grind up enough to buy RoL/Hope and now it'll barely work anymore.

ok barely work is probably too harsh, but it is weakened quite a bit.
I may be foolish but how is RoL/Hope harmed? Sure you can only play 4|3 of the dragons per turn but is that a problem?
Yes, especially against Miracle using Fake Gods since they Miracle at ~50hp, 3 Light Dragons would only produce 39 and therefore you just have to spam and hope for the best.

make firebolt do 1 less damage per 10 quanta? that seems to be a better option to me..
Then it will be weaker than Ice Lance.
not just that.  before, you could save up quanta for a long time, say you have 2 fractals in hand and are waiting for your first dragon, you build up ~150 quanta and get the dragon, play it, fractar, play them all.  next turn, fractal again and get a few more.  now you will at best be able to play 4 dragons after a fractal, no matter how long you have been waiting to draw one.  you play the four, and then have to wait another turn (or maybe even 2) just to play 1 more.
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Re: Elements 1.29 https://elementscommunity.org/forum/index.php?topic=31187.msg401753#msg401753
« Reply #407 on: September 30, 2011, 07:37:57 pm »


I hate this patch more and more as time passes by.Sogs nerf ruins both my fg grinders,fire nerf ruins so many pvp (upped and unupped decks like immophoenix),explosion is no longer splashable in nova-war decks.
Lovely,
 How about increasing graboid cost to 5,dim shield to 10,remove draw from sundial,increase poison to 3,half the damage of catapult,decrease sanctuary to 2 healing,make animate weapon cost air  quanta,increase hourglass to 6 and generally remove every fun thing that exists in this game and call it balance fix?
So, you're sugesting an immaterial no-counter phase shields?
Cards change. Your reaction is extremely similar from what i've read in threads complaning about the sundial nerf (http://elementscommunity.org/forum/index.php/topic,1541.0.html) (http://elementscommunity.org/forum/index.php/topic,1541.0.html)). Kinda like a kid happily watching telie for hours, then complaining about being sent outside by his parents.
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