![]() ![]() Decent damage while clearing weaknesses/shields and giving a small absorb. Although life wouldn't have much since heals weren't included, 6 pip Forest Lord would finally give life wizards a lower pip aoe.Īlso, 3 pip Sacred Charge for those who have it. 6 pip Medusa would be be very useful to stun for 2 turns at a low pip cost. 4 pip Earthquake to clear all enemy blades and shields. Also, it would provide a 5 pip aoe for death wizards mid-game if they didn't have Deer Knight. 5 pip Scarecrow would be good to clear some shields/weaknesses while also dealing a little damage and healing a solid amount. 3 pip Deer Knight would be very useful to clear shields. It makes your target lose 3 pips (which is actually up to 6 pips, if they are power pips) meaning you can deal 1000 base damage while putting your opponent ahead of you by as little as only 2 pips. 3 pip Reindeer Knight would be very useful to clear shields. 7 pip Sirens would remove 2 blades from all enemies and lower their accuracy by 50%, which would severely weaken and delay enemy attacks at a relatively low pip cost. 5 pip Storm Lord would work nicely to stun all enemies. 6 pip Efreet could be used to get the -90% weakness on a strong enemy for a lower pip cost. 3 pip Scald would be very useful for removing shields, and would give fire wizards more of a reason to use this spell. Being able to manipulate these effects at a lower pip cost while some sacrificing damage in the process thats the mechanic that I believe would work best with this Elucidate. But what if it isn't damage that you want? Most higher level spells have effects that can't be found on lower rank spells. What's the point then?Ībove, we used examples where both spells only did damage in a similar way. Well above we showed that it doesn't really help with damage, and now we can only use it on rank 5+ attacks. It won't work for any non-attacking spells like dispels, heals, minions, etc. This alone eliminates every single problem listed above. I think the best way to balance it is to add a rank requirement, similar to empowerment, except to make it Rank 5+, and only damage spells. There are a few more specific spells that this would also be problematic for, but you get the point. Then there is the level 75 minions going from 5 pips to 3 pips. 1 pip Bad Juju and 1 pip Virulent Plague would also get out of hand. I'm sure the lore spammers would have fun spamming Loremaster every single turn with Elucidate as well. All of these would be pretty overpowered. 3 pip Regenerate or Guardian Spirit (even though it's no pvp), or even a 5 pip Rebirth. 2 pip Pigsie can literally be spammed EVERY turn. I don't even need to explain the heals and dispels having them at 0 pips would be so ridiculously overpowered and was probably a contributing factor to why this card was discontinued in the first place. A death with a 160 :broken_heart: wand spell would be pretty nice as well. Imagine a storm with a wand spell that does 245-285, or a fire with a wand spell that has a dot. Spells like Fairy/Pixie, Dispels, Fire Elf, and Lightning Bats would all be overpowered at 0 pips. Problems arise with the lower rank spells. So Elucidate doesn't seem to be overpowered in terms of damage. If this comparison were done with regular damage spells like Skeletal Pirate and Banshee, the enchanted Banshee would be much better than the Skeletal Pirate/Elucidate. Not only that, but :broken_heart: spells like these only gain 2/3 of the damage from enchants. First of all, there are two damage enchants that are even stronger than Gargantuan, which would end up making the Wraith/Elucidate weaker than the enchanted Vampire. This made me question if Elucidate is even overpowered. Both would be a 4 pip spell that does 500 :broken_heart: damage. ![]()
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |