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Scaredgirl

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12 rare cards for each card type https://elementscommunity.org/forum/index.php?topic=17480.msg222765#msg222765
« on: December 12, 2010, 10:23:52 am »
For crafting purposes, we need to make 12 cards rare for WoE. This means that we simply decide that some cards rare whether or not they are rare in the game, and then we make those cards more difficult to get in WoE.

12 rare Weapons
12 rare Shields
12 rare Pendulums
12 rare Creatures

Cards above should of course be one from each element.

One more thing. Because these cards are rare, they should also be powerful. This means that rare cards should be the best/most popular/"biggest" cards so that obtaining them is a priority for all teams.

If you have any ideas, please post them here. Some ideas were already posted on those crafting topics so I'll use those as well.

Thanks.


EDIT:

Under construction.

ElementCreatureSpell
:aetherPhase DragonFractal
:airFirefly QueenSky Blitz
:darknessGargoyleSteal
:deathMummyAflatoxin
:earthGraboidEarthquake
:entropyMaxwell's DemonPandemonium
:firePhoenixImmolation
:gravityOtyughBlack Hole
:lifeForest SpiritAdrenaline
:lightCrusaderMiracle
:timePharaohReverse Time
:waterArctic SquidNymph's Tears

Offline Dragoon

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Re: 12 rare cards for each card type https://elementscommunity.org/forum/index.php?topic=17480.msg222790#msg222790
« Reply #1 on: December 12, 2010, 11:59:31 am »
I'm not sure we should have a perfectly symmetrical rare card distribution.  If we have 6 rare cards plus made all the Dragons and Alchemy cards be semi-rare or expensive like we talked about in other threads, some elements will only have half a dozen cards to use.  If we made some elements have more "rare" cards then it could be a small nerf to some of the elements that have a stronger card pool then others.

Sodomir

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Re: 12 rare cards for each card type https://elementscommunity.org/forum/index.php?topic=17480.msg222842#msg222842
« Reply #2 on: December 12, 2010, 01:52:14 pm »
I count only 8 permanents in the game, so we may should count other cards as permanents too or we put spells and permanents together.


ElementPermanentSpell
:entropyChoas Seed, Nova, Mutation, Antimatter, Butterflyeffect
:deathBoneyardPosion, Plague, Aflatoxin
:gravityMomentum, Gravity Pull, Black Hole
:earthPlate Armor, Enchant Artifact, Earth Quake, Stone Skin, Basilisk Blood
:lifeEmpathic BondHeal, Adrenaline
:fireFire Bolt, Deflagration, Rain of Fire, Immolation, Rage Potion
:waterFloodingFreeze, Ice Bolt, Purify, Nymphs Tears
:lightHoly Ligth, Blessing, Luciferin, Miracle
:airUnstable GasThunderstorm, Flying Weapon, Shockwave
:timeSundial, Golden HourglassPrecognition, Reverse Time
:darknessNigthfallSteal, Drain Life, Liquid Shadow, Nigthmare
:aetherMindgateLightning, Quintessence, Fractal
Not added yet: Silence, Soul Catcher, Sky Blitz

So even if we count Soul Catcher we have only nine Permanents. Maybe we can change rare Spells and Permanents in rare Creature Effected Spells and rare Non-Creature Effected Spells?

Btw: What is with Shards? Are they super rare, wich mean you only can get shard through quest and than you must pay the upgrade cost, or the normal Shards just a Spell/Permanent as each other, but useless?

kobisjeruk

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Re: 12 rare cards for each card type https://elementscommunity.org/forum/index.php?topic=17480.msg222868#msg222868
« Reply #3 on: December 12, 2010, 02:30:36 pm »
my suggestion (1 for each element/type)

ElementCreatureSpellPermanent
:aetherPhase DragonFractalMindgate
:airFirefly QueenUnstable Gas (/ Sky Blitz?)Wings*
:darknessGargoyleStealNightfall
:deathMummyAflatoxinBoneyard
:earthGraboidEarthquake
:entropyMaxwell's DemonPandemonium
:firePhoenixImmolation
:gravityOtyughBlack Hole
:lifeForest ScorpionAdrenalineEmpathic Bond
:lightPegasusMiracleHope*
:timePharaohReverse TimeGolden Hourglass
:waterArctic SquidNymph's TearsFlooding
cant really do 1 for each element imo seeing some dont have any candidate at all for non-weapon, non-shield permanent, even the spells and creatures are icky at best (looking at Time's spell and Life's creature option) while some elements have so much options to choose from (e.g. Fire and Entropy)

* not really permanent but rather the element's shield that should be made rare (seeing most only have 1 to choose from anyway except these)

Sodomir

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Re: 12 rare cards for each card type https://elementscommunity.org/forum/index.php?topic=17480.msg222875#msg222875
« Reply #4 on: December 12, 2010, 02:40:37 pm »
I think that nymphs should not be a part of crafting, because not many have access to nymphs.

Malduk

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Re: 12 rare cards for each card type https://elementscommunity.org/forum/index.php?topic=17480.msg222884#msg222884
« Reply #5 on: December 12, 2010, 02:56:24 pm »
Thing to consider: if some rare is built from combining other rare, you just made it... more rare than rare.
Some elements will have extremely tough time with 1 of everything being rare. I'd maybe suggest hand picking whats rare in what element; in other words, dont make 1 of each category rare. You'll see what I mean when you try to finalize the list on how rares are crafted. :)

Scaredgirl

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Re: 12 rare cards for each card type https://elementscommunity.org/forum/index.php?topic=17480.msg222903#msg222903
« Reply #6 on: December 12, 2010, 03:24:25 pm »
I'm not sure we should have a perfectly symmetrical rare card distribution.  If we have 6 rare cards plus made all the Dragons and Alchemy cards be semi-rare or expensive like we talked about in other threads, some elements will only have half a dozen cards to use.  If we made some elements have more "rare" cards then it could be a small nerf to some of the elements that have a stronger card pool then others.
There was some talk about semi-rare cards in the past, but now that we have 6 different crafting skills, each with 12 rare cards, there's no reason to have these semi-rare cards. In fact, having then would make deckbuilding very difficult because of limited card pool.


I count only 8 permanents in the game, so we may should count other cards as permanents too or we put spells and permanents together.
That's a good point. I totally forgot that some elements don't have non-shield non-weapon permanents.

That won't work. Easiest way to fix this is to just get rid of the whole permanent thing, and go with 5 types of crafting. Actually we might save that 6th type of crafting for crafting items (things you carry around).


Btw: What is with Shards? Are they super rare, wich mean you only can get shard through quest and than you must pay the upgrade cost, or the normal Shards just a Spell/Permanent as each other, but useless?
Shards will be super rare and only obtainable from quests or when buying from other players.


I think that nymphs should not be a part of crafting, because not many have access to nymphs.
Yes, definitely. Nymphs are out.


Thing to consider: if some rare is built from combining other rare, you just made it... more rare than rare.
Some elements will have extremely tough time with 1 of everything being rare. I'd maybe suggest hand picking whats rare in what element; in other words, dont make 1 of each category rare. You'll see what I mean when you try to finalize the list on how rares are crafted. :)
Yep. Crafting will always be done by combining one or more non-rare cards to a rare one.

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Re: 12 rare cards for each card type https://elementscommunity.org/forum/index.php?topic=17480.msg222906#msg222906
« Reply #7 on: December 12, 2010, 03:30:34 pm »
I do like the idea of using crafting to make items otherwise hard to obtain. Maybe a set of items that in some way increases your reputation of that element?
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Re: 12 rare cards for each card type https://elementscommunity.org/forum/index.php?topic=17480.msg222920#msg222920
« Reply #8 on: December 12, 2010, 03:49:37 pm »
I'll post some ideas for this in a sec, but I wanna suggest that we also have a system for upgrading cards in WoE as well. It should work the same as it does in the game itself imo.
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Scaredgirl

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Re: 12 rare cards for each card type https://elementscommunity.org/forum/index.php?topic=17480.msg222926#msg222926
« Reply #9 on: December 12, 2010, 04:08:52 pm »
ElementCreatureSpellPermanent
:aetherPhase DragonFractalMindgate
:airFirefly QueenUnstable Gas (/ Sky Blitz?)Wings*
:darknessGargoyleStealNightfall
:deathMummyAflatoxinBoneyard
:earthGraboidEarthquake
:entropyMaxwell's DemonPandemonium
:firePhoenixImmolation
:gravityOtyughBlack Hole
:lifeForest ScorpionAdrenalineEmpathic Bond
:lightPegasusMiracleHope*
:timePharaohReverse TimeGolden Hourglass
:waterArctic SquidNymph's TearsFlooding
I liked almost all of these so I used this as a starting point.


I do like the idea of using crafting to make items otherwise hard to obtain. Maybe a set of items that in some way increases your reputation of that element?
Not a bad idea. Not sure how we could do it though. Are you talking about a set on non-card items?


I'll post some ideas for this in a sec, but I wanna suggest that we also have a system for upgrading cards in WoE as well. It should work the same as it does in the game itself imo.
Upgrading works pretty much the same way it does on the game. In WoE you go to a Trainer who, for a pile of cash, will train your card to become upgraded.

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Re: 12 rare cards for each card type https://elementscommunity.org/forum/index.php?topic=17480.msg222930#msg222930
« Reply #10 on: December 12, 2010, 04:11:49 pm »
I do like the idea of using crafting to make items otherwise hard to obtain. Maybe a set of items that in some way increases your reputation of that element?
Not a bad idea. Not sure how we could do it though. Are you talking about a set on non-card items?
Yes, a set of non-card items, one for each element. My idea would be if you hold an item of an element, you would be favored by people who support that element, and then your reputation would increase.
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Re: 12 rare cards for each card type https://elementscommunity.org/forum/index.php?topic=17480.msg222931#msg222931
« Reply #11 on: December 12, 2010, 04:19:32 pm »
ElementCreatureSpellPermanent
:aetherPhase DragonFractalMindgate
:airFirefly QueenUnstable Gas (/ Sky Blitz?)Wings*
:darknessGargoyleStealNightfall
:deathMummyAflatoxinBoneyard
:earthGraboidEarthquake
:entropyMaxwell's DemonPandemonium
:firePhoenixImmolation
:gravityOtyughBlack Hole
:lifeForest ScorpionAdrenalineEmpathic Bond
:lightPegasusMiracleHope*
:timePharaohReverse TimeGolden Hourglass
:waterArctic SquidNymph's TearsFlooding
I liked almost all of these so I used this as a starting point.
Looking at what this does for deckbuilding, I'm against the entire thing.

 

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