RE: =OS= Card Mechanics/Combos Discussion (Full Version)

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so0meone -> RE: =OS= Card Mechanics/Combos Discussion (4/2/2014 16:51:21)

About removing cards from decks: Why not just set a minimum number of cards at, say, 15 and say the decks can be made using the character's Basic cards and up to 5 CC cards, with the max size being the character's starting deck +5? That would encourage diversity in the same way CC currently is but also allow a player to remove cards they feel are wasted deck space down to a minimum of cards to prevent 5 and 6-card decks.




Gorillo Titan -> RE: =OS= Card Mechanics/Combos Discussion (4/2/2014 16:57:38)

Thats already what we have now though and with most deck already being 15.




so0meone -> RE: =OS= Card Mechanics/Combos Discussion (4/2/2014 20:20:30)

It's not already what we have, we can't remove cards currently. What I'm saying is:

Call the total number of cards in your deck X. Let's say you wanted to add 5 cards to your deck. Now let's say there are some cards in the base deck you don't want to use. You may remove cards from your deck such that X is greater than or equal to 15 at all times. The cards removed do not have to be cards added through CC.

My suggestion is very similar to what we currently have, but it allows for the removal of less-useful cards from a character's base deck whereas our current system does not allow us to modify the base deck at all. We can currently only add cards on top of the base deck and remove those cards and only those cards.




Gorillo Titan -> RE: =OS= Card Mechanics/Combos Discussion (4/3/2014 19:38:53)

An artifact that gives you a 50% of not losing health when using cards like sacrifice and bloodrage.




DidYouKnowThat -> RE: =OS= Card Mechanics/Combos Discussion (4/3/2014 19:43:29)

Would probably be an SG-only artifact.




Gorillo Titan -> RE: =OS= Card Mechanics/Combos Discussion (4/3/2014 19:58:17)

I've bought over 1400 sgs in this game a few more won't hurt lol




Mondez -> RE: =OS= Card Mechanics/Combos Discussion (4/3/2014 20:12:17)

If I recall, the reason why the feature on removing the cards from the base decks will not work is because it puts strain on the server. The original plan for CC was a full customization, but due to the limitations on flash and the work already placeheld on there was somewhat impossible.

Plus mistakes did happen over the course and might have not been able to be mended like the Boss Decks that were mistakenly coded in the Boss Version of the characters and of course Ice Elf if the developers didn't have direct access to the decks. Besides if you think about it, the work for the developers would be less stressful if a huge mistake in the decks were coded in.




Gorillo Titan -> RE: =OS= Card Mechanics/Combos Discussion (5/2/2014 13:04:49)

A card for chaos that switches OT effects




ChaosRipjaw -> RE: =OS= Card Mechanics/Combos Discussion (5/2/2014 21:15:13)

This stuff. I couldn't actually decide the energy costs, but that's irrelevant at the moment. What matters are their effects >:D
(At the moment, the image is too small to see the cards' description up close [:@])




Gorillo Titan -> RE: =OS= Card Mechanics/Combos Discussion (5/4/2014 0:27:11)

A card that does 1000 damage between 1 - 10 turn for chaos




KingRogue -> RE: =OS= Card Mechanics/Combos Discussion (5/15/2014 20:32:41)

chaos cards in general should have 2 effects, and a 50/50 ratio of one or the other happenoing. (Example: card effect 1 -heal 1000 hp over 4 turns, effect 2 - inflict 1000 damage over 4 turns)




The Jop -> RE: =OS= Card Mechanics/Combos Discussion (5/15/2014 21:03:37)

I'd prefer if it was just more or less effective, based on chance. For example, the heal could restore anywhere from 100-1000 health. Chaos characters would be pretty bad if they had a 50% chance of hurting themselves. Every card should have some use; if you want it to hurt the user it should also do something to help them, otherwise it was a waste of energy and more.




Gorillo Titan -> RE: =OS= Card Mechanics/Combos Discussion (5/15/2014 22:56:44)

If it wasn't clear my card would do 1000 damage at a random turn between 1 and 10 turns so one time you play it might take 3 turns another it might take 1.

A chaos card that has a chance of doing 1000 damage or healing you for 1000 damage would make sense.




KingRogue -> RE: =OS= Card Mechanics/Combos Discussion (5/16/2014 0:10:24)

@the jop

I didnt specify so its my fault, the 1000 damage would be the enemy, basically a HoT to you or a DoT to the enemy. another interesting one would be something along the lines of.
(Card effect 1- Discard 2 cards and Sheild for 1000. Effect 2 - Discard 2 cards and gain 10 chaos energy)

the discard for both would prevent you from knowing which effect pops until AFTER you discard the cards. just an idea though.




bugattiboy91 -> RE: =OS= Card Mechanics/Combos Discussion (5/19/2014 0:34:36)

Personally I think Revontheus is better than Rev. Void Reflection is tough to beat.




DidYouKnowThat -> RE: =OS= Card Mechanics/Combos Discussion (5/19/2014 0:49:02)

But the cost. . . 13 energy man. . . .for 1,000 counters.
There's DoTs and Pierces to get through them. Some characters focus primarily on DoTs or Pierces. . . *cough* Resonance *cough* Gentlemen *cough*

Rev can stun-lock too, which is why I like him. :P




Gorillo Titan -> RE: =OS= Card Mechanics/Combos Discussion (5/19/2014 1:02:36)

Most players know how to get around void reflections and the large cost of energy puts you at a disadvantage.




KingRogue -> RE: =OS= Card Mechanics/Combos Discussion (5/19/2014 10:19:42)

Agreed, thats one reason i dislike the muay thai fighters, theyre good in most aspects but the counter attacks are just to easy to get around.




Gorillo Titan -> RE: =OS= Card Mechanics/Combos Discussion (5/19/2014 10:23:21)

Counter works better on nuetral characters when done right though use iron hides while you build up enough counter so you still can block pierce and DOT.

Pretty much ever nuetral character without nuetralize is at a pretty big disadvantage so you need to use skill when playing with them.




KingRogue -> RE: =OS= Card Mechanics/Combos Discussion (5/19/2014 10:26:52)

i can see what you mean, btw its promethium.




bugattiboy91 -> RE: =OS= Card Mechanics/Combos Discussion (5/19/2014 17:37:04)

Yes Void Reflection is expensive, but Revontheus also has Mark of Death and Poison. Don't those count for something?




BJEBLE -> RE: =OS= Card Mechanics/Combos Discussion (6/14/2014 21:11:33)

Learned something this the hard way but not only does the damage stack on 2 Petrifies but it also stuns for 2 turns. Not nessecarily a great idea unless you're finishing your opponent off in PvP because then you have no stuns.




The Finnish Phoenix -> RE: =OS= Card Mechanics/Combos Discussion (6/14/2014 21:21:13)

^Sometimes you can if you're at the end of your deck cycle. Although I agree it can be risky because of the amount of energy your opponent could regenerate unless you're finishing or know you can cap their energy to cut off their regeneration.




BJEBLE -> RE: =OS= Card Mechanics/Combos Discussion (6/14/2014 23:26:07)

@TFP Yeah but I was really confused and when I saw the person I was fighting I was like 'Oh that's stupid, he just wasted both of his Petrifies, but he stunned be long enough that I couldn't retaliate and he finished me off. So in other words, great as a finisher, not so much when you're starting out your fight.




The Finnish Phoenix -> RE: =OS= Card Mechanics/Combos Discussion (6/14/2014 23:57:52)

It would be great at the start of the fight if your opponent just charged to 19 though. Then they only get 1 energy back instead of 10.




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