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Post by Lord Hayati on May 22, 2010 13:27:47 GMT -5
I hope I did the creation right.
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Post by Vyt: Down, but Not Out on May 22, 2010 13:33:20 GMT -5
Not sure if I should ask about card effects here, but...
Is it clear that Corrupted Vyt's "Predator Aura" Special Ability meant that he inflicts 1 Damage to the opponent's Active Fighter? Might want to reword that part...
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Post by Deleted on May 22, 2010 15:39:30 GMT -5
Not sure if I should ask about card effects here, but... Is it clear that Corrupted Vyt's "Predator Aura" Special Ability meant that he inflicts 1 Damage to the opponent's Active Fighter? Might want to reword that part... Good point there. *goes to edit* Also, I've updated the deck creation tutorial and I'll repeat what I've put here. A few people have asked me about this so I'm going to say it straight. Once you've selected your 30 free cards to build your starter deck, you can not change them! Any cards you want to change, or any extra energies you want to guy must be won or bought at Cardland Superstore.
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Post by Killix on May 22, 2010 18:03:52 GMT -5
Topic for discussion ... Normally when a fighter is KO'd, energy and all other cards attached to the follow them to the discard pile, but since everyone agrees energy is precious, I would like to get some opinion of whether or not we should change it so that energy cards attached to a KO'd fighter get shuffled back into the deck. The only downside I can see is that it requires every duelist to keep a track of which energy goes where so that they don't get them all mixed up. So, opinions? I'd like to see at least half of the energies attached be returned to the hand after a KO. (so if you had two energies attached, 1 would be discarded and 1 would shuffle back into your deck) 'cause it's a pretty big blow when you've got 5 or more enegies attached to something and it goes under. XD Consider that your deck is already splitting energy types. EDIT: Oh, good job noticing that there is a second page of posts, Killix. XDXD At least someone already came up with the idea I was proposing.
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Post by Vyt: Down, but Not Out on May 23, 2010 1:01:40 GMT -5
I think the "Energies will return to the player's hand after a KO" ruins the strategic part of carefully assigning precious Energy cards to your Fighters. If I knew I'd be getting even one Energy card after a KO, I wouldn't be thinking too much about having to plan on who gets how many of what type.
Besides, this could lead to players undermining the value of Energy Cards (and possibly even break the necessity of having to switch out Fighters). As the idea itself is complicated rather than beneficial, I'm pretty much against the idea and saying keep the Energy cards discarded after the KO.
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Post by Deleted on May 23, 2010 1:04:33 GMT -5
I think the "Energies will return to the player's hand after a KO" ruins the strategic part of carefully assigning precious Energy cards to your Fighters. If I knew I'd be getting even one Energy card after a KO, I wouldn't be thinking too much about having to plan on who gets how many of what type. Besides, this could lead to players undermining the value of Energy Cards. As the idea itself is complicated rather than beneficial, I'm pretty much against the idea and saying keep the Energy cards discarded after the KO. Yeah, but we're talking about shuffling an energy back into the deck, not into the player's hand. That's just way too easy. >_> Most cards use 2 or 3 energies, and in the event of a KO, only one would return to the deck. If they use 4 energies, two would return to the deck and two to the discard pile.
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Post by Vyt: Down, but Not Out on May 23, 2010 1:20:21 GMT -5
I think the "Energies will return to the player's hand after a KO" ruins the strategic part of carefully assigning precious Energy cards to your Fighters. If I knew I'd be getting even one Energy card after a KO, I wouldn't be thinking too much about having to plan on who gets how many of what type. Besides, this could lead to players undermining the value of Energy Cards. As the idea itself is complicated rather than beneficial, I'm pretty much against the idea and saying keep the Energy cards discarded after the KO. Yeah, but we're talking about shuffling an energy back into the deck, not into the player's hand. That's just way too easy. >_> Most cards use 2 or 3 energies, and in the event of a KO, only one would return to the deck. If they use 4 energies, two would return to the deck and two to the discard pile. Shuffling or discarding, the same rule still complicates matters. Now with shuffling, the main concern is the added difficulty of players getting a non-Energy card (I know someone else said that before, but I'm stressing on this). It also still leads to the illusion that players don't have to strategize much on the distribution of their Energy cards (though if we're aiming for an easier difficulty, this might be beneficial). Oh, and if may I add, I had two games with Amneiger, where both games had me pitted against the same Fighter with elemental advantage over my own (note that both are Common as well). Despite the 3-Damage attack, the doubled power one-killed my Fighter and forced me into a NMF situation. I am not going to tackle about the NMF issue (since I think the rules give enough leniency for one to have a chance), but rather about the Elemental Advantage rule. Even Amneiger himself told me it was too powerful, and I will have to agree. It turns weak-damage attacks into potential one-kill shots, and can rather turn the tide most of the time, with very slim chances of a comeback. I will have to think of a good leniency towards Elemental Advantages as of yet, but I'd like to bring this topic up for discussion. Hopefully we'll be able to breed some good solution, or at least convince ourselves that it's not that much of an overpower.
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Post by Draco on May 23, 2010 1:39:27 GMT -5
When I played against Amneiger, my biggest problem was running out of Element cards... Every roll got me other cards ;_; This forced one of my cards to just die without ever having a chance to attack. If I could have attacked at least once, I would have done a little better. Luckily after words I was able to get some energies and was able to hold my own until the very end XD
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Post by Killix on May 23, 2010 2:22:10 GMT -5
Whoops, I meant to say "return to a players deck" not hand. Sorry about that. I was thinking something but typed out something totally different.  --- About the elemental pwnage... I saw those matches. My expression was something like "O________________O" Perhaps change how elemental atvantage works so it doesn't double power, but instead adds a certain amount of attack points to an attack? Example would be... if elemental advantage were just +1: (F) Punch - 2 damage. Becomes a 3 damage attack. (instead of 4 damage under the current rule) If it were +2: (F)(F) Punch Harder - 4 damage. Becomes a 6 damage attack. (instead of 8 damage under the current rule) etc. That's the only solution I can think of that wouldn't completely underpower the elemental system.
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Post by Draco on May 23, 2010 2:41:50 GMT -5
Since I only had one battle, and I don't think there was any element advantage in it XD I haven't run into that problem. But I can see that over powering someone if you weren't careful about who you battled.
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Post by Jina on May 23, 2010 4:18:54 GMT -5
I think it should be +2, but you can't have more than double the damage. So 0 damage attacks still do nothing, 1 damage attacks only do 2, and the rest has +2.
And going back to the energies: I think it should stay the same, but if it was going to be changed, it would have to be the half and half thing.
In fact, why not just make some energy-saving cards of some sort? That way people can do it whichever way they want. =3
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Post by Vyt: Down, but Not Out on May 23, 2010 8:06:53 GMT -5
On elemental advantages, I thought of adding +1 damage for attacks doing 1-3 normal damage, and +2 for the rest. Probably the only best idea I thought of for it, but meh.
EDIT: Maybe a +3 for attacks normally doing 7 or higher damage, just for those "Rare vs Rare" battles.
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Post by Amneiger on May 24, 2010 1:26:40 GMT -5
I was thinking a flat +1 damage bonus for attacks that do damage for elemental advantage when I first saw thought about doing something about elemental advantage, which seems weaker than what other people are proposing. <_< On the other hand, giving a damage bonus to attacks that already do higher damage seems kind of...redundant? Overkill? Giving too much of an advantage to cards with high damage attacks, thus making low damage attacks underpowered? On the other hand, those low damage attacks will have been racking up +1 attacks while the big attack has been collecting energies, so the big attack might need a bit of help making up the speed gap.
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Post by Deleted on May 24, 2010 2:09:26 GMT -5
I'd say +2 overall would be a good idea. Attacks doing 2 damage get the usual double bonus, but everything else is nicely nerfed. ^^
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Post by Killix on May 24, 2010 4:46:26 GMT -5
I think a flat +2 works pretty well.
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