First off, I just have to say that what I'm seeing is very encouraging.
Love:
New backgrounds (especially unupped earth)Unupped shardsAll of the balance changes, especially to SoG and the Fire cardsVery glad you removed the earlier text color. Majofa mentioned moving the bands to the right, which makes sense to reduce overlap with text. Kuroaitou's suggestion of 1/2 bands makes a lot of sense to me as well.Max HP counter, especially with some of the new cards.Love love LOVE the quanta cap change, for all the reasons you mentioned in your first response, along with all of the potential game mechanics that will come along with it (such as reduce max quanta for immediate quanta). People saying this destroys Stone Skin, etc., don't buy it. +50 HPs is huge: twice SoD, though, I could see an argument for a base increase. Quanta based dmg spells still do plenty of dmg (1 hit almost any creature. And so on. Brilliant idea!I like the idea of your mark affecting the quanta cap, and look forward to all the potential cards that interact with this limit. 50 sounds perfect for Mark quanta, 30 for rest (while it looks like I would be outvoted with 40, I like the greater emphasis on the Mark element, it brings 'burst-play' to a more reasonable level, and 30 is plenty of quanta) . The only valid change I've seen is perhaps increasing Frost Bolts freeze chance so that, at 50, it is assured. All in all, it furthers the feel of the Mark you are using.Thank you for the shard changes since the start of this thread. The jury is still out for me on SoR and SoSa, but it is great to see that you are listening to the community. For the moment, I feel that SoR immediate use was enough without doubling it, and SoSa cost would be better associated with max HPs, but I need to test their current form.
Mixed:
Shard stacking. While I see some ways this makes sense, I think easing the decision making process on permanent slots takes away from metagame skill. This is further exacerbated by the
lack of permanent control at this time. I would strongly recommend holding off on this until more counter-permanent options are introduced to the game.Love the concept behind SoV. However, when juxtaposed with Poison, it clearly is not balanced. Effect should probably be set to 1/2, or at the
very least 1/3. Or, buff Poison, but that sounds like a bad idea.Love the concept of Shard of Serendipity. However, once again this game underestimates the power of drawing. I was hoping it would be a random draw between 1-3, but it always provides 3 cards. This will basically be in almost every Rainbow deck. Either change it to 2 cards, or make it a random 1-3. While I think these two changes might weaken it a tad too much, 3 is definitely too many, and a cost increase really wouldn't even this out.Shard of Patience still buffs too much. The attack and defense does not need to be the same number. The 1/0 change is great. I would suggest the water buffs be changed to 2/1 and 2/5. It still buffs water while keeping unflooded creatures within killing range, and makes sense for flooded water creatures (difficult to attack them, but also not that easy for them to attack you).[/list]
Concerns:
With the introduction of SoP, the power of Deathstalker and
especially Dune Scorpion need to be revisited, though I can't think of a solution at this moment. I believe this absolutely needs to be addressed.With the introduction of more cards, I think now would be a good time to increase the electrum rewards.I feel Miracle/SoS should either inverse the healing (difference between HP before and after) that would have been done, or the text should be changed.This is minor though, as no one will ever use them together.[/list]
Last request:
Please reduce Quicksand to 2 Pillars!
Quote of this thread:
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.
My emphasis.