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Offline EspithelTopic starter

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Forced Stability | Forced Instability (Nightmarish Balancing Issues ;-;) https://elementscommunity.org/forum/index.php?topic=54738.msg1140202#msg1140202
« on: June 14, 2014, 02:25:01 am »
NAME:
Forced Stability
ELEMENT:
Entropy
COST:
4 :entropy
TYPE:
Permanent
ATK|HP:

TEXT:
All instances of the digit X in all numbers on cards become the digit Y.
NAME:
Forced Instability
ELEMENT:
Entropy
COST:
4 :entropy
TYPE:
Permanent
ATK|HP:

TEXT:
All instances of the digit A in all numbers on cards become the digit B.

ART:
A Small Child
IDEA:
Me (I hope. ;-;)
NOTES:
CIA is kinda dead.
So let's hope this gives it a bit of a ressurection.

Basically, this card replaces all instances of one number with another number on all cards played by either opponent. The reason this is in pre-smithy is because I want to know what numbers I should replace, and with what.

This card is an INSANELY HARD CARD TO BALANCE.
I'm just getting that out of the way right now.

This card affects, BARE MINIMUM:
Quanta cost,
ATK,
HP,
Damage (of spells)
And the cost of activated abilities.

And it can affect, not bare minimum:
Spoiler for Yeah, I need a spoiler, this is a huge list:
:chroma
How much quanta pillars/pendulums generate.
Extra damage for having a special mark for dagger/gavel/shortbow.
Shield damage reduction,
:entropy
The amount of quanta disipation shield absorbs, and the amount of damage each quanta absorption does.
The amount of quanta nova gives you for each element.
Cards given to you by SoSeren.
How much discord can scramble (If one of the numbers is 9 for some reason)
:death
How much poison Virus, Retrovirus, Plague, Aflatoxin, Arsenic and Deathstalker do.
How many walls you get with bone wall and how many they gain.
How many skeletons boneyard generates.
How much vulture gets a buff whenever a creature dies.
How much soul catcher generates.
Damage dealt to you by SoSac (Very unlikely this will ever actually matter)
:gravity
How much Acceleration increases ATK.
How much Acceleration decreases HP.
Momentum damage,
How much HP gained by blackhole.
How much quanta blackhole can drain.
How much otyguh's buffed.
How much graviton fire eater's buffed.
How much gravity shield can block.
:earth
(I'm going to assume you understand buffs and quanta generation and stuff like that, so now I'm only doing the special examples.)
How many turns Basilisk blood and Warden delay.
How many pillars quicksand destroys.
:life
The cost of photosynthesis and how much life it generates.
How much empathatic bond heals per creature, as well as SoG and Druidic staff.
If for some reason a number is 20, heal is affected.
:fire
How much quanta immolation generates,
If for some reason a number is 10, how much quanta you need to buff up fire lance/ice bolt/drain life.
Rage potion.
How much the fire quanta is divided by for farenheit (Divided by 2 instead of 5, for example.)
:water
How many charges removed per turn by steam machine and how many charges it gets.
How many turns freeze/octopus freezes.
Flooding upkeep.
Purify counters on purify.
How much SoPa buffs.
:light
How many points off of your max HP you are when you use miracle.
Sanctuary.
How much energy solar shield gives you.
How much SoD raises maximum HP (Unlikely)
How much angel heals.
(Maybe) Multiplier on dive.
:air
How many unstable gases and fireflies are generated by nymph and FFQ.
How much quanta dragonflies and fireflies do.
(Maybe) Dive/sky blitz multiplier.
:time
How many scarabs Pharaoh generates.
Cards drawn by precog/hourglass/hourglass.
Charges on hourglass.
How many neurotoxin counters dune scorpion gives you, NOT how many you get when you play a card.
How many times a time creature can use a skill because of SoR.
How many turns procrastination delays you.
:darkness
HP given by Nightmare and Drain life and vampire dagger.
How many turns cloak is up.
SoV.
How much nightfall buffs.
How much liquid shadow and parasite poisons.
How much quanta is drained by pests.
:aether
Oh, aether...
Charges on dim shield.
If 0 is X or A, sparks and phases stay alive.
I would add silence and mindgate to this list, but that would be borken.

Help me fix this. ;-;
SERIES:

« Last Edit: June 14, 2014, 02:26:35 am by Frozengaia »

Offline EspithelTopic starter

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Re: Forced Stability | Forced Instability (Nightmarish Balancing Issues ;-;) https://elementscommunity.org/forum/index.php?topic=54738.msg1140203#msg1140203
« Reply #1 on: June 14, 2014, 02:29:01 am »
For reference, that list made me feel like I had diarrhea.

For reference, I actually do have diarrhea.

Offline jarozaoz

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Re: Forced Stability | Forced Instability (Nightmarish Balancing Issues ;-;) https://elementscommunity.org/forum/index.php?topic=54738.msg1140211#msg1140211
« Reply #2 on: June 14, 2014, 06:29:03 am »
Wait, wot.

Honestly, idk what are you meant in creating this card. xD  ?_?
But, just for letting me know, this card (take for example Overdrive) giving this skill abillity for not giving +3/-1, but (for example, of course) -1/+3 ?
If yes, its kinda smells like Antimatter for everything in your life xd
You. And sand. Endless sand. Endless trillions tons of sand.
This endless power. which can kill you like insignificant bug.
This, is a power of :time...

Offline EspithelTopic starter

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Re: Forced Stability | Forced Instability (Nightmarish Balancing Issues ;-;) https://elementscommunity.org/forum/index.php?topic=54738.msg1140275#msg1140275
« Reply #3 on: June 14, 2014, 03:40:17 pm »
Basically, it replaces one number on all cards with another number.

So if the card said "All instances of the digit 2 in all numbers on cards become the digit 3", every time you have 2 ATK, 2 HP, a 2 costing spell, every time it says to generate two death quanta from soul catchers, you have 3 instead.

The problem is there's something stupidly insanely broken no matter what number I pick:
SoR giving you more than two activations of a skill a tun?
Nova giving you more quanta for each element?
More cards from SoSeren and SoBra?

Help ;-;

Offline jarozaoz

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Re: Forced Stability | Forced Instability (Nightmarish Balancing Issues ;-;) https://elementscommunity.org/forum/index.php?topic=54738.msg1140277#msg1140277
« Reply #4 on: June 14, 2014, 03:51:43 pm »
Basically, it replaces one number on all cards with another number.


So, just write in card: "Replace random number descrived in target card with another number. Amplitude of changed numbers can be higher than 2." Then, it can be kindly (but not tht much) balanced. It means, if you unlucky, thats your SoR can make you not able to use target creature abillity in this turn. Or use it 4 times.
Like you said, its insanely hard to balance. xd
In my opinion, i would change the cost for 5 unupped and 4 upped. Still OP.
Try to change the "random number" to be (for example) only a card cost, or creature health. Still OP
ANYTHING IS OP.
OMG.
You. And sand. Endless sand. Endless trillions tons of sand.
This endless power. which can kill you like insignificant bug.
This, is a power of :time...

Offline Zawadx

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Re: Forced Stability | Forced Instability (Nightmarish Balancing Issues ;-;) https://elementscommunity.org/forum/index.php?topic=54738.msg1140279#msg1140279
« Reply #5 on: June 14, 2014, 03:53:34 pm »
Anything is OP for your opponent as well?

IMO make it fluctuate by at most 1 unupped, and 2 upped. Increase cost a bit for upped. There, you have a weird card!
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Offline CuCN

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Re: Forced Stability | Forced Instability (Nightmarish Balancing Issues ;-;) https://elementscommunity.org/forum/index.php?topic=54738.msg1140312#msg1140312
« Reply #6 on: June 14, 2014, 08:48:12 pm »


Doesn't say 2 anywhere.

Offline EspithelTopic starter

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Re: Forced Stability | Forced Instability (Nightmarish Balancing Issues ;-;) https://elementscommunity.org/forum/index.php?topic=54738.msg1140333#msg1140333
« Reply #7 on: June 14, 2014, 11:36:08 pm »
It doesn't say the number two, but it generates >2< death quanta.
If we're counting in terms of raw code, it says 2 death quanta.

SoR says twice, or 2 times.
It can be represented as a number, and thus is a number.

http://elementscommunity.org/forum/card-ideas-and-art/instability-drastic-instability

Offline Captain Scibra

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Re: Forced Stability | Forced Instability (Nightmarish Balancing Issues ;-;) https://elementscommunity.org/forum/index.php?topic=54738.msg1140359#msg1140359
« Reply #8 on: June 15, 2014, 04:35:30 am »
I think this is definitely a creative approach to falsely buffing cards across the board.  While it is probably going to be a good debate what values should be come what with these, I'm really liking it.  Three things to avoid though is breaking certain cards (e.g. bolts) with number choice, and that the cost of the card should reflect the buff given, and that both grades should avoid 'chaining' (That is, digit Y should not equal digit A nor should digit X equal digit B in your template cards).
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