oEtG Forum

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - newZaranir

Pages: 1 2
1
New Card Suggestions / Re: Undying soul | Undying spirit
« on: April 28, 2021, 10:07:01 pm »
Goes to negative and start healing.

2
New Card Suggestions / Re: Undying soul | Undying spirit
« on: March 19, 2021, 04:26:09 am »
It does not die when reaches 0 or less.

3
New Card Suggestions / Undying soul | Undying spirit
« on: March 03, 2021, 08:02:02 pm »
Undying soul

:death

Nocturnal. Any damage dealt to this creature reduces it's strength instead of it's HP.

4|1

Undying spirit

:death

Nocturnal. Any damage dealt to this creature reduces it's strength instead of it's HP.

5|1

I'm currently leaning it not being loboable, but effects giving it -1 HP should kill it. Flexible on it though.

Edit: Gain nocturnal.

4
New Card Suggestions / Re: Disruption
« on: February 26, 2021, 03:32:24 pm »
Those perms are being "destroyed" or whatever is the exact status of those permanents that you play but don't have slots for.  There are 16 slots though.

5
New Card Suggestions / Disruption
« on: February 26, 2021, 12:05:54 am »
Disruption
:entropy | 1  :entropy

Target non-shield stack becomes individual permanents or target card's effect changes to a random quanta cost.

Note1: non-shield = not enough brain at the moment to figure out how it should work with Repulsors.
Note2: Wanted it to make Georesonator disrupt and start generating random pillars/pends for every ply, but it seemed overly complicated. I guess I could still kind of bluff into it, but that seems forced :D
Note3: The individual permanents obviously would have the same effect as the original, but cannot be EQ'd and you cannot stack on them anymore.

Wanted to make a permanent space-locking card.

6
New Card Suggestions / Re: Decomposition
« on: February 10, 2021, 10:02:48 pm »
So, a few points:

Spiritual has 1 more permanent "removal", it's rejuv. It has a huge side effect though. Also you can remove weapons and shields with "Give", which bypasses immaterial as well.

Also, this is way stronger than Earthquake, because as currently intended, it's both a removal or just pillar destruction. However, as currently Regrade goes, you need to ask serprex if normal permanents actually counts as stack of 1 (I guess, no).

On the quanta denial alone, I'm not even sure if it's actually worse than EQ. Having something always take 1 stack of the pillars (essentially, per draw you do) means you are never able to get over an amount of quanta per turn, unless you hold the pillars till all of your pillars are gone. This can have great synergy with Pests, who only can sustain you down by a stable amount of quanta. Also, it's way cheaper to get more out of it, it's just slower.

For this reason, I think making it stack is actually less of an issue, as letting the stack go destroyed is the optimal counter, unless you can go over it. Also, I like stacking it, because Demigods draw by 2, so unless it can go up to 2, it's even less useful against them.

However, the major difference is that  it requires very little  :death and goes along with spiritual, where Sabbath is. Also, it's a PC along with that.

7
Game Bugs / Damage calculator is off with 3+ Spites
« on: February 06, 2021, 01:32:41 am »




{"date":1612574792084,"seed":-229567464,"players":[{"idx":2,"ai":1,"name":"Hydrax","deck":"086ve046ud037gk057gn057h4017gp047ke057k5027n2018pq","hp":200,"markpower":3,"drawpower":2},{"idx":1,"name":"Zaranir","user":"Zaranir","deck":"0156b04lrr03mqq04mu30171m01n4a0174d047ee017kh01nn2067nf027q901o0b018pj"}],"moves":[{"x":"accept","c":0,"t":0},{"x":"accept"},{"x":"cast","c":44,"t":0},{"x":"end","c":0,"t":0},{"x":"cast","c":82},{"x":"cast","c":81},{"x":"cast","c":84},{"x":"cast","c":98,"t":1},{"x":"end"},{"x":"cast","c":29,"t":0},{"x":"cast","c":41,"t":0},{"x":"cast","c":14,"t":0},{"x":"cast","c":52,"t":0},{"x":"cast","c":20,"t":29},{"x":"end","c":0,"t":0},{"x":"cast","c":87},{"x":"cast","c":78},{"x":"cast","c":94},{"x":"cast","c":102,"t":2},{"x":"cast","c":83},{"x":"cast","c":96},{"x":"cast","c":80},{"x":"cast","c":79},{"x":"cast","c":103,"t":2},{"x":"cast","c":95},{"x":"end"},{"x":"cast","c":73,"t":0},{"x":"cast","c":54,"t":0},{"x":"cast","c":6,"t":0},{"x":"cast","c":48,"t":0},{"x":"cast","c":29,"t":0},{"x":"end","c":0,"t":0},{"x":"cast","c":85},{"x":"cast","c":100,"t":2},{"x":"cast","c":93},{"x":"cast","c":92},{"x":"cast","c":105},{"x":"end"},{"x":"cast","c":29,"t":0},{"x":"cast","c":73,"t":29},{"x":"cast","c":11,"t":0},{"x":"cast","c":57,"t":29},{"x":"cast","c":43,"t":0},{"x":"end","c":0,"t":0},{"x":"cast","c":88},{"x":"cast","c":105},{"x":"cast","c":101,"t":2},{"x":"cast","c":99,"t":2},{"x":"cast","c":89},{"x":"cast","c":97,"t":89},{"x":"cast","c":90,"t":89},{"x":"cast","c":77},{"x":"cast","c":91,"t":77},{"x":"cast","c":106,"t":89},{"x":"end"},{"x":"end","c":0,"t":0}]}

8
New Card Suggestions / Re: Chromatic hatchling | Chromatic dragon
« on: February 05, 2021, 07:44:04 pm »

As for power balance, think also about the chromatic pillars :chroma . They make three quanta per turn, instead of the regular 1. That makes me think that this dragon should be at least 2x times more expensive, or even 3x times, to hit around the same a regular dragon does. I honestly haven't thought about its mono application, it is something worth  considering. But nonetheless I think, if you have a mono  :darkness , it should be always obvious and more advantageous to use the  :darkness dark dragon instead of the  :chroma chromatic one. If not, then every mono dragon would become obsolete. I think that plays too against the idea of always paying the same quanta for ability. I think the deck you would want to see a chromatic dragon instead of a mono dragon, would be a deck that has AT LEAST two different elements, so it's design should be oriented to multiple element usage.
sael

Yeah, the main reason why I don' want it to use :chroma is because the 3 times generation, also Supernova and Cremation. However, I think I can find a middle ground, not by linking the ability to a certain element, but by making both the card and the ability use the highest quanta you have. This also means the cost will need increasing, but gladly, not by tripling it.

Also, I think it's okay for the 2. form to be the upgraded form, otherwise it will need 6 card ideas. And I personally prefer Regrade, to be usable in both positively and also negatively on it.

So, the reason why I think it does not conflict with most dragons is the stats. Most dragons are statted offensively or just give a massive amount of stats for it's cost. So, for example, in  :darkness or  :death , you will not choose which is better than the other, but whether you need something offensive or defensive.

9
New Card Suggestions / Re: Chromatic hatchling | Chromatic dragon
« on: February 04, 2021, 05:51:40 pm »
First, it takes 7 of a single quanta, so in this example, 7 :entropy.

Well, the Regrade idea was something that I noticed later, the original idea is to have a "vanilla" creature for all quanta, without being broken in rainbow. And I like cards that provide different uses in upp/unupp by slight changes.

And I like the 2. upgrade idea, also an unRegradeable dragon form is more balanced.

Edit: And yes, it has a huge advantage on rainbow, because you can pay from any quanta with it, but it also needs to be good enough to be put into monos. Or at least, considered. I'm thinking about how to balance it out.

10
Fixed Bugs / Autosell does not work on upgrades/polished
« on: February 04, 2021, 12:31:46 am »



11
Game Bugs / Re: AI derps
« on: January 28, 2021, 12:25:29 am »
I'm getting BM'd by a robot :D


12
Fixed Bugs / 3x draw only generates 2 times the deck in Arena
« on: January 26, 2021, 03:24:45 am »
So, I wanted to test a bulky deck, but noticed that setting the draw to 3 does indeed draws 3 card, but it only doubles the deck size.

Which probably gives it better consistency, but also not really noted in any way.

Only tested Arena1.

13
New Card Suggestions / Chromatic hatchling | Chromatic dragon
« on: January 23, 2021, 04:07:40 am »
Chromatic hatchling
4 :chroma

Effect and cost only can be paid by your highest quanta.
8: Transforms into Lesser Chromatic dragon.
2|8

Lesser chromatic dragon
8 :chroma

Airborne.
Effect and cost only can be paid by your highest quanta.
12: Transforms into Greater Chromatic dragon.
Rewind only transforms it back to Chromatic hatchling.
5|12

12 :chroma Greater Chromatic dragon
Airborne. Token.
Rewind only transforms it back to Lesser chromatic dragon.
10|15

Note: Ability cost always matches the quanta the card way paid by.

Edit: Nerfed the upped version because Regrade combos.
Edit2: Added 2 grades of hatching and a flavor effect for Rewind. Currently, the Greater could be used to be played from random quanta pool. This can be changed, but yet it seems too complicated to pull anything off with it.
Edit3: Now the effect can be paid from any quanta, but it still uses only the highest you have. Also, the effect costs the same as the upgraded form, which I feel is a good middle ground in costs.

14
Guilds / Re: How To Actually Join Guilds if You're Not in One
« on: January 18, 2021, 07:54:35 pm »
Uhm, I'd like to to get my old Zaranir kicked from material (cannot access to it as it seems neither of my e-mails are getting passwords) and also I'm pretty sure I'm overextended my exam-season disappearance period, by a flimsy 5 years :D

But I'd still like to get into Material guild with this if possible :D

15
New Card Suggestions / Re: Stabilisator | Stabilisator
« on: January 18, 2021, 07:16:24 pm »
First, thanks for noticing the self-sabotage effect, card partly edited, but not sure if it should be buffed to be played instead of pillars as it would make them auto-includes to almost every deck.

I thought about drawpowers from other cards too. You start with 0 card, but if all of your draws cycles, like Sundials/ Scattering wind/Shard of Bravery and this could mean a stable combo win in 5-7 turns and even in those turns, you might have a Sundial down, effectively skipping minion attack. In a theoretical, optimal case where you get all the right quantas and the opponent does not disrupt you. This is the main reason why the markmatching does not give upped pillars, as it essentially would make 39 random quanta in turn 1 with Chroma mark, and generating an almost Supernova every other turn.

 It's not about the starting RNG, it should be definitely worse to start with a fixed result than with something that can vary. On the upped, I'm more lenient making it have upped pillars, however, you are missing a long-term benefit. You need to put 10-13 pillars into a deck to make high-cost cards viable. But with this card, you only really need 6, which means there are significantly more actual cards in your deck than your opponent's and you can reliably set their costs to be paid by those pillars.

 So the other factor is how much quanta you should be able to use per turn with them. If the upped gives upped pillars, this means you can spend 8 quanta per turn for the first 6 turns, 7 later, which changes how you construct a deck with it. IMO it's mostly a balance question as both of them can work.

Pages: 1 2