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Messages - Turlututu

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1
New Card Suggestions / Symbiosis
« on: September 28, 2024, 08:44:54 am »
Symbiosis
5 :life
When a non-fungus creature you control dies, summon 2 spores.
When a fungus you control enters play, if you control 3+ non-fungi creatures, it gains adrenaline.

Symbiosis (upped)
4 :life
When a non-fungus creature you control dies, summon 2 toxic spores.
When a fungus you control enters play, if you control 3+ non-fungi creatures, it gains adrenaline.

("Fungi" are so far only Fungus, Toxic Fungus, and their respective spores.)
(Symbiosis is a mutually beneficial relationship between a host and a hosted organisms. Many mushrooms are symbiotic.)

2
Quests / Re: Slay the Pillar
« on: September 02, 2024, 04:32:12 pm »
I haven't played Slay the Spire, but your ideas remind me of the RPG map thing from the final (original) etg update.

Anyway, for an oetg-style "Adventure mode".
- No map or anything fancy of the sort, everything is done through text prompts and buttons.
- You start by picking a starter deck, much like when starting a new account.
- You only have one deck slot until you unlock more.
- You get to fight increasingly difficult community-submitted AI opponents.
- AI decks have variable stats, similar to arena decks but with more variables (e.g. upgrade count, deck count, various bonuses… ).
- The difficulty level of a deck is automatically calculated based on these stats (the more points you spend when making the deck, the higher the difficulty).
- The difficulty of AI decks will be further adjusted based on their win/loss ratio.
- Before a fight, an automatically generated message hints at the upcoming opponent's deck. For example:
- - "A weak (= low base HP) fire (= fire mark) elemental approaches. It looks creative (= high draw). Watch out for immolation and spark (= it has a lot of these two cards).
- - "A tough (= high base HP) chroma elemental approaches. It looks knowledgeable (= high deck count). Watch out for georesonator and nymph's tears.
- You would then have the option to fight now, or to first edit your deck.
- After winning a fight:
- - You gain a card.
- - You get to pick between fight or event.
- Every 3~6 wins (to be adjusted), you encounter a boss elemental — actually an opponent from a higher difficulty level.
- After beating the boss:
- - You gain a card, as always.
- - You get to pick one out of 2~3 random powerups (extra stats, "relic", etc.).
- - You move up to the next difficulty level (floor).
- If you lose the boss fight, you move back down to a lower difficulty level.
- Once you reach the highest difficulty level and win enough matches there, you get crowned conqueror of the pillar or whatever else works.
- Highest difficulty opponent would have maxed out stats and bonuses, making just beating one an event in itself.

3
Events / Re: Team Card Design: New Weapons
« on: August 26, 2024, 05:14:09 pm »
Deployed some adjustments:
1. Scepter of Ruling active cost raised by 1 & stats changed from 7|5/8|5 to 4|8
2. Unupped infested log also gets infect(2), & 3 attack, while upped costs 2
3. Sun Blade cost raised to 3, Mirage is 3|6 instead of 2|8
4. Amulet active cost raised from 1/0 to 2/1
5. Haunt gets removed from creatures when they die (specifically tones down scythekitty)
6. Cyberweapon cannot target players
After some quick PVE testing:
Scepter of Ruling nerf, Infested Log buff, Scyther nerf, Cyberweapon nerf: No complaints here.

Sun Blade berf: Upped cost was deserved, not so sure about the new Mirage stats. It's becoming a good idea to just give the blade away, and I don't know how to feel about that.
Or perhaps it's the healing vs shield combined with the higher strength that's the problem. The deck below has a great matchup vs dim shields, wings etc. 
0b4tf0252l045c7045f0035fr035lq035ut018po


Amulet nerf: People were using the skill? Just kidding. So far I have only been using the Amulet in mostly Time-based decks, so the extra skill cost has not mattered much. I also have not found much reason to "splash" the Amulet. Maybe the skill should be a different element altogether.

4
Events / Re: Team Card Design: New Weapons
« on: August 22, 2024, 03:42:00 pm »
Fierce Feathers - The damage calculation is confusing and possibly broken, and I wish there was something else to do with it than dump all your "feathers" at once. Also I agree the card is kind of bad when just slotted into a generic wind rush.
035fn055l9035lq056qt057ms067mt037nn018pr

Bo Staff - Works well in stall. Seems fine to me.
0a5l8045mq045m5045lm065ll035rg065t2045sf035s7065rp018pq

5
Events / Re: Team Card Design: New Weapons
« on: August 20, 2024, 05:44:22 pm »
Cards that are fine as they currently are, in my opinion:

Sun Blade - One of my favourite cards from the batch. Works well on its own as a beatstick-with-a-drawback, but truly shines (like the sun) if you take advantage of that drawback.
016u30677e067dp037ee027eb037dq027e9057qb0280r018pi
0f4te0358s055fr035ih045oi018ps

Infested Log - Simplified version of the original design. I like it. Great Spiritual synergy (hard disagree with Septima :-p), good at gradually taking over.
0g4tf0353b0252j035ck025c8015li035un018pk

Fishing Rod - It's a Golden Hourglass or a Clepsydra for aquatic creatures (and weapons). Provides a lot of stability. It's good.
0a4tg045030255r045i4045jm035if035iu018pi

Cyberweapon - Great at slowing down the opponent early, buying you time, terrible at actually locking them down. I like it.
067h4067n2047qb0880806814018pu


Cards that may need minor adjustments for balance, but that are otherwise fine:
Scythe - Replaces Possessed Sword, which had too limited uses. Good with CC and with creatures that die on their own.
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Scepter of Ruling - Strong and fun, another personal favourite. Might be in nerfable range, unfortunately.
0a55k06576035610456g0555l0262j018pu

Magic Wand - Significant departure from the original design. I find Time and Earth creatures work best with it due to having a good mix of rush and control. Also combines well with mutants / spider cows.
066ve046uo0677e027ee067ri067q1018pi

Skeleton Axe - Good finisher in a Skeleton swarm deck, I suppose. I actually like it better in non-skelly decks.
0852g085420452u0453d06537018pk
044vq014vo015060952g065420353d0352n0352r018pj


Cards that need significant changes IMO:
Amulet - Another modified design. I'm not entirely convinced by it, I think this is the kind of card that will always be either over- or underpowered and may never hit the sweet spot. I do like that it enables meme combos with GotP.
035lg0g5rg025sd035s2065ru018pq

Great Maul - Used to be too strong in rushes and got massively nerfed, ironically still much better in rushes than in defensive decks. For a supposedly defensive card, that hurts. Main problem IMO is that "defense mode" (with a shield equipped) is usually not worth the damage loss.
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No opinion / haven't played much with them: Bo Staff, Fierce Feathers

6
Fixed Bugs / Stormshield mills all pillars at once
« on: July 13, 2024, 09:20:35 am »
I may be wrong, but my understanding of Stormshield is that it may or may not block opposing attacks depending on if the top card of your deck is a pillar (or pendulum). It is essentially a Fog Mantle with [pillars in your deck]% evasion chance.

But what happens instead is that each incoming attack has a 100% chance to mill a pillar if there is one left in your deck.

For example if the opponent attacks with 14 creatures and you have 10 pillars or pendulums left in the deck, all 10 pillars/pendulum will be milled away.

This happens consistently, this is not a one-tum deck randomisation oddity.

7
Earth / Re: Stonewall
« on: July 11, 2024, 07:32:33 pm »
I have had very good results vs champs with the deck below. Ironically, I was going to post a similar analysis about how underwhelming Stonewall is, but then I decided to give it another try to make sure. I proved myself wrong.

087780878q0577k0177i0277v037850377b018pm

8
New Card Suggestions / Re: Cleanse
« on: June 19, 2024, 06:50:05 am »
That's the kind of card that is against meta but that you main anyway on MTG because you also have "spellshapers" aka a creature that paying a cost of discarding a card does an effect. :)
Aetherfront Bouncer
1 :water
1|1
0: Target card in your hand becomes an Unsummon.

Name it "Purge" like when they remove all the rich people. Also inb4 epic salvager vengeance writ otk doesn't work
0hp creature + Fractal + Chimera + Skyblitz + Writ of vindi is already a potential OTK

9
New Card Suggestions / Re: Cleanse
« on: June 18, 2024, 05:46:21 am »
Destroys shards, geores, hourglasses, boneyards, deserts, ouijas, sundials, cloaks, writs, mirrors, ricos, and more. It shuts down a lot of different decks actually (and does nothing to many others).

10
New Card Suggestions / Cleanse
« on: June 17, 2024, 08:47:38 am »
Cleanse
6 :light (5 :light upped)
Spell (uncommon)
Destroy all non-Weapon, non-Shield, non-stackable permanents.

11
Fixed Bugs / Re: Opponent doesn't take damage
« on: June 14, 2024, 04:07:58 pm »
I was able to reproduce the bug, although I am still not sure what exactly causes it.
Spoiler for See plies 34 to 43:
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I am fairly confident it has to do with gravity pull (the status).
1) In the screenshot below, the AI is in gravity pull status (see upper right corner) even though none of its skellies are under grav pull.
2) The AI's invicibility ended when one of its skellies got grav pull'd by my chaos mantle.
3) This roughly matches Shadow's explanations in 2 out of 3 cases (does not explain the sundial one, but may have been a coincidence)



----

Edit: My theory is that Chaos Mantle somehow applies gravity pull to a creature that is no longer in play, and therefore cannot die.

Hypothetically:
1) Opponent attacks with Skeleton
2) Chaos Mantle bolts Skeleton
3) Skeleton attacks again thanks to Writ of Vindication
4) Chaos Mantle grav pulls "ghost" Skeleton
5) From that point on, game redirects damage to opponent to an undefined creature with N/A HP

12
Game Bugs / Re: Bonus calculation does not seem to add up correctly
« on: June 08, 2024, 01:13:05 pm »
I'm guessing the shown numbers are rounded, and the total bonus is calculated with the actual values. That does not explain the nearly 60% gap though… 

My hypothesis is the streak bonus is not actually capped at 100%, and yours is currently much higher.

13
Events / Re: Team Card Design: New Weapons
« on: May 27, 2024, 03:11:38 am »
Have fun at the conference!

14
Are you sure what happened here isn't:
1) Your diss shield becomes unupped
2) You have exactly enough  :entropy to block the opponent's damage (3x8) with your unupped diss shield
3) Your  :entropy reaches zero, causing the unupped diss shield to disappear
4) You happen to draw an unrelated upped diss shield on your turn
?

15
Events / Re: Team Card Design: New Weapons
« on: April 18, 2024, 04:12:25 pm »
Thank you for the feedback :-)

Some answers:
— The unupped Magic Wand came to be as a more "chaotic" version of what is now the upped Magic Wand. Testing will determine which is better.
— Great Maul completely blocks damage from the opposite attacker. E.g. if Great Maul is in your weapon slot (and you have a shield), it blocks the opponent's weapon, period. (Unless that weapon has momentum, not sure about psionic.)
— Infested Log is another case of "we'll see which version plays better".
— Mirages only redirect effects that can target them (i.e. that can target creatures, typically). They would not usually redirect a self-Deflag (a living weapon'd Mirage would, though). Note: I say this, but ultimately it depends on how serp implements the ability.
— Still on Mirages, the redirect ability belongs to the token, not to the Sun Blade. So it does not matter if the Sun Blade is still in play. We'll see if that's too strong; keep in mind they are meant to be detrimental (to their controller).
— Bo Staffs should stack.
— Amber Amulet should provide extra passives on top of the existing ones, but again it depends on how it's implemented.
— With Possessed Sword you can e.g. buff it and that buffs the Ghost too by the same amount.

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