Add Elemental Damage and Interaction
You already have fire, ice, and lightning. Maybe add interactions between them. Frozen enemies take more damage from lightning (not just the card, but the element) and take less damage from fire. Add burning effect to enemies and using ice on them will only put them out and not freeze them (burning would NOT trigger rotten, there has to be a way to counter rotten without having to add block or straight up kill them in one hit). Add poison that would hurt fleshy enemies, do nothing to skeletons, and heal zombie.
Maybe make an alchemist class that would focus on elemental damage.
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15 Mar, '24
gggLove this suggestion, I was about to post something similar and the suggestions took me here (:
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16 Mar, '24
WarchonThis is a level of complex that I think would make the game less fun if it was global. You have to consider that people play turns simultaneously and having effects that interrupt or upset other effects would be frustrating and would require an even greater amount of cross communication and turn planning, and could lead to arguments about who's effects should take precedence. Not to discount the people who would find it funny to troll people randomly. DOTs are a concept I just realized isn't in the game but when you consider rotten, or mobs that enrage, it seems like a nightmare to balance. Cards that somehow buff / heal / do nothing against mobs doesn't sound that appealing either.
If you had a class that was an isolated version of this concept, then I think it would simply work better. For example cards that reference and get an additional benefit against stunned mobs, frozen mobs, rotten mobs, marked mobs as an example, then you would have more complexity without the grief. -
19 Mar, '24
Whitey@Warchon: Maybe. But the "whose effects should take precedence" seem intuitive. Frozen monsters can't attack, so freeze should take precedence. And as suggestion, burning rotten enemies wouldn't trigger rotten (so it'd be good to keep them burning as long as you can without sacrificing the damage taken from them).
As far as your other ideas, I like them. But they're already either in the game or I've suggested it here.
Stunned mobs: This is the only mechanics that doesn't have cards benefitting from. I think a global 25% more damage to stunned monster would be cool
Frozen mobs: Like I suggested, lightning would do more damage.
Rotten mobs: Like I suggested, fire/burning would do more damage to them.
Marked mobs: Every attack card already benefits from this and there are already other specific cards that benefit from marked mobs. -
06 Aug, '24
Joseph David Parkerelement - works better against - doesnt work as well against
Fire Frozen Monsters Rotten Monsters
Water Burning Monsters Frozen Monsters
Earth Moving Targets Armored Targets
Air Armored Targets Moving Targets
Metal (iron) Rotten Targets burning Targets
an elementalist class would be working with the types of monsters and their actions getting better damage or effects against certain types of targets.
I like the idea, but it would take a whole class to reap the rewards of playing with elements.
and you could build cards like - FireBall 3 mana - Deal 10 damage to all creatures and players. Frozen monsters take double damage and stop being frozen. Burning monsters take no damage from this attack. You could also do - Iron Spike 1 mana - Deals 1 damage to target creature. If that creature is rotten, it deals 5 unblockable damage and rotten doesnt trigger from the attack.