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Offline LaxadarapTopic starter

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Re: The Colosseum II - Rules https://elementscommunity.org/forum/index.php?topic=49498.msg1074935#msg1074935
« Reply #12 on: May 27, 2013, 08:54:00 pm »
I am looking for somebody to redo the Colosseum icon, for the new and improved Colosseum II :D.  I can probably arrange for a trophy for the person whose design we use. 
My signature is too messy to read >.<

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Re: The Colosseum II - Rules https://elementscommunity.org/forum/index.php?topic=49498.msg1074936#msg1074936
« Reply #13 on: May 27, 2013, 08:55:53 pm »
I am looking for somebody to redo the Colosseum icon, for the new and improved Colosseum II :D.  I can probably arrange for a trophy for the person whose design we use.
No, no trophy for the designer of the trophy.

Offline Marsu

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Re: The Colosseum II - Rules https://elementscommunity.org/forum/index.php?topic=49498.msg1074937#msg1074937
« Reply #14 on: May 27, 2013, 09:02:16 pm »
(Would be quite an overkill anyway, really)

Offline LaxadarapTopic starter

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Re: The Colosseum II - Rules https://elementscommunity.org/forum/index.php?topic=49498.msg1074940#msg1074940
« Reply #15 on: May 27, 2013, 09:14:14 pm »
I am looking for somebody to redo the Colosseum icon, for the new and improved Colosseum II :D.  I can probably arrange for a trophy for the person whose design we use.
No, no trophy for the designer of the trophy.

Dat Misunderstanding.  Anyway, you get the sense of awe and pride of seeing your art on the profile of whoever wins this :D
My signature is too messy to read >.<

Offline Shantu

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Re: The Colosseum II - Rules https://elementscommunity.org/forum/index.php?topic=49498.msg1074947#msg1074947
« Reply #16 on: May 27, 2013, 10:06:42 pm »
Strange Shrine: You may choose one card that your opponent may not use in their deck. Will cause deckbuilding delay and deadline conflicts

Stormy Ship: Only water creatures can use their abilities. Hard to SS and proove in some situations

Floating Heart: You may not use more than four copies of the same Style Card in any of your decks, except for Entropy and Air Style Cards. Hard to proove, one of those rules that depend on honesty.
+ A Dog's Luck: If your opponent win's the coin toss he does nothing the first turn. Can cause troubles with restarts, hence reshufles

+ Shardually Inclined: For every duel you win, you may use 1 shard in your deck (refreshes upon a new opponent). + Comeback Kid: For every duel you lose, you may use 2 shards in your deck (refreshes upon a new opponent). Hard to proove, one of those rules that depend on honesty

3rd time rewriting this post. *breathe in, breathe out, calm down.* These are my thoughts, feel free to discard them.

- Strange Shrine: If the ban is done per game it should not cause deadline conflicts. I'd increase (lower?) the disadvantage to 2 shards/relic, it seems way too harsh and way too discouraging of shard use. 2/relic should be harsh enough too.
I'd also increase the numbers on Shardually Inclined and Comeback Kid by one.

- Honey Charger could cause delay too. One way around is to send your choice in at the end of every round. In this case though, you couldn't choose according to the arena you are to fight in or your opponent's newly acquired strength.

- Stormy Ship: apart from the air creatures Laxa listed, Crusader, Pegasus and Anubis are the only creatures from style cards that are limited. Nymphs and flying weapons also. It doesn't seem to do much. Laxa's suggestion (complete ban) can work, especially if the list included non-active abilities too. Just make sure you post a list of creatures for clarity's sake.

- "Hard to proove, one of those rules that depend on honesty." These rules are present in many events and they generally work fine as far as I've seen. I don't think they need to be changed.

- Dog's luck: I'd probably get rid of this. Although it's a very nice strength, it can screw up games (and it will, it always does). And that results in sad/angry people.

- Narnia: Add Shard of Sacrifice and Shard of Patience to the banlist? What about Basilisk Blood and Freeze? If you have the strength Flawless (ignore the disadvantage), can you use Dimensional Shield or Wings?

- Lightless Pit: Can you mix weapons in those 6, or up to 6 from only one type? Can you use more than 6 weapons? (like 3 vamp daggers and 5 titans and 1 arsenic) Can you use creatures with exactly 5 hp?

- Forsaken Cathedral: I'd change the disadvantage to "Worship: You must have a relic in your deck for every 3 upgraded cards that you gain from this arena's Environmental Advantage" to prevent the discouraging of 'upgrade builds'.

- Fire Stronghold: I would like to see this arena changed in a way that would allow darkness decks to be viable. Last time around it was a mono fire fest because there was no reason to use darkness cards. Fire does everything better in this environment.

- Arena Improviser: with twice as many arenas, it might be a good idea to allow choosing two arenas instead of one.

- The Focused weakness seems to be a bit too harsh, could be lowered to 7 or 8 maybe.

- Lunar Mausoleum: number of Soul Catchers needed could be lowered to 4 maybe to make the advantage more viable.

- Cosmetic clean-up. The rules are somewhat hard on the eyes, some bolded names (like the names of strengths, weaknesses and styles), the Environmental effects in new lines and also in bold, some grammar fix, fixing image sizes could go a long way. I remember the previous event rules being that way. The forum move must have screwed up the code. Of course this is by no means a priority, just something I noticed.

Nothing else comes to mind at the moment.
« Last Edit: May 27, 2013, 11:19:33 pm by Shantu »

Offline LaxadarapTopic starter

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Re: The Colosseum II - Rules https://elementscommunity.org/forum/index.php?topic=49498.msg1075010#msg1075010
« Reply #17 on: May 28, 2013, 03:54:45 am »
Spoiler for Quote within a quote:
Strange Shrine: You may choose one card that your opponent may not use in their deck. Will cause deckbuilding delay and deadline conflicts

Stormy Ship: Only water creatures can use their abilities. Hard to SS and proove in some situations

Floating Heart: You may not use more than four copies of the same Style Card in any of your decks, except for Entropy and Air Style Cards. Hard to proove, one of those rules that depend on honesty.
+ A Dog's Luck: If your opponent win's the coin toss he does nothing the first turn. Can cause troubles with restarts, hence reshufles

+ Shardually Inclined: For every duel you win, you may use 1 shard in your deck (refreshes upon a new opponent). + Comeback Kid: For every duel you lose, you may use 2 shards in your deck (refreshes upon a new opponent). Hard to proove, one of those rules that depend on honesty

3rd time rewriting this post. *breathe in, breathe out, calm down.* These are my thoughts, feel free to discard them.

- Strange Shrine: If the ban is done per game it should not cause deadline conflicts. I'd increase (lower?) the disadvantage to 2 shards/relic, it seems way too harsh and way too discouraging of shard use. 2/relic should be harsh enough too.
I'd also increase the numbers on Shardually Inclined and Comeback Kid by one.  Main reason to do this was to integrate shards, but not scare people away by them.  If nobody thinks this is a huge problem (also no guarantee you will play in this arena) I will gladly change it.  (I personally would not mind shards w/out penalties).

- Honey Charger could cause delay too. One way around is to send your choice in at the end of every round. In this case though, you couldn't choose according to the arena you are to fight in or your opponent's newly acquired strength.  Will think about this, but not sure how to fix it (sending it at the end of a round does have problems).

- Stormy Ship: apart from the air creatures Laxa listed, Crusader, Pegasus and Anubis are the only creatures from style cards that are limited. Nymphs and flying weapons also. It doesn't seem to do much. Laxa's suggestion (complete ban) can work, especially if the list included non-active abilities too. Just make sure you post a list of creatures for clarity's sake.  Will change this now, I like a complete ban better as well.

- "Hard to proove, one of those rules that depend on honesty." These rules are present in many events and they generally work fine as far as I've seen. I don't think they need to be changed.  Glad for support on this.

- Dog's luck: I'd probably get rid of this. Although it's a very nice strength, it can screw up games (and it will, it always does). And that results in sad/angry people.  Will think about it, I do like the concept, but I know that I personally lost a game to this in Avatar, so it is true.

- Narnia: Add Shard of Sacrifice and Shard of Patience to the banlist? What about Basilisk Blood and Freeze? If you have the strength Flawless (ignore the disadvantage), can you use Dimensional Shield or Wings?  Forgot about these, adding them in now, BB and Freeze I was not going to include, but I guess that they do have a timer.  As to flawless, I believe you mean adaptable? I can see the contradiction, and it arises from me trying to be too clear XD.  If you choose to ignore the disadvantage, you can use dimensional shield and wings.  Will add a note in FAQ.

- Lightless Pit: Can you mix weapons in those 6, or up to 6 from only one type? Can you use more than 6 weapons? (like 3 vamp daggers and 5 titans and 1 arsenic) Can you use creatures with exactly 5 hp?  As of now, I am going to say 6 weapons in addition to any weapons you can normally use.  They can be any weapons you choose, so yes, 5 titans and 1 arsenic.  Finally, you may use creatures with exactly 5 hp.  Clarified. 

- Forsaken Cathedral: I'd change the disadvantage to "Worship: You must have a relic in your deck for every 3 upgraded cards that you gain from this arena's Environmental Advantage" to prevent the discouraging of 'upgrade builds'.  Very good idea, that fits perfectly with what the point of this was to be.

- Fire Stronghold: I would like to see this arena changed in a way that would allow darkness decks to be viable. Last time around it was a mono fire fest because there was no reason to use darkness cards. Fire does everything better in this environment.  Did not think of this at all, glad to have your insight.  However, I am really not sure on how to make fire weaker than darkness.  Requiring CC may help a little bit, but monofire w/ phoenixes would still probably beat siphons + whatever darkness makes.  Another thought is to somehow limit the offensive firepower of fire, maybe a ban on phoenixes and golems (doesn't make thematic sense though).

- Arena Improviser: with twice as many arenas, it might be a good idea to allow choosing two arenas instead of one.  Increased it from 4 cards to 6, but your right, either make it so you can use 8 cards, or choose too arenas.  Feedback from anybody else?

- The Focused weakness seems to be a bit too harsh, could be lowered to 7 or 8 maybe.  Same as in Colosseum II, and it was tied for the 4th most used weakness.  Would consider lowering to 8, but was attempting to keep everything fairly balanced.

- Lunar Mausoleum: number of Soul Catchers needed could be lowered to 4 maybe to make the advantage more viable.  Don't see any harm in this, changing

- Cosmetic clean-up. The rules are somewhat hard on the eyes, some bolded names (like the names of strengths, weaknesses and styles), the Environmental effects in new lines and also in bold, some grammar fix, fixing image sizes could go a long way. I remember the previous event rules being that way. The forum move must have screwed up the code. Of course this is by no means a priority, just something I noticed.  Not a priority, will take a look (probably).

Nothing else comes to mind at the moment.

Thank you, glad to have great feeback from somebody in the first one (checked the feedback thread, but not that much was there).
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Offline Onizuka

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Re: The Colosseum II - Rules https://elementscommunity.org/forum/index.php?topic=49498.msg1075018#msg1075018
« Reply #18 on: May 28, 2013, 04:28:24 am »
The only real way to make people use darkness is to make the advantage more pro darkness (as of now, 6hp dragons don't matter much to firebolt) or make the disadvantage anti-fire. Allow some more healing upped, limit usable quanta cards based on how much fire you use, etc.

I wouldn't mind Arena Improviser with a selected arena and a random arena, but I'd dislike being able to pick two arenas.

Seeing the amount of relics you need decrease from 1/shard to 2/shard in Strange Shrine would be bad. As of right now, SoFo might not be the reflex ban (along with discord) in this arena. Lowering it might make it be, or worse, players going outside the rules to decide to not use SoFo.

Comeback kid should stay the same, but if Shardually Inclined increases then I'd vote for them not being able to be both taken (one or the other).





Spoiler for Strengths:
+ A Dog's Luck: If your opponent win's the coin toss he does nothing the first turn.
+ Adaptable: You may ignore one of each Arena's Environmental Effects.
+ Arena Improviser: Choose an arena (excepting final arena).  If you play in it, you may use 6 additional cards from any element.
+ Arena Veteran: Choose an element.  Whenever you play in an arena that uses that element, you may use 6 upgraded cards.  (This works for final arena as well)
+ Attuned: When you use only cards from one element in your deck, you may use 6 more upgraded cards.
+ Brave: If your opponent uses more upgrades than you, you win after one less victory.
+ Brutish: You may use an additional six upgraded cards in every deck.  Choose one extra Weakness.
+ Chemist: Any alchemy cards or nymphs you use may be upgraded.
+ Comeback Kid: For every duel you lose, you may use 2 shards in your deck (refreshes upon a new opponent). 
+ Copycat: Choose one style card from your last round's opponent.  All decks used this round must use at least one copy of that card.  This may only be taken as a starting Strength.
+ First Blood: In the first two matches you may use 5 additional upgraded cards (refreshes against new opponents).
+ Flawless: Choose one of your Weaknesses.  You may ignore it for the remainder of the Event.
+ Honey Charger: Choose one of your opponent's strengths.  It is disabled for this match.  May only be taken as a starting strength.
+ Intimidating: Your opponent must use six less upgraded cards.
+ Merciless: Elemental Mastery wins count as two wins.
+ Mighty: You may use up to three extra upgraded cards in your decks.
+ Patient: From the fourth match in a single round onwards you may use 8 additional upgraded cards (refreshes against new opponents).
+ Resourceful: You gain the last card from a chosen Style as an additional Style Card.
+ Revenge: After a defeat, you may use 4 extra upgraded cards.
+ Self-Confident: If eight or less gladiators remain in the brackets, replace Self-Confident with two strengths. May only be taken as starting strength.
+ Shardually Inclined: For every duel you win, you may use 1 shard in your deck (refreshes upon a new opponent).
+ Specialized: You may select one of your Style Cards and use that card upped in every deck.
+ Talent Thief: At the start of the round you steal one Style Card from your opponent. Both you and your opponent can use that card as a Style Card.
+ Tough: You are defeated when you lose one additional duel.

Spoiler for Weaknesses:
- Berserk: You may use up to six copies of Rage Potion but must not use shields or any card that causes your HP to increase (except where required by arena rules).
- Coward: If your opponent can use more upgraded cards than you, lose all your Strengths except your starting one (refreshes against new opponents).
- Crybaby: You may use 6 copies of Nymph's Tears in every deck, but must not use Fire cards.
- Focused: You must have at least 10 copies of any combination of your Style Cards in every deck.
- Lazy: Strengths gained from victories are postponed until only two gladiators remain.
- Mindless: You must not change your deck until you lose with it.
- Pious: You may use up to six copies of Guardian Angel in any deck but must never use Darkness cards.
- Skinny: All decks must be exactly 30 cards. You also must use two less upgrades than normal.
- Sloppy: You must not use more than four copies of any card in any deck.
- Slow: your deck must have at least 36 cards in it.
- Stubborn: You can only switch between two different decks each round.
- Stupid: Every other opponent bested doesn't earn you a strength.
- Unfocused: You must only use up to three style cards in each deck.
- Unimaginative: You must always use the same mark as you chose for your first battle.
- Vain: All decks must include 3 relics (yes, this stacks with the Jungle Temple environmental disadvantage).
- Weak: You must use 6 less upgraded cards in every deck.

Spoiler for Styles:
•         Assassin - Dune Scorpion, Poison, Basilisk Blood, Aflatoxin 
•         Beast Tamer - Fractal, Firefly Queen, Empathic Bond, Mitosis 
•         Berserker - Rage Potion, Momentum, Adrenaline, Pulverizer
•         Energy Adept - Nova, Black Hole, Antimatter, Photon
•         Golden Templar - Eternity, Crusader, Reflective Shield, Silence
•         Harbinger - Deflagration, Pandemonium, Thunderstorm, Chaos Seed
•         Healer - Sanctuary, Purify, Heal, Holy Light
•         Iron Bodyguard - Earthquake, Stone Skin, Titanium Shield, Titan
•         Knife Specialist - Discord, Vampire Stiletto, Enchant Artifact, Dagger
•         Magus - Lightning, Fire Bolt, Drain Life, Ice Bolt 
•         Midnight Denizen - Steal, Skull Shield, Minor Vampire, Cloak
•         Planar Being - Dimensional Shield, Immortal, Seraph, Morning Star 
•         Warrior Eternal - Parallel Universe, Reverse Time, Miracle, Anubis
•         Wind Adept - Fog Shield, Flying Weapon, Butterfly Effect, Dragonfly
•         Winged Fighter - Wings, Blessing, Pegasus, Sky Blitz 

I think alphabetizing the lists goes a long way as you have to search less.
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Offline LaxadarapTopic starter

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Re: The Colosseum II - Rules https://elementscommunity.org/forum/index.php?topic=49498.msg1075020#msg1075020
« Reply #19 on: May 28, 2013, 04:35:16 am »
Added alphabatized lists (much thanks Oni), should I make comeback kid/shardually inclined only takeable on start? Would eliminate problem of taking both (though this may cause imbalance where one finalist would be able to use shards).
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Re: The Colosseum II - Rules https://elementscommunity.org/forum/index.php?topic=49498.msg1075153#msg1075153
« Reply #20 on: May 28, 2013, 07:01:40 pm »
"If you use a useless, unplayable card instead of a Relic - like an unupgraded Shard at least untill the new patch kicks in, "
Yellow bit needs a change.
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Re: The Colosseum II - Rules https://elementscommunity.org/forum/index.php?topic=49498.msg1075163#msg1075163
« Reply #21 on: May 28, 2013, 07:58:38 pm »
Cool art and very interesting event!

- Dog's luck: I'd probably get rid of this. Although it's a very nice strength, it can screw up games (and it will, it always does). And that results in sad/angry people.

I second this. Rules that refer to deck-building are good, but this kind of rule that goes directly against typical game-play reflexes are bad. Many players will automatically click on their pillars at the start of the game resulting in an auto-loss. For the same reason, it would be better to ban creatures with abilities for the "Stormy Ship" rather than banning the use of abilities while allowing the creatures.


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Offline majofa

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Re: The Colosseum II - Rules https://elementscommunity.org/forum/index.php?topic=49498.msg1075165#msg1075165
« Reply #22 on: May 28, 2013, 08:04:10 pm »
- Dog's luck: I'd probably get rid of this. Although it's a very nice strength, it can screw up games (and it will, it always does). And that results in sad/angry people.
Only cuz people are fail....

Offline LaxadarapTopic starter

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Re: The Colosseum II - Rules https://elementscommunity.org/forum/index.php?topic=49498.msg1075173#msg1075173
« Reply #23 on: May 28, 2013, 08:15:51 pm »
Dogs luck is 2 against, 1 for, don't want to set up a poll for something like this, but as for now, it will be removed come the 1st. 
My signature is too messy to read >.<

 

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