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Offline TheManuz

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Re: Elements 1.29 https://elementscommunity.org/forum/index.php?topic=31187.msg402092#msg402092
« Reply #456 on: October 01, 2011, 12:05:04 pm »
This update seems actually good and I really hope this will be released soon. (I'm just a little doubtful about the quanta cap..)
Well, now that Shards have been tested and (mostly) approved (some doubts on Shard of Sacrifice still, but I believe what others have said and it seems likely to be avoidable. Still scary concept, but it may be overreacting on my part) I think we are ready to see the other ones, so AFTER that and AFTER they have been tested, there will be the release. I think.

We are still missing out on the shards for :aether, :air, :earth, :fire and :gravity.
:aether is most likely going to be the magical damage zapper, although I'm not a fan of the concept (we already have one "damaging" shard, plus it'd be cool if it did something divergent).
The rest are more of a mystery. Personally, I think Gravity should get something that increases its stall capacity. A better shield would be perfect, but even a stall Shard would be great...
I'm not really a fan of SoSacrifice, but maybe i'm wrong, and i've got not really much time to test it.
I also think that a magical damage zapper is boring, so i made an :aether shard (i made it for the shard competition).

Offline Rastafla

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Re: Elements 1.29 https://elementscommunity.org/forum/index.php?topic=31187.msg402094#msg402094
« Reply #457 on: October 01, 2011, 12:12:16 pm »
Regarding new colors.

Entropy got lighter and lost edge. If this is bad or not depends on your viewpoint on entropy. Clashes horribly with the art of pillars and pendulums but instead meshes very well if not better to several of the others card. Good improvement overall.

Death is now metallic instead of bone/ivory. No clash in colors. Just change no improvement.

Earth got earthy, real perfect coloration and its no longer possible to mistake time and earth cards. Instead you mistake earth and gravity but to a lesser degree than how much you switched earth and time. Too bad the light coloration of all earth cards clashes with the border except Steel Golem to varying degrees, will be fixed with new specific card art as time passes. Medium-Good improvement.

Life got poison green which shines artificial and dead. The vibrant and alive leaf pattern removed. The only bad change and I mean BAD.

Darkness became gray and lost most of its menace and edge. Works I guess. The color clashes with a few cards and blends with a few. Just change and no improvement.
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Offline Kamietsu

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Re: Elements 1.29 https://elementscommunity.org/forum/index.php?topic=31187.msg402096#msg402096
« Reply #458 on: October 01, 2011, 12:23:13 pm »
This update seems actually good and I really hope this will be released soon. (I'm just a little doubtful about the quanta cap..)
Well, now that Shards have been tested and (mostly) approved (some doubts on Shard of Sacrifice still, but I believe what others have said and it seems likely to be avoidable. Still scary concept, but it may be overreacting on my part) I think we are ready to see the other ones, so AFTER that and AFTER they have been tested, there will be the release. I think.

We are still missing out on the shards for :aether, :air, :earth, :fire and :gravity.
:aether is most likely going to be the magical damage zapper, although I'm not a fan of the concept (we already have one "damaging" shard, plus it'd be cool if it did something divergent).
The rest are more of a mystery. Personally, I think Gravity should get something that increases its stall capacity. A better shield would be perfect, but even a stall Shard would be great...
Those shards are still missing, but it's never been stated that all the shards will happen in one update. I actually sort of doubt they will. It would be a better idea to do maybe half of the shards in this update, then the other half in the next update.
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Offline vagman13

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Re: Elements 1.29 https://elementscommunity.org/forum/index.php?topic=31187.msg402098#msg402098
« Reply #459 on: October 01, 2011, 12:34:02 pm »
I think that zanz has said he will do the shard update in two patches already.Also besides the fire,gravity,air,aether,earth shards we might also get a new fire card in the next patch.

Offline russianspy1234

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Re: Elements 1.29 https://elementscommunity.org/forum/index.php?topic=31187.msg402111#msg402111
« Reply #460 on: October 01, 2011, 01:05:49 pm »
good point, arena gives you coin while youre sleeping if you set up a halfway decent deck.
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Offline Sevs

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Re: Elements 1.29 https://elementscommunity.org/forum/index.php?topic=31187.msg402169#msg402169
« Reply #461 on: October 01, 2011, 04:04:38 pm »
As long as shards are not allowed in tournaments (unless it is shard themed) and except for gray darkness cards and quanta max,  I am really liking this update.
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Offline OldTrees

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Re: Elements 1.29 https://elementscommunity.org/forum/index.php?topic=31187.msg402185#msg402185
« Reply #462 on: October 01, 2011, 04:33:57 pm »
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 1-2 might be sufficient. (based on the cost relation between the 3 scorpions prior to SoP)
Do not agree. If you play with the card a bit, you know that SoaP, while being mono, doesn't really have the same punch as Unstoppable, nor Chaos Power and is not even as good as Blessing. You are paying a whole turn of CC vulnerability for a mono buff. It's balanced.
I trust your estimate. I underestimated the increased cost of the 1 turn delay for scorpions
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Offline bored_ninja777

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Re: Elements 1.29 https://elementscommunity.org/forum/index.php?topic=31187.msg402200#msg402200
« Reply #463 on: October 01, 2011, 05:25:27 pm »
the color changes meh w/e im sure they will get adjusted again..
as far as the scorps thing.. the shard does delay a turn .. but its also the only buff that can buff many creatures all at once... blessing, chaos power, and unstoppable only do 1 creature.. if i play 3 scorps and make them all +1\+1 and wait 1 turn.. which.. could be done fairly early with enough quanta.. that 1 turn might not be enough for the opponent to use say Firestorm or to stop each one of them.. then.. next turn they all hit.. if using dune scorp and SOR and SOP that 1 turn is gone instantly .. due to adrenaline effect u get at least 2 attacks that go through anyway.. with mass scorps out you can add it up really quick.
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Re: Elements 1.29 https://elementscommunity.org/forum/index.php?topic=31187.msg402213#msg402213
« Reply #464 on: October 01, 2011, 05:51:35 pm »
I've test Shard of Readiness that says that it lets  :time creature to use their skill immediately and twice. There is some miss (or bug or etc):
    When a SoR  :time creature is being Twin Universe-d, the duplicate cannot use its skill immediately. Is it on purpose? When Fate Egg got SoR and create two random creatures. The first creature can use their skill immediately. It means like SoR give effect to Fate Egg and its child..
Comment to the new batch 1.29:
Sooo Great improvement... So Happy...  :D :D
I am also happy, now Fate eggs now can work together with SoR. With random creature, the average atk is about 2*4 = 8 atk, with maksimum 30 (2*15) for ruby dragons. now fate eggs will be used with Shard of Serendipity. It will lead to an interesting random deck...  :D :D

About next shard:
I hope the other shards will be creative.. I hope zanz will not make permanent shard which attack player directly such as Shard of Void (one Shard is enough already). And, shard that increase cap of quanta sure is boring.

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Re: Elements 1.29 https://elementscommunity.org/forum/index.php?topic=31187.msg402249#msg402249
« Reply #465 on: October 01, 2011, 06:37:56 pm »
I do not agree that the one-turn delay makes up for the removal of duo-dependency.

Removing duo affects your entire deck, not just the cards being played. Now, you have complete freedom on deck design with the introduction of SoP, and at the measly cost of 1 generic quanta. Add to that the ability to buff multiple scorpions in a single turn, with only 1 card (Fire Storm) in the game that can efficiently counter it on the following turn (which is when it must happen). Further, Time already has the potential for mass creature generation, more so with the SoR allowing for two immediate Pharaoh Scarabs in its current version, proving a large amount of utility with a single card, all within a single element that isn't even SoP's primary element. I'd venture to say that SoP is stronger for Time than it is for Water.

Mass effect cards quickly change the face of the game. Generally, a generic cost card is not a good idea for a mass effect, especially when it's cost is as low as it is for SoP. Dune Scorpion definitely needs its cost increased, though after writing this, I'm wondering if there is a better effect that the +1/0 for all. I'm really concerned about the long term effect it will have on the game. A mass creature buff would be better suited to a specific element.

Offline Zaealix

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Re: Elements 1.29 https://elementscommunity.org/forum/index.php?topic=31187.msg402252#msg402252
« Reply #466 on: October 01, 2011, 06:46:03 pm »
And that's why  :water creatures get a bigger buff than  :time. As of right now,  :water can spam 2 or 3 SoP and get creatures that are at least 4|4, if not stronger. And to be honest, I figure SoP is going to make for all kinds of swarm decks possible.
Yes,  :time gets alot from SoP, but the Shards are meant to be good for everyone, with a focus on their element.
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Re: Elements 1.29 https://elementscommunity.org/forum/index.php?topic=31187.msg402267#msg402267
« Reply #467 on: October 01, 2011, 07:00:18 pm »
I know it's good. I didn't say that was the problem. What I am saying is that is disturbs the balance of the game, especially for Time.

Water gets a bigger atk/hp buff, but water doesn't have creature generation, nor a card like Dune Scorpion. With just 4 mono-quanta and 2 cards, I can have one out on my first turn, creating a mass accumulation of Poison if you can't specifically stop it on your first turn, and chances are you can't. That's only one scenario out of many. I'll take that over the 2/2 bonus for costly water creatures, hence making it better for Time than Water.

However, the bigger problem is the far-reaching effects it has on card design and balancing elements. Initially, I liked the concept a lot. However, I have changed my mind after giving it some thought and testing.

 

blarg: