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- Nerfedlex problems
- Deck composition
- - Buffs are much more of a thing now than conjurations / summonings with the deck of war,
- and they're not all particularly good edging on harmful (see individual cards below).
- Triple Draw or Stack Five on merely damage-boost decks goes through the decks quite quickly, too.
- - Card suggestions below. In particular, I have this rough idea of buffing allies too?
- It's unique, but it doesn't precisely help with not necessarily liking the results for the player.
- - Deal Four is much worse with conjurations and summoning and random statuses on the same bundle,
- since the randomness shoots up into a prayer scenario that can easily leave you worse off
- without even getting the deck of punishment effect. Shooting a crystal spear at your just-created
- yaks is a problem in many ways.
- - It would make more sense to have summoning and buffs be one deck ("support")
- and destructive effects be a seperate deck. The deck of punishment bit could probably
- be lost, too, since:
- - Decks are less individually useful, which means you want to keep around and use _more_ of them,
- which means that even with the dearth of inventory weights it's still a hassle to manage
- your inventory. After all, a given deck might not even do anything useful!
- - Decks of the same power and type could stack? This does imply a bunch of further frustrations
- with Stack Five / Deal Four interacting strangely with a renewed deck, but it's better
- than the current situation.
- - Deck of destruction was diluted due to the incomplete card revisions and being part of
- the base for decks of battle. Finding a pure one and then seeing Fortitude or Cloud
- seems quite strange.
- - It'd be somewhat useful to have a split as mentioned earlier, or resort decks,
- or not make combined decks be a burden...
- Cards
- - Potion card is bad due to a combination of a lack of controls and having badpotions in it:
- healing / mp at max health / mp, brilliance with a lack of spells that could use it, or
- resistance when facing the inappropiate monsters are already pretty ineffectual. There's
- also a bit of overlap with Gozag's Potion Petition?
- - The badpotions shouldn't block getting a good potion, and to make it a stronger / unique
- / synergistic card the potion effects could translate to any nearby allies, maybe?
- It's questionable to have the bad potions in the first place since you don't necessarily
- care about the not-relevant potion draw.
- - (Obsolete: card was removed in trunk.)
- Metamorphosis is bad for most characters due to unarmed focus. At the very least,
- most characters really don't appreciate spider form or blade hands when drawing randomly.
- You can cancel it, which means you've used up two turns and a card for nothing.
- An inevitable consequence of aping transmutations...
- - Aside from more transmutations revamping / "goodforms" as the rare opposite of badforms,
- the only ideal approach is to remove it or isolate it from nemelex decks?
- Could replace spider with wisp for escaping, and remove focused blade hands for
- vaguely-close hydra form? Polymorphing your allies while trying to increase their hd doesn't
- work with a few summons but would at least have some further attempt at a role and benefit.
- - Blade card, impressively, gets somewhat worse with card power. A weapon dancing out of
- your hands most likely means a character has lost a means of offense unless you carry around
- another weapon or cancel (which requires an awkward swapping interface).
- The stronger weapon brands outside of elec all have unpredictable downsides:
- antimagic obviously drains your mp, chaos has berserk and haste, distortion can blink away
- a ranged-focused monster in melee. Even pain does nothing if you don't have any necro skill
- to begin with. As a result, the straightforward fire / freezing / venom / draining from the
- beginning card are kind of the strongest...
- - Not sure what to suggest. You don't even get very many summons with weapons.
- Dance card also covers just summoning dancing weapons, spectral weapon copy seems redundant
- between Illusion and the actual spell of course (but maybe a top-power copy with some
- buffs and a weapon brand would be enough for the card?)
- - Storm card does, with power: next to nothing, slows you if you aren't immediately moving much,
- high player / ally damage and screwing up player positioning alongside low monster damage. Bit weak.
- - Wind blast? Disc of storms? Tornado effect on the player instead of twister, or some distance
- from the twister? Ball lightnings? Storm clouds? Lots of potential thematic damaging effects
- instead of a complete hodgepodge of effects, and some degree of mixing them could probably
- produce something that doesn't overlap with other player accessible effects.
- - Cloud, in avoiding placing under monsters and being brief, is... extremely ineffectual.
- - (Obsolete: Dowsing was moved out.)
- What is Dowsing even doing in a deck of tactical statuses???? It's nice to have on Nemelex,
- but it's out of place and contributes to cards feeling ineffectual. It's obviously also
- here due to the loss of decks of dungeons...
- - Not very many characters care about Shadow card in the first place, between it being a pre-battle
- benefit and being based in stealth. If you don't have a way to use the invis, it's unwanted
- glow hurting haste or another turn-waster, depending on the user's knowledge.
- - Maybe it should move to escape?
- ????
- - Like with the potion card above, it'd be cool / unique / synergistic / blah blah blah
- to have Helm and Shadow also apply to allies. Maybe Elixir, too.
- - The current summons are weird in their vague overlap and miscellaney.
- I think it'd be more interesting to amplify the latter aspect than what currently stands
- with more assorted summons and more gimmicked monster choices rather than sticking with
- pretty old stuff. For example, a mixed Forceful Invitation and Plane Rend card could be
- neat, and making Pentagram use rakshasas or something would be nice. There's a whole
- bunch of monsters with weird neat effects as allies that wouldn't contribute much
- to the summoning school but could be interesting enough here.
- ----
- Herd card -> Elements card
- It's cool to use monsters mostly not available in summoning spells for divine
- summoning, but the majority of the Herd's monster choices are bland melee-only
- monsters. Also, power only influence monster numbers and not monster choices,
- which is both distinct and means that legendary card is possibly just a whole
- bunch of hounds. This seems like an obvious candidate to choose some more
- interesting allies while somewhat buffing the heavily-nerfed Nemelex.
- This Elements card, while blandly named, still dedicates itself to beastial
- choices while getting some more obscure spawns (and even still uses some of
- Herd's!) Corresponding to card power, you get one monster from all but one set:
- Air: raiju, wind drake, shock serpent
- Earth: basilisk, boring beetle, boulder beetle
- Fire: mottled dragon, molten gargoyle, salamander firebrand
- Ice: ice beast, polar bear, ice dragon
- (Yes, ice is bland, ice monsters trend towards bland.)
- The choices have some cute chances for synergy and counter-productiveness
- in equal thematic measures, and has a power more suiting for a divine summon
- than just dumping out eight komodos, elephants, or griffons.
- ----
- Pentacle revision
- hell hound and two-three 5s, rakshasa and 4/3, pan lord and 2/1 (!!)
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