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Kurohami

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Re: New Card: Shard of Readiness https://elementscommunity.org/forum/index.php?topic=6594.msg70401#msg70401
« Reply #120 on: May 18, 2010, 03:28:52 am »
Holy Cow! Now we have to agree that it's over powered. This is worst than the fractal/ball of lightning combo before the fractal nerf. This card definitely needs some balancing before being implemented. Wyrm just became such a powerful creature!

Arondight

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Re: New Card: Shard of Readiness https://elementscommunity.org/forum/index.php?topic=6594.msg70418#msg70418
« Reply #121 on: May 18, 2010, 04:25:42 am »
Ok i did some testing and this card+wyrm is epic hax (not real hax obviously (for the stupid ones))
(http://imageplay.net/view/m7Gbd63768/epic_hax)
That guy could kill 3 false gods in one shot. That is six shards. You could do 320 (enough for one false god) with 5. Just get a couple SoGs going and a permafrost shield maybe some SoDs while waiting for 5 SoRs. Then play a wyrm. Wait one turn then dive it and use SoR then dive and repeat. Epic false god killer right there!
This card is quite OP when you think about it. You would have massive amounts of quanta by time you did that so it wouldn't matter if it kept the skill cost. This could be a seriously unbeatable FG killer.
Not really. The combo is unpredictable and unreliable; it's not exactly fast to set up either. As Kintar said, creature control, Bone Wall, etc...

Wyrm + SoR is powerful, but it's not reliable enough to be a FG killer.
Hmm, it was very reliable against the weaker FGs for me, not including Divine Glory. But, I would only bring the combo out most of the time at about 10 HP or so. It's a win-or-lose deck style.


It would be sad for it to be nerfed for anything but Dive, though.  :( I really want to use it for Nymphs and other creatures; it's not even overwhelming.

Edit, edit:

If there must be a nerf, at least make it not stackable past two or three shards on the same creature in a single turn. That should stop the Dive abuse.

Offline Bloodshadow

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Re: New Card: Shard of Readiness https://elementscommunity.org/forum/index.php?topic=6594.msg70434#msg70434
« Reply #122 on: May 18, 2010, 05:27:50 am »
Just nerf Dive. Make it add the creature's base ATK each time Dive is used.
To be or not to be, I can do both at once. Go learn quantum mechanics, n00b.

Arondight

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Re: New Card: Shard of Readiness https://elementscommunity.org/forum/index.php?topic=6594.msg70446#msg70446
« Reply #123 on: May 18, 2010, 06:17:54 am »
Nerfing dive (an existing feature) for the insertion of a new card seems silly to me. I think it's easier to nerf the new card.

airframe

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Re: New Card: Shard of Readiness https://elementscommunity.org/forum/index.php?topic=6594.msg70453#msg70453
« Reply #124 on: May 18, 2010, 06:43:37 am »
Yeah, like I said, IF Zanz was paranoid about this (and my best tests still don't show an FG-beating rate any better than PuppyChow's rainbow), the solution would be to rescript Dive to add a creature's base power each time it was activated (rather than doubling and then redoubling every time).  But I don't even think it's worth doing that.
So you can't build a deck around it that mops floors with false gods? I don't think that means it is not overpowred. There is too much synergy with Dive mechanic and SoR the way they currently are..

Belthazar666

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Re: New Card: Shard of Readiness https://elementscommunity.org/forum/index.php?topic=6594.msg70455#msg70455
« Reply #125 on: May 18, 2010, 06:48:05 am »
Nerfing dive (an existing feature) for the insertion of a new card seems silly to me. I think it's easier to nerf the new card.
Exactly. Nerfing an old card for a new one is stupid.

hello5666

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Re: New Card: Shard of Readiness https://elementscommunity.org/forum/index.php?topic=6594.msg70470#msg70470
« Reply #126 on: May 18, 2010, 07:37:30 am »
Shard of Readiness it's overpowered don't you think?  :'( :o >:(

Offline EssenceTopic starter

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Re: New Card: Shard of Readiness https://elementscommunity.org/forum/index.php?topic=6594.msg70736#msg70736
« Reply #127 on: May 18, 2010, 07:06:58 pm »
Well, let's do a simple thought experiment here.

If you were to take this SoR+Wyrm deck into PvP, in order to pull off the combo in one turn (i.e. deal 100 damage in a manner that made the opponent's active control cards useless), you'd need:

2 Wryms dealing 80 damage (i.e. 1 Wyrm, 1 PU, and 4 Shards of Readiness)
3 Wyrms dealing 40 damage (i.e. 1 Wyrm, 2 PU, and 3 Shards of Readiness), or
5 Wyrms dealing 20 damage (i.e. 1 Wyrm, 4 PU, and 2 Shards of Readiness)


I just put together a hypergeometric distribution in Excel that shows the likelihood of drawing one of those combos being over 50% (i.e. "likely") starting in turn 6.


That's a freaking fast deck.  And because it's a "surprise attack" deck, it's hard to stop.


Is it overpowered?  I honestly don't know, what's the typical kill speed for an all-upgraded rush deck these days?  If it's less than 6 turns, I'm not worried.  If it's 6 turns or more, then we need to consider nerfing Dive or SoR.  I still think it should be Dive.
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Diadem

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Re: New Card: Shard of Readiness https://elementscommunity.org/forum/index.php?topic=6594.msg70744#msg70744
« Reply #128 on: May 18, 2010, 07:27:38 pm »
It's not really a nerf to dive anyway, it is?

I mean right now dive doubles your attack, but since there is absolutely no way you can use it twice in one turn, it always works over your base attack.

This is the only card in the game that allows one creature to use an ability twice in one turn. So it's a simply matter of saying: You can't do that.

Implement this shard in such a way that you can only use an ability once per turn per creature. Problem fixed.

Scaredgirl

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Re: New Card: Shard of Readiness https://elementscommunity.org/forum/index.php?topic=6594.msg70750#msg70750
« Reply #129 on: May 18, 2010, 07:41:12 pm »
Implement this shard in such a way that you can only use an ability once per turn per creature. Problem fixed.
Yep, there's the correct solution.

It would be pretty ridiculous to needlessly nerf an existing ability which is not OP with any other card than Shard of Readiness.

kintar

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Re: New Card: Shard of Readiness https://elementscommunity.org/forum/index.php?topic=6594.msg70787#msg70787
« Reply #130 on: May 18, 2010, 08:53:16 pm »
Quote
I just put together a hypergeometric distribution in Excel that shows the likelihood of drawing one of those combos being over 50% (i.e. "likely") starting in turn 6.
Did you take into account having enough quanta to play these cards?

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Re: New Card: Shard of Readiness https://elementscommunity.org/forum/index.php?topic=6594.msg70912#msg70912
« Reply #131 on: May 19, 2010, 12:45:44 am »
Quote
I just put together a hypergeometric distribution in Excel that shows the likelihood of drawing one of those combos being over 50% (i.e. "likely") starting in turn 6.
Did you take into account having enough quanta to play these cards?

Oooh, pwned!  You're absolutely right, kintar.  That will make for a much more complex analysis; all I can prove right now is that you're likely to HAVE the cards by turn 6, not that you'll be able to PLAY them.


Then I take it back, until I run a complete analysis, I'm not concerned about SoR being overpowered in any form at the moment.
If something happens and you think it deserves my attention, feel free to PM me. Other than that, I'm probably here if you want to shoot the breeze.

 

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