Fallen Crest -> RE: =OS= Card Mechanics/Combos Discussion (6/20/2013 22:01:06)
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You could always shield, heal, and charge until IronHide was over. 1000 Shield is enough to take a large chunk of damage from a player. It gives players the chance to overpower it, unlike the 2000 version which was near-impossible, while still providing defense from unblockables, 1000 shield on top of regular shields, and can be trololol-chained every turn. Takes 8 charge to bypass it with pure attacks. Takes 5 charge to cast it. Thus, you get 3 charge advantage if they decide to bypass it. If they don't, they'll most likely waste charge because they hit the charge cap anyways. Or put up shields/reflects/heal, but people did that even when IronHide was 2000. If they put up a reflection, which is IronHide's weakness, then you gotta counter it with corruptions. Chain IronHide until you got enough defense to sustain yourself, then use corruption to do some serious damage to them while bypassing the reflection. Afterwards, continue IronHide trololol-spamming. Also, unless you bypass it, it's 2000 defense over those turns. If you don't bypass it in the first place, the shield is refreshed next turn. For example, say a 500 corruption gets through. But the enemy charges than attack. The 500 left on IronHide is refreshed to 1000 next turn, making that 500 damage from corruption worthless. Overall; For a only 5 charge card, IronHide, even at 1000 per turn, has more than enough advantages. More will just cause a charge increase, resulting in people, yet again, looking at it as worthless. On to the Incinerate discussion. I like Incinerate as it is (No charge, for 6 damage), but it should have some restrictions, unlike empower and might. Shouldn't be usable on special cards, like Fireball. Also, it shouldn't be used on unblockable cards. Should be regular cards only. Another debateable restriction could be like energize, where only certain cards can be discarded. Special cards, or regular cards only maybe. I've always viewed Fire as the most offensive, so I want them to keep that seemingly-overpowering aspect to them. Defensive/Stalling/Healing characters can easily beat them using defense as an advantage. They lack defense in the first place.
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