What is needed all around?

User suggestions to improve the game

Re: What is needed all around?

Postby Romdeau » Mon Dec 03, 2012 11:41 pm

Hey harvest, we could use your help in testing at some point. You know, for set 12.
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Re: What is needed all around?

Postby Callonia » Mon Dec 03, 2012 11:58 pm

Romdeau wrote:Hey harvest, we could use your help in testing at some point. You know, for set 12.


Inb4 DG raeg at comment.
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Re: What is needed all around?

Postby Pikeru » Tue Dec 04, 2012 1:00 am

Sphere: Lawtia
Level: 1
HP: 10
AT: 10
DEF: 0
AGI: 2
RNG: 1
Primary Subtype: Duchy of Crest
Secondary Subtype: Knight
Skills:
Open Skill (0): Remove target "Shade" your opponent controls from play. Then, your opponent gets -1 Lawtia lvl, -1 sp at the start of next turn and you get +2 sp.
Start Skill (0): Conditional use: a "Shade" open or closed on enemy's field/ You get sp +(1x number of "Shade" opponent controls).

I feel Lawtia is missing an sp genner that can gen sp each turn. Its stats are somewhat reminiscent of Owl Sage, but it's slightly conditional. To make up for its conditionality, I gave it a minor open skill as well. Refess has Miffyre, I think this could be Lawtia's answer to it.
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Re: What is needed all around?

Postby Icyman2 » Tue Dec 04, 2012 1:03 am

So cem a sac unit, gain 5 sp advantage, potentially sp gen on field? Sounds fair.
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Re: What is needed all around?

Postby Peralisc9001 » Tue Dec 04, 2012 5:36 am

Ahm? Too dependent on enemy field and why is it dutchy, don't they have enough awful cards?
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perhaps until the game is actually improved through change or perhaps forever since there are so damn many other games and better things to do @_@
http://www.educatinghumanity.com/2012/0 ... anies.html
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Re: What is needed all around?

Postby Pikeru » Tue Dec 04, 2012 5:52 am

Too dependent on your opponent playing over a third of the meta? Perhaps, but I'd still splash 2 or 3 in everything. As for the types, I just chose whatever, it could really work no matter what color or types it was given. I do really think it should exist though, it answers a major problem in the meta. In that sense, it's no different from the earlier suggestion, it just chooses a different route of going about it.
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Re: What is needed all around?

Postby Peralisc9001 » Tue Dec 04, 2012 6:15 am

If anything an SP generator should rely on what you do, perhaps on your cemetery or interact with all level 1s.
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perhaps until the game is actually improved through change or perhaps forever since there are so damn many other games and better things to do @_@
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Re: What is needed all around?

Postby AqvasFire2 » Tue Dec 04, 2012 10:05 am

Gowen level 2 nonchar unit
Mercenary Nation/Warrior
HP 50
Agi 2
Atk 20
Range 1

Rankup: Gow 6: Agi +2, Atk +20
Open: conditional SP=0, you get 1 SP next turn.
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Re: What is needed all around?

Postby angelspawns » Sat Dec 08, 2012 3:30 pm

Sphere: Refess
Level: 2
HP: 40
AT: 0
DEF: 5
AGI: 4
RNG: 1
Primary Subtype: Solar Kingdom
Secondary Subtype: Priest
Skills:
Open Skill (0SP) = All friendly units get Def=HP, and are engaged for this turn.

Action Skill (0SP) = Give MHP+10 and HP+10 to target unit, except [subtype: Undead]. This unit gets MHP-10.
Close Skill (0SP) = All friendly units are healed [current MaxHP] of this unit.
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Openskill that counters Damage SS's. (kinda like defensive manouvres) Do note that it turns HP into Def, leaving a very small window open for the opponent that turn on already damaged units.
Action and Close make her an usable unit against fieldwipes outside her Solar subtype. Maybe i should break her combo potential up with Raste, but knowing Beneficient i don't think it's needed. Needs testing.

Overall a simple support for defensive play.
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Sphere: Refess
Level: 2
HP: 45
AT: 15
DEF: 5
AGI: 1
RNG: 2
Primary Subtype: Solar Kingdom
Secondary Subtype: Acolyte
Skills:
Open Skill (0SP) = Target Unit gets Atk, Def and Agi returned to their base values, and is fully healed.
Trait = This unit costs 0SP during setphase revive.

Start Skill (0SP) = Switch Atk with target Unit for this turn.
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Openskill that counters Grim damage. (but versatile to also be used as Debuff) Start Skill keeps an opponent unit Atk under control.
That Open is taken directly from a lvl2 Grim that sees 0 use. You only have to browse through Refess Grims and tag them onto units to make it viable. Think Dispell for instance, or a Lvl3 with SunbeamCage Open. Life's so easy...

A lvl2 Free reviver, because Refess seriously needs one besides LMA.
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Sphere: Refess
Level: 2
HP: 40
AT: 20
DEF: 5
AGI: 1
RNG: 2
Primary Subtype: Solar Kingdom
Secondary Subtype: Knight
Skills:
Trait = This unit is Grim immune.

Counter Skill (0SP) = Substract [Dmg: Atk -10] from HP of target enemy unit.
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Because every rush wants a lvl2 Grim immune unit? And Knight subtype seems to lend itself for it.
I wish i could give it Agi2 to make the (by Catherina buffed) Agiroll with OwlSage. But having the opportunity to hit it with a Rng2 is nice enough.
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Sphere: Refess/Gowen
Level: 2
HP: 50
AT: 20
DEF: 0
AGI: 4
RNG: 2
Primary Subtype: Faerie
Secondary Subtype: Warrior
Skills:
Open Skill (0SP) = Lock all Grims in both Iczers Cardfile for 2 Turns.
Open Skill (0SP) = Return the newest Unit Card in your Cemetery to your Cardfile, if that's Lvl3 or lower. You get Gowen -1.

Action Skill (1SP) = Return 1 friendly unit Lvl2 or lower from Cemetery to Cardfile, except this unit. Send 1 Grimoire from Rical Iczer Cardfile to the Cemetery.
_______________________________________________________________________
Refess needs an active Grimbaner and some Grim protection. Looking at Augment Sorcerer or Talisman, and then at Folrart Scout... Grimbaners do alot more these days for 1SP.
_______________________________________________________________________

Sphere: Refess/Lawtia
Level: 3
HP: 55
AT: 35
DEF: 0
AGI: 2
RNG: 1
Primary Subtype: TrueGodChurch
Secondary Subtype: Knight
Skills:
Trait = [conditional use: This unit is in Row 123] This unit cannot be affected by Grimoires.

Counter Skill (0SP) = You get Lawtia -1.
Auto Skill (0SP) = [conditional use: Lawtia lvl2 or higher] All Grimoires are locked in both Iczers Cardfile till the end of next turn.
Action Skill (1SP) = Do [Dmg: Atk] to target unit. If target is friendly TGC, you get SP+1 and that friendly unit is fully healed.
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Grimoire lock as Auto Skill. Needs to be in front row so it can be killed, or prevent the Auto through his own Lawt -1 Skill.
Action Skill is versatile for various purposes. It can heal, trigger a friendly counter, or pinpoint a threat.
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Sphere: Falkow
Level: 3
HP: 60
AT: 0
DEF: 5
AGI: 3
RNG: 1
Primary Subtype: Wizard Kingdom
Secondary Subtype: Royalty
Skills:
Open Skill (0SP) = First time this Skill is activated, You get Grimcount & SP = Number of Grimoires in opponents Cardfile.
Open Skill (0SP) = Send all Grimoires in your Cardfile to the Cemetery.

Auto Skill (0SP) = This unit gets [AT+ number of times you invoked a Grimoire card] for this turn.
Action Skill (0SP) = Send one random Grimoire Card from Rival Iczer Cardfile to the Cemetery. This count as a Grimoire Activation.
Close Skill (0SP) = [conditional use/6 or more Grimoire Activations] Return a random Falkow Card from your Cemetery to your Cardfile, except this unit.
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Basically the support for a Grimless Falkow file. Will tank & remove Grims early game for you, while she has huge potential to gain SP/AT depending on your opponents Grims. She should be a big help to Falkow rush building up without the aid of Grims (even for grimcount units).
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Things to do:
TGC - Needs their own SP Gen. (and better Lawt lvl raiser)
TGC - Needs Martial Artist Agi + MHP raise.
Refess - Needs Atk, Rng debuffer.
Falkow - Needs more support for field shuffle tactics.
Falkow - Needs more Grimless buffed units.
etc -
Last edited by angelspawns on Sun Dec 09, 2012 11:34 am, edited 1 time in total.
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Re: What is needed all around?

Postby AqvasFire2 » Sat Dec 08, 2012 8:22 pm

Going down your list:
KeyPriest--NO. Refess already has something like that. It's called Key to the Holy Realm. It's also called Raise Shield. It's also called Verlaat.
Level 2 full healer--see Garfath, or Willowisp. Once again, no.
RefGow pixy warrior: TJC now has reusable grimbane that also fetches a card on open? Are you out of your mind? Also, repeat after me: Refess does not need grimbane. Also why the Gowen decrease? Why not Refess decrease?
Ref Lawt: oh yay, more grimbane and fully heal Bastandora, Star Dragon, or guardian while activating their counter? And 1 SP to fully heal a big and then you get the SP back? Ref/Lawt is already good enough, thanks.

Falkow: this guy I like. I like very much. Grimless Falkow should be a valid strategy IMO, and this guy is along the lines of making it so.
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