treebeard
New Member
spodosis is love. spodosis is life. One does not simply underestimate the spode
Posts: 11
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Post by treebeard on Jul 14, 2014 17:50:51 GMT
elementscommunity.org/forum/series/martial-training-series/I've been thinking it would be nice if every element had a common other weapon it can synergise with and I remembered the above thread from the brawl I was in it would make it nice not to have to use swords in some of the common monos as your weapon source the martial training seems interesting but probably not necessary. I'm just wondering what everyone else thinks as I'm no expert on this kind of thing. I was thinking this particular series adds a bit more to the game without completely breaking it I'm sure rebalancing may be necessary but this is just for suggestions right?
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Post by serprex on Jul 14, 2014 18:14:36 GMT
wtf @ razor disc being able to be thrown for as much damage as you have quanta (& mixes with Entropy, supernova suddenly becomes 24 damage worth of CC)
The design space of neutral weapons is a bit tight, fitting 6 neutral weapons alongside Short Sword/Long Sword is work. Ideally they all have use cases outside of their affinity elements (personal distaste for Hammer here, since it's only non-affinity redeeming quality ends up being weapon health)
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Post by odinvanguard on Jul 15, 2014 19:48:48 GMT
Ahhh, I remember making that series... wtf @ razor disc being able to be thrown for as much damage as you have quanta (& mixes with Entropy, supernova suddenly becomes 24 damage worth of CC) The design space of neutral weapons is a bit tight, fitting 6 neutral weapons alongside Short Sword/Long Sword is work. Ideally they all have use cases outside of their affinity elements (personal distaste for Hammer here, since it's only non-affinity redeeming quality ends up being weapon health) ^ Razor disc can't be used multiple times in 1 turn. Remember that you cannot use a card's ability on the turn that it gets played. The combo with the martial training card didn't change that either, it just caused it to become spell damage instead of regular damage and get a small random damage bump.
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Post by serprex on Jul 16, 2014 2:11:01 GMT
Wow I'm an idiot for forgetting summoning sickness. Pushed Disc/Chakram with my usual dosage of over-nerfing
0 Disc 4se 2 buff=disc+1=discping 1 1 ranged 1 Deal 1 extra damage if your mark is 1:1 or 1:12. Ranged. 1 ping: Deal 1 damage to target creature, return Disc to hand
0 Chakram 6qu 2 buff=disc+1=discping 3 2 ranged 1 Deal 1 extra damage if your mark is 1:1 or 1:12. Ranged. 1 ping: Deal 1 damage to target creature, return Chakram to hand
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Post by odinvanguard on Jul 16, 2014 8:41:37 GMT
(had to... just love that meme ) Probably a little too much nerfing... I agree that CC shouldn't be too easy to get, but if the cost is set at 2 , it should probably do more damage with its main attack. The only real way to get much CC out of the ability at this point is with lifesmiths... tricky to pull since it requires a duo (trio really if you want to get the damage boost for mark) so its probably minor enough to allow a bit of a buff without imbalancing anything.
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Post by odinvanguard on Jul 18, 2014 0:41:04 GMT
Looks like time and fire are the last two common weapons in need. I think a draw mechanic linkage would be fun to work in sumhow, so this is my idea: Card Art: Card Names: Battle Axe | War Axe Costs: 3 | 3 Stats: 2/4 | 4/2 Card Text: "Weapon: Deals 2 damage each turn. Has 25% add 1 extra damage to next attack (up to +2) when a card is drawn if your mark is or ." | "Weapon: Deals 2 damage each turn. Has 25% add 1 extra damage to next attack (up to +3) when a card is drawn if your mark is or ." So basically it would average the same net damage as the other commons on normal draws, but SoBr and hourglasses could make it deal up to 1 more damage than other commons. It costs more than other commons to make up for this slight advantage and to keep it unique.
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