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1
Light / Re: [Buff] Crusader
« Last post by serprex on Today at 02:18:40 am »
saders are way stronger than in original

1. accerlated when endowing
2. cheaper
3. more weapons to choose from
4. being able to buff weapons means saders get to duplicate buffs, making tempervadersader quad a tier 1 deck vs arena
5. living weapon

Most likely direction I'd go is allowing endowing on morning star, doesn't impact existing decks while opening up a slow durability option, would have to make sure it isn't too strong with SoW

Not going to remove being able to target opponent's weapon. That takes away from design trying to create novel decision making scenarios rather than having cards force decks to play out in specific ways
2
would have to be limited to shields without charges, since being able to put phase shields back in deck seems a bit much

would want to preserve current Give behavior

would make Reduce? a lot stronger

sometimes shields get played to clear up hand, would hurt rolhope

not really opposed to it, but seems pretty minor, would be annoying to preserve difference with Legacy code
3
Game Suggestions / Re: New demigod decks
« Last post by Naii_the_Baf on April 28, 2024, 10:31:53 pm »
Vulcan
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Would love to fit Blacksmith in here but couldn't get the quanta to work out.
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Light / Re: [Buff] Crusader
« Last post by Denver on April 28, 2024, 12:49:45 am »
I like the idea of Crusaders, but they still feel a bit outdated. A lot of other old cards as well as newer cards seem to have great interactions and targeting options, but Crusaders still feel a tiny bit wonky. Some possible (individual) changes:

  • :light [buff] Crusader Endow could allow targeting of your own immaterial weapons. They currently can't be endowed with Morning Star, the OG Light weapon!
  • :darkness [nerf] Crusader Endow could only allow targeting your own weapon rather than getting the opponent's for free, in exchange for having an additional buff. It seems a bit wonky to just be able to PU your opponent's weapon for very cheap (1 ply of summoning sickness + 2 Quanta).
  • :light [buff] Crusader Endow could target weapons in hand, but like Dispersion, requires the base cost of the target card to be paid too.
  • :gravity [change] Upped Crusader Endow could destroy the target weapon (as if physically being given it), in exchange for a substantial buff, such as additional minimum strength buff upon Endow, like the base +0|3 Health.
  • :light [buff] Crusader could also gain any passive effects of the targets shield, in addition to weapon effects. This would be more for flavor if anything, because most creatures are probably far less targeted compared to the amount of targets and attacks players receive. Therefore damage reduction and the like on a single creature wouldn't provide much mechanically. And probably require a lot of programming work. In addition to other considerations: should shield effect block instant kills (Devour) or reduce their damage to maxHP-damageReudction? An alternative would be to increase health by 2*Damage Reduction of the shield, or other similar formula. Perhaps too much time, thought, and work would have to go into this one.
  • :gravity [change] Crusader could enter the battle at a measly 1|X, but get instant Endow with 0 cost. (Your troops can't fight if you don't supply them with weapons!) However would definitely require target card cost to be paid and then destroyed to be balanced. However Crusader strategy would change drastically from "double up on your equipped weapon" -> "arm your soldiers to make them useful".

Some of these suggestions work better as a lone change, some might work better when combined.

I'll admit these suggestions are not coming from a mechanically sound place, but more of a "I just think Crusader is a funny li'l guy and I want to play fight with my own personal army of funny li'l guys" kind of place :3
5
Equipping a weapon/shield could return your currently equipped weapon/shield back to your hand, rather than simply destroying it. I feel like overall it wouldn't be too powerful, perhaps except some notable combinations, but I think it's a concept that's more fun than it is powerful if anything.

To keep a handful of weapons/shields and rotate them out if the situation with your opponent changes. Especially with all the cool new shields :)

Extra considerations: stackable shields would need special rules to prevent infinitely rotating to easily gain stacks out of nowhere in exchange for quanta. Altered states would have to be retained to prevent swapping out damaged or status'd weapons to easily heal them. And probably a lot more undesirable interactions that would have to be accounted for.
6
Events / Re: Team Card Design: New Weapons
« Last post by serprex on April 21, 2024, 09:08:46 pm »
Been a bit slow to start on putting these on test server

Went to try implement one a day & have it done in a week, but decided it's annoying enough figuring out the next code (tbf, I already have a script to grab this, but let's ignore that)

https://github.com/serprex/openEtG/commit/453cf30a968c64027a407b49dd1ed6b3184db1b7

So wrote this change to have cards be csv. Full circle from when card data was originally from a google spreadsheet. Switched to JSON since it was easier to process in browser (no need to parse csv in js compared to calling `JSON.parse`) but now card data is compiled to Rust during build phase so moved it back to csv which also allowed bringing openetg/legacy card data into same column ordering. Now I can easily add a couple lines to add a new card, but will have to get around to implementing card effects. Will probably start with some simple implementations that might not match text. Been a bit swamped lately & I had to swap out my keyboard since it was causing finger pain but now the old keyboard is on my linux box which I use for openetg development so that also makes me procrastinate more
7
Decks / Re: Demigod Prediction Decks
« Last post by Septima Rhay on April 21, 2024, 04:36:09 pm »
Flood controls creature spam and fractal spam; high copy count needed for early-ish draw; Cardinal spams creatures quickly. Magma heals max HP of self and Auburn nymph (when needed if fearing lightning).  Fog is cheap shield that also can slow down discord scramble. Replace with Stone wall when earth quanta is solid.  Resist the urge to use throw rock on opponent cc, it is for anti-deckout (apply to own Auburn to avoid self-deckout).  BB own Auburn with active mid-game so as not to compete with Magma active quanta. Apply sinkhole to opponent creatures with this order of prioritization: shard of focus, Goose (only if you know you can handle an upcoming SoFo), Creature from fate egg with annoying active, Charger (if you feel you're losing the damage race early).  You can workout with shockwave, dry spell, ice bolt, but I found the build below to be reliable and efficient.  OE is questionable in this deck.  It can help remove Chargers that made their way to the board.  Swave is more reliable early but sometimes Cardinal wants to replace a shockwaved charger with SoFo or another charger.  OE cc on stick is worse early game, better mid-late game.

Could also go for an Earth forward build (see 2nd deck below) but I haven't tested this as much and it initially seems to miss Magma healing.  Problem with this build is dealing with discord scramble.  Metamorphosis to :earth after flood is on board.
Cardinal counter
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Events / Re: Team Card Design: New Weapons
« Last post by Turlututu 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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Events / Re: Team Card Design: New Weapons
« Last post by Septima Rhay on April 18, 2024, 02:41:37 pm »
Neat, great to see coordinated weapon ideas.  Overall, I like the thematic, traits, and interactions introduced.  But many of the mechanics/explanations are confusing especially from unupped to upped versions.  Initial thoughts per weapon:

-Unupped Magic Wand: seems overly complex; worth simplifying so un/up mechanics are the same? maybe I need to see it in testing to understand the difference/benefit of the distinction
-Skeleton axe: looking forward to testing; not seeing what the initial strategies with bone golem are
-Scepter of ruling: I assume this can stack with sader or multiple scepters on board, each controlling 1 target as with beguile
-Great Maul:  is the weapon strength the block Damage reduction (12/14)? explanation of modes is confusing.
-Infested log: new trait. neat. feel even stronger this needs simplification.  all of the 'effects' are different and vary from unup to up.  Is that necessary?
-Sunblade: ok, I think I get it.  One risks mild damage to self while having mill/quanta denial benefits. mirages pump own thermal recoil.  maybe we have a sadism version, heal from attacking mirages with plague while continuing to mill/deny.  I wonder about balance for this: Whenever this card's controller self-targets or targets a non-Mirage card they control, change the target to this creature if able. Not only does that seem frustrating on top of milling/denial, but what does it mean 'if able'?  When is it 'not able'? Even if Sunblade is destroyed, a single mirage on board could have that effect?  Seems like a strong lasting effect to deny self-targeting with a single mirage on own board.  Feel upped blade should have worse stats especially hp, keep it at 2 for easier cc removal when spammed on board.  Wonder how fast mill by deck out can happen with sun blade, inno, burn, Shard brave.
-Fishing net: I like it. I understand it.  Thank you.
-Bo staff: do multiple Bo staffs stack DR per staff copy in play?
-Fierce Feathers: I get it.
-Amber amulet: Jewelry. Cool.  After fossilization happens, does the creature still retain original actives/passives?  Or does it override and basically we have a clock golem mechanic.
-Possessed sword: not understanding the potential benefit/strategy of play. 
-Cyberweapon: I get it.

10
Decks / Re: Demigod Prediction Decks
« Last post by Septima Rhay on April 18, 2024, 12:02:44 am »
Mirage often gets clogged up with own cc-cards.  One can survive a few Clepsydras.  It is tough if Mirage gets Alchemists early and you have little CC.  Can also win on damage with Owl's Eye chip and Ice bolt finish.  I tried a version with Shard Brave, but Mirage clogging diminishes Sbrave utility.  Midas is quicker to access than steal and allows for Tornado-received Clepsydras to be played and to use mark quanta. It is satisfying when Tornado shuffles 2x Clepsydras. Not sure about Ice bolt vs dry spell.  Bolt is often too slow early to single bolt Alchies and if stolen by clepsydra gets used on own OE.  Spell is safer to be stolen and is quick quanta for early SoFOs.
Midas>Steal
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Mirage counter
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