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Offline Keolino

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Re: Elements 1.4 https://elementscommunity.org/forum/index.php?topic=50550.msg1092604#msg1092604
« Reply #420 on: August 14, 2013, 08:38:27 pm »
Anybody who's done PvP Events and Weekly Tournaments knows that we've come at the limited card pool from every different angle. For most elements, War hasn't changed in 3-4 Wars. The Nymph buff helped some teams a bit, which there should be more card changes to existing cards.

Spoiler for possible card changes:
Make a relatively useless card worth playing?

This would allow Air to fly the opponent's weapon, then kill it with Air's CC.

(Heavy) which doesn't allow RT'ing, can make combos more fun!

Cockatrices wanna be cool too... with protection from weapons also?? Sounds good.

Trio ability with Light/Life?
More info here.

A lot of these 'slight' changes would do a lot.
New areas and challenges would do a lot.
BUT... the only way to keep people from leaving is to add new cards. (Otherwise it's like putting the CD you've listened to 1000 times on shuffle... it's still the same songs.....)

I have looked through most of your suggested card changes. And well, I really would dislike it if elements would change that much. There are a lot new possibilities with your suggested changes, but as much strategies would become weaker/useless. You are even overpowering some cards which are quite strong already...

And your unupped Bone Dragon is 14/6, while your unupped fire dragon is 12/3 ????? The balance between your cards is completely off.



When looking through it, I start thinking that you are underestimating a lot of cards in this game... (Or you only play with the "best cards" anyway. But guess what? There will always be most used decks and cards, and there will always be some cards at the bottom, and you won´t be able to change that even for a bit, because it´s human psychology to search for the strongest weapon)
« Last Edit: August 14, 2013, 08:47:58 pm by Keolino »
What's the speed of dark?

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Re: Elements 1.4 https://elementscommunity.org/forum/index.php?topic=50550.msg1092605#msg1092605
« Reply #421 on: August 14, 2013, 08:44:30 pm »
When you said my upped Bone Dragon is 14/6, that's when you lost me...

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Re: Elements 1.4 https://elementscommunity.org/forum/index.php?topic=50550.msg1092606#msg1092606
« Reply #422 on: August 14, 2013, 08:49:26 pm »
When you said my upped Bone Dragon is 14/6, that's when you lost me...

Keo said unupped, and was referring to:

Spoiler for Hidden:

As seen in the thread you linked.

Offline ColorlessGreen

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Re: Elements 1.4 https://elementscommunity.org/forum/index.php?topic=50550.msg1092608#msg1092608
« Reply #423 on: August 14, 2013, 08:55:37 pm »
When you said my upped Bone Dragon is 14/6, that's when you lost me...

Keo said unupped, and was referring to:

Spoiler for Hidden:

As seen in the thread you linked.

Keo said upped and then later edited it to unupped. However, it was pretty clearly and obviously a typo to me.

Offline Keolino

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Re: Elements 1.4 https://elementscommunity.org/forum/index.php?topic=50550.msg1092609#msg1092609
« Reply #424 on: August 14, 2013, 08:56:32 pm »
When you said my upped Bone Dragon is 14/6, that's when you lost me...

Sorry, my mistake, I meant the unupped. (I changed it now)

But it´s still out of balance, for the Bone Dragon to be stronger than the Fire Dragon, since Fire is and should always be the element with the most brute force.

(And there are some other things too, which I think are just mistakes. For example does your upped Firefly Queen the exact same thing as the unupped, with NO changes. (Both generate the Lightning Bug, which is the unupped version in your thread.)

But I already know that you won´t even listen about what I say, so why am i even writing...

@Drake XIV: I said upped first (by mistake) but changed it after reading my text again...
What's the speed of dark?

Offline Marsu

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Re: Elements 1.4 https://elementscommunity.org/forum/index.php?topic=50550.msg1092610#msg1092610
« Reply #425 on: August 14, 2013, 08:59:40 pm »
Would be cool if we held that discussion in the correct place for it, which is majofa's thread, not this one.

Regarding the initial topic: I see not much need to buff all the underused cards. They don't hurt the game at all, au contraire, actually. I prefer a single new card above an Antlion buff everyday.

Offline majofa

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Re: Elements 1.4 https://elementscommunity.org/forum/index.php?topic=50550.msg1092612#msg1092612
« Reply #426 on: August 14, 2013, 09:06:41 pm »
When you said my upped Bone Dragon is 14/6, that's when you lost me...

Sorry, my mistake, I meant the unupped. (I changed it now)

But it´s still out of balance, for the Bone Dragon to be stronger than the Fire Dragon, since Fire is and should always be the element with the most brute force.

(And there are some other things too, which I think are just mistakes. For example does your upped Firefly Queen the exact same thing as the unupped, with NO changes. (Both generate the Lightning Bug, which is the unupped version in your thread.)

But I already know that you won´t even listen about what I say, so why am i even writing...

@Drake XIV: I said upped first (by mistake) but changed it after reading my text again...

The change I made to Firefly Queen was before it was made in the game, by over 4 months. In fact, it wasn't even my idea, a lot of the community thought the cost reduction would be good for it.

But, yes, if you hate my ideas so much, post it in the linked thread.

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Re: Elements 1.4 https://elementscommunity.org/forum/index.php?topic=50550.msg1092614#msg1092614
« Reply #427 on: August 14, 2013, 09:19:43 pm »
the "Random Card Pool Deckbuilding" that mathemathistic said in the page before this one sounds fun too

I would absolutely love some sort of "sealed deck"-style mode added to the actual game.

From a story standpoint for PvE, it could be yet another coliseum/arena type of thing where you pay X electrum to enter the arena/coliseum (as an entrance fee, mostly to discourage people from rerolling the sealed deck until they were dealt ghostmare or whatever) and then face a number of opponents in some kind of AI-controlled "tournament". The entrance fee would essentially be the loss fees for all matches, so if you quit out right away due to not liking your sealed deck, you'd pay the full amount, but if you stuck it out, you'd make back all of the money (and then some) making it a similar level of net profit to just playing a similar number of games against random NPCs.

Alternately, the rerolling problem could be solved by just tying it to oracle spins such that your "sealed deck" is generated when you visit the oracle, which would make it able to be used outside of just one structure (i.e. usable in PvP/community tournaments/general PvE). If it were a generally-available thing, perhaps bonus rewards in PvE for using your "sealed deck" and possibly a new PvP mode that only allowed use of sealed decks.

That would be glorious.
Anybody who's done PvP Events and Weekly Tournaments knows that we've come at the limited card pool from every different angle.

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I was refering to random pools, not just limited ones. Like speedbuild tournaments but more in an "in-game" feature instead of just a tournament.
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Offline nerd1

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Re: Elements 1.4 https://elementscommunity.org/forum/index.php?topic=50550.msg1092629#msg1092629
« Reply #428 on: August 15, 2013, 01:17:43 am »
Possibly some vanilla cards get abilities, but you only get that ability randomly- for example, cockatrice gets a 1/10 chance to gain "petrification" whenever it's played, and there are "levels" of upgrades to increase the chances of the creature getting that ability, but paid for with something other than electrum.

For example, for every 25 levels an AI has rounded down, you gain a 50% chance to gain a "token" when you defeat it (so a level 25 AI would give you a 50% chance to get a token, a level 50 AI would give you a token automatically, and a level 75 AI would give you a token and a 50% chance to get a token.) Tokens can be spent giving minor upgrades to individual cards with a level system (1, 2, or 3 tokens to raise a level, depending on the card and level) and the higher the level of a card, the higher the chance of that creature getting an additional effect (for example, paying one electrum to raise cockatrice one level adds a 10% chance for it to gain the petrification ability, for a 1/5 chance of gaining petrification when the card is played.)

Additional effects could be stuff that doesn't take a lot of time to program (like simple attack buffs or chances to evade targeting) but it would give people another reason to keep playing, and if additional effects are restricted to un-activatable effects, the time investment for zanzarino (hopefully) wouldn't be as big a deal.
« Last Edit: August 15, 2013, 01:23:33 am by nerd1 »
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Offline Keeps

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Re: Elements 1.4 https://elementscommunity.org/forum/index.php?topic=50550.msg1092634#msg1092634
« Reply #429 on: August 15, 2013, 02:25:14 am »
There have been many debates on the quantity and effects of cards for a while....
Honestly, I would like to see more cards in general, by more as in double or triple the current count. 
1.) I personally think each element needs it own personal spin on each core area of the game that many still have missing areas:
1x perm defense (salvanger, protect artifact)
1x perm control (steal, defrag, etc)
1x alternative damage (poison, spell, SoV, etc)
1x counter to alternative damage (purify, reflect, etc)
1x creature quanta gain (pests, flies, ray of light, etc)
1x spell quanta gain (nova)
1x spell damage source (explosive gas, fire bolt, etc)
1x AOE creature control (thunderstorm, pandora, etc)
1x target creature control (chaos seed, reverse time, etc)
1x heal form (heal, divinity, purify, etc)
2x shield types (life, light, death element examples)
1x multi-use spell (purify, acceleration, reverse time)
1x cross cross synergy card for each element combination, be it active ability or obvious synergy (Sundial, GoP + Nightmare, leaf dragon)

Until this is addressed, a big part of random encounters is simply what elements were selected, especially in mono or dual combos.  I've posted in past accounts, many examples of mono decks that were simply unable to be beat (except by rng) by any mono deck of a specific element.  Until then this game remains completely unbalanced.  These core areas need addressed.

The examples above don't have to individual cards, for example, purify meets the heal, multiuse, and the counter to poison. 

Each element's card respective cards should stay true to the element.  Life, should remain the master of heal, no one should have any question the best element for healing is life.  No one should have bigger damaging cards out of the gate than Fire.  A good spell for fire, might be fuel, in which sacrificing a creature to a fire might offer some healing effect, similar to cremation.   Respect to certain cards by ability should remain, for example, protect artifact is in effect the ultimate protection for perms, however lots of creative and less effective perm control can exist for example, time might do a time seal where the perm card has no effect but can't be targeted or removed from play for 2 turns.

The natural meta game radically shifts, and I know some people in the forums would threaten to quit but many, many more have already quit over this issues.

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Re: Elements 1.4 https://elementscommunity.org/forum/index.php?topic=50550.msg1092639#msg1092639
« Reply #430 on: August 15, 2013, 02:55:43 am »
Well, there'd be some issue with what element represents what.  For example, you say Life is the master of heal.  However, one could easily argue that Light is, seeing as it has more instances of healing than Life.

Offline Jyiber

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Re: Elements 1.4 https://elementscommunity.org/forum/index.php?topic=50550.msg1092640#msg1092640
« Reply #431 on: August 15, 2013, 03:02:31 am »
Yeah, Life is more of a growth element. I'd take the Light heal stall over the life one any-day.

One thing that's been killing me... special marks?
« Last Edit: August 15, 2013, 03:44:17 am by Jyiber »
<^> Curiosity killed the cat. Now what if I told you Curiosity was the name of my dog?
<^> All things must come to an end. The things that you loved, and things you hate, but much more pressingly, the timer to the bomb that's in the room with us.

 

anything
blarg: