Vous n'êtes pas identifié(e).
Eredan iTCG forums move. You can find them at this adress: http://forums.eredan.com/index.php.
Eredan GT forums stay here, the same for the old Eredan iTCG forums who pass in read only.
Les forums d'Eredan iTCG ont déménagés. Retrouvez-les à cette adresse : http://forums.eredan.com/index.php.
Les forums d'Eredan GT restent ici, ainsi que les anciens forums d'Eredan iTCG qui y seront toujours en lecture seule.
Pages : 1
Idk what to think about this. overpowered? no? yes? Some input would be nice >:O
Dernière modification par killrex2 (20-09-2011 11:14:31)
Hors ligne
Sheesh sorry for double post, it said error so i posted again D: forgive me
Hors ligne
Take off the staff chain, spirit=2, and lower hp to 12 and that card is cool.
Dragon Knights ftw
Hors ligne
Take off the staff chain, spirit=2, and lower hp to 12 and that card is cool.
- I agree on removing the chain - she's not a Warrior.
- Better not raise her Spirit, or she'll abuse certain Priest spells like [card]Rampart of Faith[/card] to keep her Health filled, or [card]Spiritual Duel[/card], essentially making her a -VERY- cheesy character.
- No need to lower her base Health.
The way she is suggested, she will -at most- have 9/11 Attack before other card effects are taken into account.
Even though it may sound alot, 1 hit and her attack is gone.
She's a priest, sure, but either she's healing herself, or she's buffing her attack.
She depends on managing her own health to do damage.
Alot of cards will screw her over, such as [card]Escaping Death[/card], [card]Lady Yilith[/card], [card]Dazzle[/card], etc.
Here's what I'd change:
- Cannot play Divine Anger Theurgies - First Turn 2x [card]Sacred Nova[/card]?
- Damage dealt by "Esperanza" is increased by X where X equals her current Health points divided by 2 (rounded up).
The goal wouldbe making Esperanza vulnerable/reactive to effects before combat.
You'd have to build your deck and play accordingly in order to avoid having her Health (and thus her damage) reduced before trading blows (mostly through direct damage or spell damage), and together with the inability to play Divine Anger it would make her less of a First Turn Killer.
Dernière modification par Nurvus (18-09-2011 17:55:53)
Hors ligne
She is Preist-Warrior but warrior hybrids lose chain.
Spirit 2 sounds right for priest hybrids.
9/11 attack on a priest warrior is lol no, so lower hp to 12. 7/9 sounds right.
Dragon Knights ftw
Hors ligne
My point is high Spirit will make her a [card]Spiritual Duel[/card] god.
Think about it.
Just no xD
And 9/11 Attack seems strong at first turn, but think of the cards she'll be playing in the deck.
She can't have it filled with a bunch of +Attack cards.
Her ability suggests a strategy more inclined towards keeping her fully healed all the time - thus being a defensive character.
---
If you reduce her Health to 12, but let her use Divine Anger, she's still overpowered.
If you keep her health at 15, but prevent her from using Divine Anger, she's reasonable, imo.
---
EDIT: I just realized she's a Guem Guemelite...
Hmm... Priest + Low base Attack([card]Spiritual Duel[/card]) + high Attack Bonus based on current health + [card]Magic Attack[/card] = ridiculously overpowered...
Dernière modification par Nurvus (18-09-2011 18:17:25)
Hors ligne
i wasnt sure if i should make her human or what. so ill just remove the guemelite stuff. haha
i think 1 spirit is reasonable so that she doesnt go crazy with the healing and gives a way to get around the good 3 defense.
Buttttt i feel she's a bit empty with just one ability.(prolly just me.) but i will refrain from going crazy with her haha so keep throwing in some ideas.
Hors ligne
She should be Human, and thus able to equip [card]Spear of the Thunder King[/card], [card]Crown of the Thunder King[/card] and [card]Armor of the Thunder King[/card] equipment
As for abilities, to be fair, she needs a small change and a new ability:
New Ability: "Esperanza" cannot play Divine Anger Theurgies.
Changed Ability: Damage dealt by "Esperanza" is increased by X where X equals her current Health points.
OR
After the cards have been played, "Esperanza" gains Attack +X until the end of the Turn, where X equals her current Health points.
Instead of Attack +X where X equals "Esperanza"'s current Health points.
Plus, her ability - as suggested - to be clear, should be worded like this:
At the start of the fight, "Esperanza" gains Attack +X until the end of the Turn, where X equals her current Health points.
Dernière modification par Nurvus (18-09-2011 18:48:33)
Hors ligne
I feel that if she gains the attack after the cards are played she wouldnt be a very reliable character since if you were going for an attack your health can be reduced to a minimal amount by a few magic attacks.
Idk about removing the Divine Anger Theurgies.....hmmmmm mayyyybeee let me think about it haha
Hors ligne
Here's the character the way you designed:
Against 0 Spirit characters:
Defensive Style - Spiritual Duel -> Rampart of Faith = Result they are standing there with 1 defense and 0/2 attack, and you with 14/16 Attack.
Offensive Style - Spiritual Duel -> Sacred Nova = KO
Against 1 Spirit characters:
Protective Spirit -> Spiritual Duel = +2 defense and exchange base attacks = you take 0 physical damage.
Against 2+ Spirit characters:
Sacred Nova -> Sacred Nova = xD
Sacred Nova -> Paladin's Hammer = xD
---
This is without previous buffing.
Now imagine [card]Jorus[/card] -> [card]Multitasking[/card] -> [card]Good Jorusien[/card] (x2) = -2 damage taken & +2 Spirit
Now kill Esperanza... oh wait you can't.
---
So you need to give SOME decks a chance by making Esperanza vulnerable to SOMETHING, as well as preventing her from silly first turn kills - unable to use Divine Anger Theurgy is a way to make her less OP.
Dernière modification par Nurvus (18-09-2011 21:17:28)
Hors ligne
I still say lower hp and don't listen to Nurvus, he thinks only way to have a good card is to have it overstuff with abilities.
Dragon Knights ftw
Hors ligne
So what do you think. i think this is a more reasonable character ahah
personally i think shes still empty, am i crazy? haha maybe she can chain theurgy destiny? no? yes? opiniions? D:
orrrrrrr....how about bring her health back to 15, let her play divine anger theurgy, but make it so she cannot chain. this way, you have to decide wether to heal, defend, or boost attack
Dernière modification par killrex2 (20-09-2011 02:57:35)
Hors ligne
I say spirit =2 and her ability goes after cards are played. This way you can heal and then ability activates.
Dragon Knights ftw
Hors ligne
I say spirit =2 and her ability goes after cards are played. This way you can heal and then ability activates.
I say Spirit = 1, ability triggers after cards are played, and health back to 15.
Hors ligne
I say Spirit = 1, ability triggers after cards are played, and health back to 15.
Really cause Pilkim says your wrong.
Also 15 Health would give her Marauder like attack. Honestly, I wonder how you work card balance sometimes.
Dernière modification par goscar (21-09-2011 04:21:25)
Dragon Knights ftw
Hors ligne
Nurvus a écrit :I say Spirit = 1, ability triggers after cards are played, and health back to 15.
Really cause Pilkim says your wrong.
Also 15 Health would give her Marauder like attack. Honestly, I wonder how you work card balance sometimes.
Your suggested 2 Spirit would make her able to use [card]Spiritual Duel[/card] first turn against a much larger amount of characters, essentially one shotting any warrior or marauder.
1 Spirit limits her alot more.
Without Divine Anger Theurgies and by having her ability function after cards are played - meaning any spell damage (and will take more with 1 Spirit than she would with 2) or Direct Damage will also lower her attack - there will be a small number of decks and characters she will be able to maintain her "marauder attack" against at first turn, and will usually deal a reasonable damage.
It will force her to use defensive and healing cards.
With 2 Spirit she will be able to simply spam [card]Spiritual Duel[/card] + [card]Rampart of Faith[/card] against 90% of the warriors and marauders in the game; and [card]Favor of the Dawn[/card]/[card]Protective Spirit[/card] + [card]Win Through Fervor[/card]/[card]Divine Light[/card] against most casters.
Essentially, I think 15 health is more balanced than 2 Spirit - she will have less healing power, and will need more healing to keep her health maxed.
Hey, maybe 14 Health would be okay, as long as she has 1 Spirit.
Her Low Base Attack makes her too powerful with Spiritual Duel so she needs to have a low Spirit.
Remember Spiritual Duel doesn't just give you the enemy's Base Attack, it also gives your 1/3 attack to him!
Meaning you're increasing your own and reducing his by ALOT.
Dernière modification par Nurvus (21-09-2011 10:40:15)
Hors ligne
i wanna leave it at 13. She's only human after all and most humans max out at 14 hp. (except kebek and golemarlok...who arent really completely human. haha) also in case you have a character that will boost the max attack, she wont get yet another increase in attack. I do feel like her attack is still low. especially after turn one. unless she doesnt get hit of course, but how about increased her printed attack score instead?
Hors ligne
Maybe she's fine the way you suggest in the second image.
1, 1/3, 3, 13, can't play Theurgies.
Make her effect activate after cards are played, this way Healing will boost you, and pre-attack damage will weaken you.
Should work fine. You underestimate her power.
Hors ligne
1, 1/3, 3, 13, can't play Theurgies.
Make her effect activate after cards are played, this way Healing will boost you, and pre-attack damage will weaken you.
/
Oh my. can't play theurgies? but shes a priest remember? lol
Hors ligne
Nurvus a écrit :1, 1/3, 3, 13, can't play Theurgies.
Make her effect activate after cards are played, this way Healing will boost you, and pre-attack damage will weaken you./
Oh my. can't play theurgies? but shes a priest remember?lol
Bah you know I meant Divine Anger Theurgies
Hors ligne
Pages : 1