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Re: Elements 1.29 https://elementscommunity.org/forum/index.php?topic=31187.msg418050#msg418050
« Reply #840 on: October 30, 2011, 06:14:33 pm »
When a creature with vampire attacks for lethal damage, it now ends the game before adding the health that is gained from that creature's attack to your health total. I found this out when it cost me an elemental mastery. I'm not sure if this is an intended consequence, but it's obscure enough to post.

Offline Skotadi Phobos

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Re: Elements 1.29 https://elementscommunity.org/forum/index.php?topic=31187.msg418066#msg418066
« Reply #841 on: October 30, 2011, 06:36:18 pm »
phobos like more moneys
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Offline Atico

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Re: Elements 1.29 https://elementscommunity.org/forum/index.php?topic=31187.msg418068#msg418068
« Reply #842 on: October 30, 2011, 06:39:23 pm »
That doesn't solve the SoSa problem for the big two decks so far that use it.

Death Stall is... only death cards, possibly with water mark for And SPlat doesn't actually need to do anything once it gets its first hit in, so it doesn't care so much about those towers, although it'll hurt it slightly. However, this gave me an idea to actually balance it that could work, I would put it in the SoSa area but I 'just' posted there and I'm avoiding doubleposting.


Make it a Pump spell.

Base the hp cost on the amount of quanta you have upon playing it. Something like costing 80 hp as a base, but the more quanta absorbed the more the cost is reduced for that playing, down to a minimum of 20 or somesuch. A scaling effect would probably be best, meaning a 1:1 hp : quanta ratio until it goes down to 50 hp, then a 1:2 hp : quanta ratio from 50 down to 20. The ratios can be adjusted, my point is the system itself.

Death quanta  :death won't be absorbed but will count as 'being' absorbed, to give death that extra benefit still. So with full 75 death quanta you get to use 28 Hp SoSa's. But you had to do work to get your Death quanta that high. Also, this means that Shard of Conscience becomes a counter to SoSa! (And even 'one' helps drastically)
The purpose of this is to make SoSa take actual effort in between uses to use, or have a high start-up effort requirement. The only issue is making heavy Control Rainbows with many Quantum Towers not gain the full benefit each time, since they have easy access to that sheer amount of quanta generation, but an additional formula can be put in to make a diminishing effect for each additional element thrown into the mix if that becomes an actual problem, long as it calculates Death as highest priority.
Too complicated.

The problem is the immortality itself. Its works against too much.

Just make it work similarly to how voodoo dolls operate but in reverse. Only if you survived the hit you get healed (would still be killable from a really strong creatures or powered up bolts.) And/Or enable heal, stoneskin, miracle to be cast on the opponent.
Most of that was talk about balance. Its actually just "Lower hp cost based on quanta when played", and the formula is about as complicated as the catapult one. 1:1 efficiency from 80 to 50, 1:2 efficiency from 50 to 20.

Although that "only heal if survived" is a good idea as well. And I agree with heal, and possibly stoneskin being elemental targeting, but I'm not sure about Miracle for the casting on your opponent.
Easier and better will be making this ability for two players, so You and Your opponent has got healing instead damage in 2 turns. Of course cost will be lower (maybe 8-10 HP). It is perfectly balanced against rush decks (this is a previous idea of SoS), and consuming all quantum disable OTK (then it will be OP).

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Re: Elements 1.29 https://elementscommunity.org/forum/index.php?topic=31187.msg418073#msg418073
« Reply #843 on: October 30, 2011, 06:49:29 pm »
Rating system.

Original decks play and lose. They don't get the thumbs-up they should get for originality :(

Original decks still have to win games, which might be hard :(
Its better how it is because then people could just thumbs up decks that they win against so they have a better chance to play against them. Allowing only on decks you lose against, encourages originality to be more of a factor.
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Re: Elements 1.29 https://elementscommunity.org/forum/index.php?topic=31187.msg418075#msg418075
« Reply #844 on: October 30, 2011, 06:51:18 pm »
It would be great to see how many thumbs up and down your deck got.

Offline bored_ninja777

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Re: Elements 1.29 https://elementscommunity.org/forum/index.php?topic=31187.msg418080#msg418080
« Reply #845 on: October 30, 2011, 06:58:53 pm »
well, this new thumbs up down thing is quite interesting.. i rather enjoy that concept..
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Re: Elements 1.29 https://elementscommunity.org/forum/index.php?topic=31187.msg418102#msg418102
« Reply #846 on: October 30, 2011, 07:48:10 pm »
When a creature with vampire attacks for lethal damage, it now ends the game before adding the health that is gained from that creature's attack to your health total. I found this out when it cost me an elemental mastery. I'm not sure if this is an intended consequence, but it's obscure enough to post.
Yeah, this made me sad..  :'(
Though I understand that this "change" is to fix few bugs (e.g. Anti-poison), I really hope that zanz could change this. EM is already quite hard to obtain and with this change, I feel that it would kill most if not all EM decks especially the fun EM decks like vampiric chimera.

Offline Rastafla

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Re: Elements 1.29 https://elementscommunity.org/forum/index.php?topic=31187.msg418130#msg418130
« Reply #847 on: October 30, 2011, 08:21:14 pm »
I dont think its bad. Gives the incentive to use heal and :life / :light if you want your EMs.
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Re: Elements 1.29 https://elementscommunity.org/forum/index.php?topic=31187.msg418136#msg418136
« Reply #848 on: October 30, 2011, 08:26:43 pm »
I like the update except for the not healing before winning.
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Offline petersenk

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Re: Elements 1.29 https://elementscommunity.org/forum/index.php?topic=31187.msg418140#msg418140
« Reply #849 on: October 30, 2011, 08:38:36 pm »
I dont think its bad.
Of course it is, since this doesn't follow the rules. A vampiric attack is well defined, so this is a bug that needs to be fixed, no matter if you think the consequences of said bug are fine. End of the story.

Offline bucky1andonly

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Re: Elements 1.29 https://elementscommunity.org/forum/index.php?topic=31187.msg418205#msg418205
« Reply #850 on: October 30, 2011, 09:47:46 pm »
It's not bad.  The only deck this affects is the instatosis deck if you use a liquid shadow to get an EM after being brought down to like 20 hp or something.  This is actually good.  The game should be over instantly, the moment someone hits 0 hp, before any other effect happens.

People are always saying decks are being ruined.  Well they are dead wrong.  The thing you must do now is try out different strategies possibly changing some cards up if you want the exact same effect your deck had before.  The decks can be played with the same cards as before, you just need to play differently.  If you change cards, your strategy will change. 

Change is good, people are just afraid of change. 

Offline petersenk

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Re: Elements 1.29 https://elementscommunity.org/forum/index.php?topic=31187.msg418214#msg418214
« Reply #851 on: October 30, 2011, 09:57:21 pm »
This is actually good.  The game should be over instantly, the moment someone hits 0 hp, before any other effect happens.
The healing effect of vampiric is NOT some other effect. It's one and the same: it takes away health from A and directs it to B all in one go.
Stop talking out of your ass, dear sir ;)

 

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