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#1 12-12-2011 01:10:41

donomar001
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Inscription : 11-12-2011
Messages : 9

New Caste!!! The Nosferatu :)

So I got bored at home today, and I came up with the Nosferatu caste. They are in the Nehantist guild, and are as their name implies, vampires. They have an odd fighting style that focuses on sacrificing health points to give themselves permanent boosts and their enemies permanent weaknesses. They then keep their health up with vampiric life drains. Anyways here are my examples.

Lord Silverius. Nosferatu. Nehantist. Demon/Human. Male warrior.
Spirit= 1.
Attack= 6-8.
Defense= 3.
Health= 14.
Cannot wield weapons.
At end of the fight gains 1 health if he inflicted physical damage.
Other Nosferatu gain +1 to defense until end of game.
Turns 1,4, and 7: +1 to defense and max. attack until the end of the game.
Turns 10 and more= Current and printed health raised by one until the end of the game.

Lady Sara'hise. Nosferatu. Nehantist. Demon/Human. Female marauder.
Spirit= 1.
Attack= 8-9.
Defense= 1.
Health= 15.
Attack +1 against marauders.
Gains 1 health at the end of fight if she inflicted physical damage.
Cannot wield weapons.
Your other Nosferatu gain +1 to attack until the game ends.
Turns 2,5, and 8= +3 to max attack until the game ends.
Turns 10 and more= Current and printed health raised by one until the end of the game.

Seneschal Valross. Nosferatu. Nehant. Demon/Human. Male. Marauder.
Spirit= 2.
Attack= 8-9.
Defense=1.
Health= 14.
Attack +1 against Warriors.
Cannot wield weapons.
Gains 1 health after the fight if he inflicted physical damage.
Your other Nosferatu gain +1 spirit until the game ends.
Turns 3,6,9= Current and printed health of all your Nosferatu increases by one until the end of the game.
Turns 10 and more= Current and printed health raised by one until the end of the game.

So now for some examples of their caste-only action cards.

1. "Seductive Beckon" Action card. Nehantist only. Your character sacrifices 2 health. Defense +1. Opposing character has attack and defense -1 until the end of game. Nosferatu: Opposing character also has spirit -1 until end of game and suffers one direct damage. Chain: "Unexpected Attack"


2. "Unexpected Attack" Action. Min. attack +2. Nosferatu: Sacrifice 1 health, and the opposing character suffers X direct damage points, where X is equal to your character's current printed health value divided by five (rounded up). Chain: Nosferatu card.


3. "Ominous Power" Action. Nosferatu. Nehantist. Sacrifice 3 health points. Opposing character's defense is ignored for this turn. Your character also gains attack, defense, and spirit +1 until the end of the game.


4. "Vampiric Renewal" Action. Nosferatu. Your character gains X health, where X is equal to the total health he has lost through sacrifice effects plus two. At the end of the fight, 2 cards in your discard pile are chosen randomly and placed in your deck.


5. "Wrath of the Nosferatu" Action. Nosferatu. Sacrifice 3 health. Defense +2 and spirit +1. All of your Nosferatu gain attack and defense +1 until end of the game. Chain: Nosferatu card.


6. "Will of the Nosferatu" Action. Nosferatu. Sacrifice 2 health. Max. attack +2 and defense +2. All of your Nosferatu gain +1 spirit until the end of the game. Chain: Nosferatu card.


7."Longevity of the Nosferatu" Action. Nosferatu. Sacrifice 2 health. Attack, defense, and spirit +1. The current and printed health values of all your Nosferatu are increased by 2 until the end of the game. Chain: Nosferatu card.


8."Dark Immortality" Action (Permanent). Nosferatu. Upon activation and at the start of each fight, your character's current and printed health values are raised by one, and you gain +1 to max. attack. Bonuses last until the end of the game. In addition, at the end of the fight 1 card in your discard pile is chosen randomly and placed in your deck. Only 1 copy of Dark Immortality per character. Chain


9. "Hypnotic Gaze" Action. Sacrifice 1 health. Attack and defense +1. Opposing character has min. attack -2 until the end of the game. Chain.


10. "To the Blood Bank!!!" Action. Nosferatu. Attack and defense +1. At the end of the fight, all Nosferatu gain max. attack +1 until the end of the game and heal 2 health points. Chain: "Blood Banquet"


11. "Blood Banquet" Action (Permanent). Nosferatu. Sacrifice 2 health. Attack, defense, and spirit +1. Upon activation and at the start of every fight, all living Nosferatu gain their order bonuses.


12. "Ahah! No Mortal Weapon..." Action. Nosferatu. If opposing character has a weapon equipped, they have -2 max. attack until the end of the game. If not, -2 max. attack for that turn only. Chain: "...Can Harm Me!!!"


13. "...Can Harm Me" Action. Nosferatu. Sacrifice 1 health. Defense and min. attack +1 until the end of the game. If opposing character has a weapon attached, you may discard it for an additional sacrifice of 1 health.


14. "Bitter Retreat" Action. Nosferatu. All of your Nosferatu have -2 attack for this turn and the next. In return, all your Nosferatu gain defense +2 and spirit +2 for this turn and the next, and all your characters gain 2 health added to their current and printed values.


15. "Sanguine Crystal" Item Jewel. Nehantist. Nosferatu.
Upon Activation: Current and printed health values of character are upgraded by 1 until the end of the game.
Odd turns: -1 to all damages taken and +1 to min. attack.
Even turns: Gains X health at end of fight, where X is equal to the total amount of health lost through sacrifice effects divided by two (rounded down).


Well anyways, you probably get the point. Uhh well...thats my idea. Vampire types for the Nehantists. They use their own health to permanently increase all of their other attributes. I tried to make everything as balanced as possible, but if its not then numbers can always be adjusted. However, I was wanting feedback to see if the main idea itself is good, cuz I really like it. Constructive criticism is welcomed and appreciated smile

Dernière modification par donomar001 (20-12-2011 00:28:47)


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#2 18-12-2011 22:45:09

donomar001
Ptit nouveau
Inscription : 11-12-2011
Messages : 9

Re : New Caste!!! The Nosferatu :)

Aww come on guys sad  Lol over 20 new card ideas and an entire new caste and no feedback at all? How disappointing haha tongue   well if you change your mind and post some feedback, I'll check up on this post periodically  smile


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#3 19-12-2011 00:15:55

Anihilate
Solarian
Inscription : 08-09-2010
Messages : 744

Re : New Caste!!! The Nosferatu :)

donomar001 a écrit :

Aww come on guys sad  Lol over 20 new card ideas and an entire new caste and no feedback at all? How disappointing haha tongue   well if you change your mind and post some feedback, I'll check up on this post periodically  smile

Nehantists need cohesion between their current cards before they will ever need new castes and archetypes.


IGN: Shrei VonWeisheit
Mercenaries and trophies are underrated.
PS: I'm insane big_smile


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#4 19-12-2011 01:18:28

donomar001
Ptit nouveau
Inscription : 11-12-2011
Messages : 9

Re : New Caste!!! The Nosferatu :)

...Wow lol. I understand that, but this idea was mainly for fun, I'm not saying this should/would be immediately implemented. I just wanted to see if it would be a good idea overall, if the time ever came where the Nehantists could be expanded upon ha. Not to sound mean but you really didn't say much about the Caste at all  sad


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#5 19-12-2011 20:49:24

mpandelidis
Habitant de Guem
Lieu : Ottawa, Ontario Canada
Inscription : 27-08-2011
Messages : 227

Re : New Caste!!! The Nosferatu :)

I like the idea, I think there are a lot of really mediocre cards and a few really powerful cards, but nothing that really adds much life to the caste. When I was reading the cards I was thinking Tsoutai the whole time.

The other thing is the lack of items, I know they can't wield weapons, that's a good idea, but have like vampire necklace or something. And I think it may be more interesting to have the caste be more like a Caste for Soul Chewer.

Make a character that has the turn ability to take 1 health from all characters and heal all his characters by 1, then make him a little weaker than a normal character, say:

Warrior Human/demon
Spirit 1
Attack 5/6
Defense 2
Health 14
Gain chain if you play a jewel
turn order 3,4,7: all opposing characters lose 1 health and all your characters gain 1 health

Warrior  Human/demon
Spirit 0
Attack 6/7
Defense 2
Health 15
Gain chain if you play a jewel
at the end of the each of your characters fights they gain 1 health if they inflict physical damage
turn 1, 3, 5: attack +1

See the problem is you have 19 action cards, which means there'll never be a deck where you can use all those cards and some combos will beat other and some cards will never get used. When they release things there's never usually more than 6-9 cards for that caste/guild specifically and a few general cards plus 1-2 characters.

Now with the avatar, healing is kind of dangerous. Take note of that. But I think that gives more balance than permantly increasing all your stats every round so that by turn 3-4 all your characters are now beasts.

Then have a few action cards like the ones you have, have 1-2 that are permanent, a few non, 1 jewel that helps you heal and you've got a kool new caste

As a note I also don't mind the idea of increasing your max health and current health permanently, it's like permanent increase of lvl for Avalonian caste, which was a new concept.

Cards that I liked : 18, 17 and 16 (minus the permanent ability), 11 (minus permanent ability), 10, 7, 5 (make it unique),  4 (minus permanent ability), 1 and 2 but make unexpected attack only +2 attack

Dernière modification par mpandelidis (19-12-2011 20:59:59)


Mark

Only those who are willing to go too far, can possibly ever know how far one can really go. - T.S Elliot


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#6 20-12-2011 00:15:39

donomar001
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Inscription : 11-12-2011
Messages : 9

Re : New Caste!!! The Nosferatu :)

Okay, thanks for the great feedback smile   I disagreed with some, agreed with other parts. I tweaked a few cards, took several out entirely, and added one new item card. You were definitely right there mpandelidis, there was a lack of items, thanks for pointing that out. I added a sort of "vampiric gem" card as you suggested, I think it's an interesting addition. Overall I also trimmed four cards off the list...15 is still kinda high but a bit lower and better than before.

Well, I did take alot of your advice into consideration. I added an item, and trimmed down a few cards...but I'm not sure I wanna remove the permanent effects. While you compared my new caste to the Tsoutai, I think they are in fact quite different and the key differences lie with how the Nosferatu use their own health to fuel permanent bonuses (not just temporary one-turn effects) and are also capable of draining health when necessary. They also boost their own maximum health, which I like because it kinda has the vampiric "feel" to it. Kinda how like in the legends, the older a vampire gets the more powerful and dangerous he becomes, and much tougher to kill. Same principle applies here. The more turns the Nosferatu last, generally the stronger, faster, and tougher they will become, until eventually if they aren't killed for a while they will pretty much be immortal for real.

To off-set their immense strength in later rounds, they are rather fragile in the first few rounds since they must sacrifice significant health in order to actually get their strong bonuses. Overall I think the deck is fairly balanced (could be wrong though, if so let me know with more constructive criticism).  Thanks mpandelidis.


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#7 20-12-2011 00:37:30

mpandelidis
Habitant de Guem
Lieu : Ottawa, Ontario Canada
Inscription : 27-08-2011
Messages : 227

Re : New Caste!!! The Nosferatu :)

kool glad you took a little bit of my advice. Like j said thought in terms of reality of a caste like this coming out, feerik would most likely turn soul chewer into a Nosferatu cuz they don'tusually launch a whole new caste with 3 new characters. They usually take an existing one and add him in.

The jewel is a little OP, 3 effects is a lot. Lol

I can see your point in terms of the vampires getting stronger with time, but lately the game has aost gone into over drive and a lot more decks are capable of OHKO or massive damage after turn 5-6. So I don't think they would last long enough to become immortals.

We already have immortals in the desert nomad guild, so I think the idea of stealing life to replenish they're own would be a better idea.

The immortals in DN only really increase attack aswell. With 0 defense and spirit they are fragil which is why there healing is so intense.

But they don't do direct dmg. So I think the Nosferatu caste would be life Stealers instead of healers like immortals.

But like I said I do like the fact that increase there Max HP. That would be there speciality
Along with life steal and the ability to increase there stats, SOMETIMES permanently.

Also in terms of being frail your characters get bonus from all 3 characters, making them stronger than moat other starting characters.

2
7/9
3
14

2
8/9
2
15

2
9/10
2
14

Those are the stats you gave. Pretty powerful if you ask me

Dernière modification par mpandelidis (20-12-2011 00:43:09)


Mark

Only those who are willing to go too far, can possibly ever know how far one can really go. - T.S Elliot


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#8 22-12-2011 02:22:23

donomar001
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Inscription : 11-12-2011
Messages : 9

Re : New Caste!!! The Nosferatu :)

I dont think the jewel should be OP. There are 3 effects, yes. But if you look closely, you only ever get one of those effects at any given time, no more than that. It does NOT activate immediately, so after it is played, at the end of that fight they get +1 to current and printed health. Thats effect #1. Then for the other effects, on every fight after that they get a different effect depending on whether it is an even turn or an odd turn.  On odd turns they have -1 to dmg suffered and a +1 boost to min. attack, which I dont think should be too strong but if anything the attack boost can be withdrawn. And on even turns they heal a bit at the end of the fight depending on how many health points they have lost through the sacrifice effect of their other cards. But anyways, numbers can always be adjusted if the effects are too weak/strong. 
Overall, thanks for the feedback though, it's helped. This is probably a stupid question but does anyone know if Feerik is actually open to suggestions? Is there an email or something that I could send ideas to and is there even the tiniest chance it could happen? I'm guessing no, but...what do I know tongue


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