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Offline willng3

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Re: Elements 1.29 https://elementscommunity.org/forum/index.php?topic=31187.msg401851#msg401851
« Reply #432 on: September 30, 2011, 11:23:08 pm »
i grinded with grab/shrieker rush, you can too.

also, i just played with a pillarless unupped immo photon destroyer deck, it still works against ai 3.
destroyer yes, golemn? not so much.
Um that's still more than possible.  In fact, there's a second deck here (http://elementscommunity.org/forum/index.php/topic,17173.0.html) that while it is more vulnerable, still serves as an adequate substitute for Grabbix against AI3.
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Re: Elements 1.29 https://elementscommunity.org/forum/index.php?topic=31187.msg401852#msg401852
« Reply #433 on: September 30, 2011, 11:23:35 pm »
good point, arena gives you coin while youre sleeping if you set up a halfway decent deck.
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Re: Elements 1.29 https://elementscommunity.org/forum/index.php?topic=31187.msg401855#msg401855
« Reply #434 on: September 30, 2011, 11:29:38 pm »
3. DECAY? He's already one of the weakest gods :(

False gods don't play by our rules!

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Re: Elements 1.29 https://elementscommunity.org/forum/index.php?topic=31187.msg401856#msg401856
« Reply #435 on: September 30, 2011, 11:30:11 pm »
"destroyer yes, golemn? not so much."

yes, golem.  my apologies for using the wrong name despite having stated unupped.  ::)
yeah thats why i deleted it from my post within a minute, but people had already managed to reply.  ill stick by my point that RoL/Hope is crippled though.
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Re: Elements 1.29 https://elementscommunity.org/forum/index.php?topic=31187.msg401876#msg401876
« Reply #436 on: September 30, 2011, 11:57:50 pm »
A decrease in grinding deck strength is an extremely small cost for a better metagame. And have you all forgotten that Arena was released the update before this? Arena was extremely helpful to grinding, especially with new rares coming out. It makes sense that grinding can be a little bit harder this update after Arena made grinding easier.
I agree with the first point here, and to a degree with the second.  The Arena definitely made score easier to grind, but I think rares were easier to get from all the t50 farms that used to be posted.  You can get upped rares from the arena, so that might be what rootranger meant here.

And for newbies who want to grind ai3, I found a monolife deck did fairly well.  6 frogs, 6 cocks, 6 adrenaline, and a druid staff that was my newbie quest reward rare.  Really, REALLY boring, but it did alright.  I started with a life deck when I joined, so that's why I ended up with that deck, but there's several different decks that should be pretty good at ai3 even with these changes.

Offline aqwsz0

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Re: Elements 1.29 https://elementscommunity.org/forum/index.php?topic=31187.msg401885#msg401885
« Reply #437 on: October 01, 2011, 12:14:12 am »
which do you prefer? 

Elements 1.28 (this one)
Elements 1.29 (in beta)

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Re: Elements 1.29 https://elementscommunity.org/forum/index.php?topic=31187.msg401886#msg401886
« Reply #438 on: October 01, 2011, 12:16:38 am »
which do you prefer? 

Elements 1.28 (this one)
Elements 1.29 (in beta)
Is this even a question?
1.29, of course.
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Re: Elements 1.29 https://elementscommunity.org/forum/index.php?topic=31187.msg401896#msg401896
« Reply #439 on: October 01, 2011, 12:43:02 am »
^^ this.
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Re: Elements 1.29 https://elementscommunity.org/forum/index.php?topic=31187.msg401899#msg401899
« Reply #440 on: October 01, 2011, 12:50:37 am »
A decrease in grinding deck strength is an extremely small cost for a better metagame. And have you all forgotten that Arena was released the update before this? Arena was extremely helpful to grinding, especially with new rares coming out. It makes sense that grinding can be a little bit harder this update after Arena made grinding easier.
i dont know, considering how much grinding one has to do before they can even start worrying about the metagame.  arena is only helpful for grinding if you can win consistently, even bronze decks can prove too tough for a newbie, especially if they find the decks they have been using against AIs arent remotely effective, and they cant afford to buy more cards.
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Re: Elements 1.29 https://elementscommunity.org/forum/index.php?topic=31187.msg401903#msg401903
« Reply #441 on: October 01, 2011, 12:58:10 am »
I like the new update, very much. Don't know about the 50 cap, though. On the whole, good job zanz!
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Re: Elements 1.29 https://elementscommunity.org/forum/index.php?topic=31187.msg401911#msg401911
« Reply #442 on: October 01, 2011, 01:10:27 am »
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.

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Re: Elements 1.29 https://elementscommunity.org/forum/index.php?topic=31187.msg401915#msg401915
« Reply #443 on: October 01, 2011, 01:21:09 am »
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.[/list]
Increase the cost of both scorpions by 1 might be sufficient. (based on the cost relation between the 3 scorpions prior to SoP)
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