Been waiting for a thread like this for a while. Creative thought dump!!
Dimensional Walk: I am going to assume in straight lines. It is hard to say how balanced this is without seeing any of the changes to the other movement skills, but I will assume nothing else has changed. Standard move is 2/1. This makes moving 1.33/1, but needing to move in straight lines and the only thing you do in the day.
Balanced.Outworlder: My major dislike of this skill stemmed from how hard it was to get marks previously. Now that everyone will have 8 marks at max level, this skill might be a bit under tuned, but it's still wonky to me. It's almost too strong early then fades in usefulness later. My vote is to axe it due to its 'overlap' in effect with mirror image.
Replace.Bane of Time: This comment will work for all the 'Bane of XXX' skills. I feel, they are too mandatory (necessary for any T3) to be so.... blech. I mean... 2xp for winning against 7.6% of the people in the game. That's.... bad.
Buff!Suggested buffs:- In addition, gain +1 xp if opponent uses the time mark. Non-stacking. (+2 exp for time opponent with time mark... not 3) This will make this ability useful for everyone in the game and allow some thought for those who attack you/ you attack. Your opponent must choose to use a time mark and risk losing and you gaining more off of their choice.
- In addition, gain +1 salvage if opponent uses the time mark. See comment above.
- In addition, gain +2 upgrades when fighting on time's land. It's useful when attacking time, but might come with some exploits, like teaming up with time... which is opposite of what we want.
- In addition, you can convert any common time cards into your element's cards. (costs 1 AP each change-over). Complicated. I'd prefer one of the top two buffs, but, this will allow someone who hates time to kill them, salvage their cards and not... like... ever have to use them. Makes sense to me!
Mirror Image: The strength of this depends soloy on how easy you are making it to gain uncommon cards. At the moment I will assume we are re-making characters each 'game' so, gaining uncommon cards will be easier, since you wouldn't want them to take too long to acquire (as you could do with a persistent world.) I'll also assume these 6 cards are free and disappear after your duel is over. So, in my mind, this ability is super strong for T1. 6 free cards of your opponent's element, using their mark and all in aether (arguably the best splash element). I'm on the fence, but I'd nerf to T2.
Nerf.Duplication: You'll need to fix the other 'free card' abilities to match this one if you leave it here. Any common, free, if you have it. That's some strong stuff. In using the life's talent for free cards, I feel like this one is balanced, you just need to make the other ones better.
Balanced.Evasion: Perfect change.
Balanced.Ethereal Bond: I'm assuming it takes a relic, if so...
Balanced.Energy Barrier: Not sure why you changed this. Did you find 10 free HP on a wall too strong? I would put it back to 10 HP, non-stacking and 2 AP and a relic. As of now it is too much like the air's town protection ability. It's simple. if you are going to siege an aether town, bring friends. If you don't like 10 HP, make it 5 HP, non-stacking, or some other number.
Revert.Doppelganger: So overshadowed by Mirror image and totally situational. If you leave it as is, you should allow Parallel Universe as well, for those who don't have the upgraded version. I think you should put Mirror image here and axe this ability.
Replace.Phantom Form: Beautiful ability. Much better than Phase Shifter. Make it "you can choose to teleport to your phantom" and I then I will feel it is T3 worthy. Can be used as a diversionary ability as well as utility.
Slight Buff.Energy Strike: I liked Debilitate. It felt balanced and a good fit to aether's kit. They don't get upgrades, they don't get cool combat abilities (variable mark, free cards is, good, but not 'cool!'). If it is a problem with players not tracking de-buffs well, then I can understand this change. Otherwise it feels like a lackluster T3 ability.
Revert.Dimensional Travel: Until I know what it does, I cannot comment on it. I am sure you have a plan for it, but unless we know what that is, it will be hard to shoot for it/balance it.
Unknown.Tree Formation: Phantom side is about effecting movement, your body, your presence in this world. All the abilities fit. Energy side is about exerting pure energy into your environment. Mirror image, doppelganger feel off here. If I look at it like using energy and affecting your body to oppose your will onto your victims, it could feel better... Yea, they are alright.
New skill suggestions: Okay, removing outworlder, moving mirror image up to where doppleganger is, I am left with 2 holes. Here are my idea suggestions:
- Put doppelganger in T1 if you still want it, make it 3 copies of PU or TU.
- Fading: Passive. If you lose all coin tosses within a duel and lose, discard 2 less cards per toss. Mechanics, if you lose 0-2, there is a 25% chance to discard only 2 cards. If you lose 1-2, there is a 12.5% chance to discard no cards. It is like you are shifting into the other dimension to reduce damage to your body/army and if you win a toss, you are 'more on the aggressive' so you can't fade and attack at the same time!
- Scry: 2 AP. see target's actions for 3 days. Since we have the ability to see other teammates actions, all you would have to do is add whomever you scry to that team's actions list. It might be a bit for the developers to handle though...
- Lightning: 3 AP. Target player in same hex or adjacent hex discards 2 cards. A washed down version of Energy Strike. Usable only once a day and T1, so counter-able by light's chosen one, death's blood of the undead.
- Aether Chain: 2 AP. Target player in your hex. For the next three turns you may jump to them for another 2 AP. Might be too complicated, but was one of my ideas to fix phase shifter.
- Shift of Power: Passive. You can upgrade up to 6 cards as though they were aether cards. These upgrades cost twice as much. Would be super synergy with mirror image, but I kind of like that. Allows some crazy choices but seems balanced for T1. Costs twice as much means you need to spend 2 aether upgrades for each out of element upgrade you use this way.
Questions:- At what levels do you gain mark skills? 1,4,7 etc?
- Is 24 the max level?
- Do we still gain 1 upgraded card for each skill point in a tree, only useful for that element, then 1 free upgraded card every 3 levels?
EDIT: fixed spelling....