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Offline EmeraldTigerTopic starter

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Pillar| Tower Based Mechanics on Creatures https://elementscommunity.org/forum/index.php?topic=49248.msg1070628#msg1070628
« on: May 16, 2013, 01:03:37 am »












I changed my mind on a couple of the elements. I know they are not balanced atm. I will need assistance from the community.
« Last Edit: May 16, 2013, 01:09:30 am by EmeraldTiger »
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Offline Naesala

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Re: Pillar| Tower Based Mechanics on Creatures https://elementscommunity.org/forum/index.php?topic=49248.msg1070631#msg1070631
« Reply #1 on: May 16, 2013, 01:10:46 am »
A pretty interesting mechanic, how are pendulums counted (if at all)?
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Offline EmeraldTigerTopic starter

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Re: Pillar| Tower Based Mechanics on Creatures https://elementscommunity.org/forum/index.php?topic=49248.msg1070632#msg1070632
« Reply #2 on: May 16, 2013, 01:11:51 am »
At this point they are not counted.
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Offline Zaealix

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Re: Pillar| Tower Based Mechanics on Creatures https://elementscommunity.org/forum/index.php?topic=49248.msg1070644#msg1070644
« Reply #3 on: May 16, 2013, 01:53:06 am »
hrrrm...
 :gravity's version... I got an idea
Gravitron shocktrooper
Cost: 6 :gravity
2/10
When Gravitron shocktrooper comes into play, target creature is delayed 1 turn for every gravity pillar you possess.
These stats seem good?
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Offline Rutarete

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Re: Pillar| Tower Based Mechanics on Creatures https://elementscommunity.org/forum/index.php?topic=49248.msg1070660#msg1070660
« Reply #4 on: May 16, 2013, 03:09:35 am »
These are great! I feel the fire one's cost can go down a little - because it can be detrimental to you as well, it's overall usefulness goes down a little.
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Offline EmeraldTigerTopic starter

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Re: Pillar| Tower Based Mechanics on Creatures https://elementscommunity.org/forum/index.php?topic=49248.msg1070664#msg1070664
« Reply #5 on: May 16, 2013, 03:25:22 am »
So :aether and :fire need work?
the other are good enough to bring to level 1?
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Offline Hyroen

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Re: Pillar| Tower Based Mechanics on Creatures https://elementscommunity.org/forum/index.php?topic=49248.msg1070665#msg1070665
« Reply #6 on: May 16, 2013, 03:31:02 am »
Good work ET. I don't think the mechanic needs to fit in all of the elements however. Try to see where it would fit best in and go from there.
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Offline EmeraldTigerTopic starter

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Re: Pillar| Tower Based Mechanics on Creatures https://elementscommunity.org/forum/index.php?topic=49248.msg1070666#msg1070666
« Reply #7 on: May 16, 2013, 03:34:21 am »
I am going post [What] first. I need an upped name for it, upped will cast upped mutation.
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Re: Pillar| Tower Based Mechanics on Creatures https://elementscommunity.org/forum/index.php?topic=49248.msg1070668#msg1070668
« Reply #8 on: May 16, 2013, 03:40:21 am »
Clever use of counting pillars/towers. The spell-like effects ensure that excess pillars you draw lategame aren't a complete waste of value.  I agree with Hyroen that you shouldn't try to force the mechanic into all the elements.

For [What], I'd suggest "Mutagen".

Offline EmeraldTigerTopic starter

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Re: Pillar| Tower Based Mechanics on Creatures https://elementscommunity.org/forum/index.php?topic=49248.msg1070698#msg1070698
« Reply #9 on: May 16, 2013, 04:48:55 am »
Is there anything else to combine with pillar counting as a creature enters play?
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Offline EmeraldTigerTopic starter

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Re: Pillar| Tower Based Mechanics on Creatures https://elementscommunity.org/forum/index.php?topic=49248.msg1070794#msg1070794
« Reply #10 on: May 16, 2013, 04:46:35 pm »
How about this?
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Re: Pillar| Tower Based Mechanics on Creatures https://elementscommunity.org/forum/index.php?topic=49248.msg1070968#msg1070968
« Reply #11 on: May 17, 2013, 01:11:10 am »
This would be a fun place for a fused cost creature. Then you could link its stats to the number of pillars that match the "fused" quanta used to cast it.
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