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Offline plastiqe

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Re: Elements 1.30 https://elementscommunity.org/forum/index.php?topic=35190.msg444509#msg444509
« Reply #60 on: January 02, 2012, 07:01:38 pm »
As to the sentiment of everyone who is "expecting a nerf".  Well.. Shard of Sacrifice went live and it's pretty OP if you ask me.  I predict we'll see small balance changes to SoF but it will still be powerful enough to decimate the meta.  Another reason to just keep banning all Shards from pvp.

I am personally not excited at all for new Shards.  New rare other cards are not nearly as cool as say, a new set of rare weapons for each element could have been.

Offline cosine23

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Re: Elements 1.30 https://elementscommunity.org/forum/index.php?topic=35190.msg444595#msg444595
« Reply #61 on: January 02, 2012, 11:06:11 pm »
I´m not quite sure if I understood the SoF capability: can the SoF actively destroy permanents for free? Or do you still need Pulvy, Deflag etc. to destroy permaments, and SoF only benefits from their usage?
So far, it's free.
At first glance, that sounds OP.  But let´s wait for the trainer testing to decide a verdict.

Offline plastiqe

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Re: Elements 1.30 https://elementscommunity.org/forum/index.php?topic=35190.msg444699#msg444699
« Reply #62 on: January 03, 2012, 07:10:56 am »
Top 3 updates I'd like to see in Elements 1.30:
  • Massive changes to existing cards generally aimed at PvP balance and Mono equality.  I've made my own patch for unupgraded cards here (http://elementscommunity.org/forum/index.php/topic,34667.0.html).
  • One or two new cards based on player ideas from the Forge/Armory, both as a reward for the best ideas and encouragement for the whole card creation system.
  • New daily quests.

Offline SnoWeb

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Re: Elements 1.30 https://elementscommunity.org/forum/index.php?topic=35190.msg444703#msg444703
« Reply #63 on: January 03, 2012, 07:41:58 am »
One or two new cards based on player ideas from the Forge/Armory, both as a reward for the best ideas and encouragement for the whole card creation system.
I agree.  I personally stopped to create new cards even if I have new ideas - not because my card ideas weren't integrating the game but because almost no card idea was. 7 cards in the reliquary for thousands of cards ideas among which hundreds of good ones and tens of excellent ones. This very small number card idea indeed being integrated to the game is very frustrating.

Offline Naesala

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Re: Elements 1.30 https://elementscommunity.org/forum/index.php?topic=35190.msg444706#msg444706
« Reply #64 on: January 03, 2012, 08:05:50 am »
Top 3 updates I'd like to see in Elements 1.30:
  • New daily quests.
This. I'm pretty sure everyone wants some new quests to liven the game up some and give more goals than grind to being able to face opponent X and then having all the cards.
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Offline MrSinister

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Re: Elements 1.30 https://elementscommunity.org/forum/index.php?topic=35190.msg444707#msg444707
« Reply #65 on: January 03, 2012, 08:07:47 am »
Well, first Hooray for two new shards. YAY  :D

Now to the details:

SoF:
Wow, this is scary. I'm glad gravity gets a Shard soon, but I never exspected it this Way. Colourless PC is powerful at all, 3 cost is defenitly too cheap and I don't understand why it should be that cheap, as Deflag just got nerfed in cost (while Fire should be the most destructive Element gravity is on the charge...).
For my favor the element-related aspect for SoF is too low. Getting a BH is nice and cool for Gravity....but not less cool for rainbows and for me thats a problem. I think it would be better to give more destructive power for gravity mark, something like:

"Destroy a Permanent and gain +0/+15 (possibly up to +20) (+0/+10 if you have gravity-mark). Generates a Blackhole in your Hand if Hp reaches 50."

SoC:
Very nice Idea but it feels a lot like SoV for aether. Sadly SoV is also a nice Idea but not that useful. The thing is: Having more than 4 SoVs still gives you a benefit, while you don't need more than 4 SoCs.
For SoC it would be very useful to give it an over-time-ability, for example "Reduces your opponents quanta storage capacity for 7 each turn, 10 if your mark is aether."
Not sure about the numbers, but I think something like that would improve this shard a lot.

General note on Shards:
They are still very annoying in arena; 24 rounds of SoSa is nothing but an autoquit, just as + 288 from 12 SoDs combined with loads of miracles. Therefore I'd  suggest a cost increase for all shards depending on how many Shards has been played. For most shards this would be just an increased cost of +1 quantum for each shard you have played before, while SoSa (where a nerf is needed the most) should incraese Damageinfliction (maybe -5 additional HP for every shard played before). Sadly the Shards are not balanced that good, so SoP would get a bigger nerf from this than SoSa, so the idea is not perfect for now, but I think it's an ineteristing way to think about...

Quote
New rare other cards are not nearly as cool as say, a new set of rare weapons for each element could have been.
signed, new weapons and/or shields would be awesome  :D

Offline The_Mormegil

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Re: Elements 1.30 https://elementscommunity.org/forum/index.php?topic=35190.msg444754#msg444754
« Reply #66 on: January 03, 2012, 01:11:40 pm »
The more I think about Shards, the more I believe they would be MUCH better off as elemental cards. Some would need some serious nerfing in ANY case, but take a look at these:





















Sure, they're far from perfect. But suddently Sacrifice can be compared to Dimensional Shield, Void to Poison, Focus to Deflagration... And, with some proper thought they could become way more flavorful. For instance, just renaming them to something like :light Spark of Divinity /  :life Regeneration /  :water Poseidon's Wrath /  :gravity Implosion /  :death Undead Vigor might be nicer...
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Re: Elements 1.30 https://elementscommunity.org/forum/index.php?topic=35190.msg444774#msg444774
« Reply #67 on: January 03, 2012, 01:57:00 pm »
I don't know whether anyone have suggested this or not, but i feel like if there's going to be a set of 12 shards, they gotta go to their own elements. (true, they could go anywhere, but they give most use to its in-element. Not many want to use SoG for only 3 healing/turn.)
Though, the casting cost could still be  :rainbow . (like Animate Weapon or Luciferin/Luciferase)
Also reduce cluttering in element  :rainbow .
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Offline jmdt

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Re: Elements 1.30 https://elementscommunity.org/forum/index.php?topic=35190.msg444839#msg444839
« Reply #68 on: January 03, 2012, 05:21:17 pm »
I like what you did there mormegil.  That really makes the most sense from a balance perspective.

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Re: Elements 1.30 https://elementscommunity.org/forum/index.php?topic=35190.msg444856#msg444856
« Reply #69 on: January 03, 2012, 06:06:37 pm »
Morm, I love it. It also allows the cards to be a bit more powerful without being OP, as they cost specific quanta instead of random. I especially like Implosion, mainly because it gives Gravy good, cheap CC that works on shards as well. Good job :)
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Offline Elite arbiter

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Re: Elements 1.30 https://elementscommunity.org/forum/index.php?topic=35190.msg444896#msg444896
« Reply #70 on: January 03, 2012, 08:55:32 pm »
The idea of converting their costs to an element is interesting, although I'm not sure I want to get rid of the mark-based effects, since those are a good way to balance these cards. One thing I noticed and wanted to ask if you truly meant to imply Mormegil... do you think that Shard of Patience needs a heavy nerf? Since you changed its cost from 1  :rainbow to 3  :water, while every other shard received a quanta decrease, an effect increase, or both. (Except Implosion and Conscience.)

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Re: Elements 1.30 https://elementscommunity.org/forum/index.php?topic=35190.msg444916#msg444916
« Reply #71 on: January 03, 2012, 09:26:50 pm »
The idea of converting their costs to an element is interesting, although I'm not sure I want to get rid of the mark-based effects, since those are a good way to balance these cards. One thing I noticed and wanted to ask if you truly meant to imply Mormegil... do you think that Shard of Patience needs a heavy nerf? Since you changed its cost from 1  :rainbow to 3  :water, while every other shard received a quanta decrease, an effect increase, or both. (Except Implosion and Conscience.)
The delay is gone, so it acts like a permanent repeatable eclipse for water.
This is an interesting idea, but does Gratitude really need to be made unstoppable?
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