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Hide the progress bar forever?
Yes
No
LowBro17
195 posts
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If you could create a card, what would it be? Make your own card here. For example, my new card is Running Shoes. It gives you twice energy for the entire rest of the battle.
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HundredAndFour
2065 posts
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This thread is new and exciting.
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traubster
65 posts
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Originally posted by HundredAndFour:
This thread is new and exciting.
Whoa, calm down…
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HundredAndFour
2065 posts
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Originally posted by traubster:
Originally posted by HundredAndFour:
This thread is new and exciting.
Whoa, calm down…
no u
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Randomizer9
311 posts
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Originally posted by LowBro17:
If you could create a card, what would it be? Make your own card here. For example, my new card is Running Shoes. It gives you twice energy for the entire rest of the battle.
LOLZ
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sturgmonster
56 posts
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That makes me really unhappy Originally posted by LowBro17:
If you could create a card, what would it be? Make your own card here. For example, my new card is Running Shoes. It gives you twice energy for the entire rest of the battle.
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ZeroMoge
2349 posts
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I have a n idea for an item. It would be called, “This thread” and it would give you cancer of the internet.
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KeroroGunsou333
766 posts
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I offer free thread checks.
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HundredAndFour
2065 posts
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Originally posted by KeroroGunsou333:
I offer free thread checks.
What is the status of this thread?
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LowBro17
195 posts
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Is anyone going to post an actual card?
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HundredAndFour
2065 posts
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Originally posted by LowBro17:
Is anyone going to post an actual card?
Yes, definitely.
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xredxrazordr...
57 posts
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its funny only the maker made a card
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HundredAndFour
2065 posts
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Originally posted by xredxrazordragon:
its funny only the maker made a card
I don’t find that funny. Your humor is flawed.
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TuJe
937 posts
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There is no-one here making cards anymore. Dead forum.
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Clozal
1 post
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I don’t think anyone is low enough to spend hours on end making some stupid card.
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dadernerp
4 posts
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My card:
LowBro17
The Douche
Innate:Makes you insta-lose.
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PfCHellston
240 posts
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Helloooo…….helloooo………….helloooo……….hellooo….helloo (echo)
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PfCHellston
240 posts
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ProFound
116 posts
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Starting it off.. the first of many cards..
OveR1de Team
L3-AD, the AI-Sentry
innate: Auto-Cannons
each turn L3-AD, the AI-Sentry damages the enemies by 3 (phys.) damage (even on bench)
resistance: 5/1/1
HP: 70
Upgrade
Physical / Close;Far / 100 Energy / 1 Speed / – Damage
Permanently increases L3-AD’s Auto-Cannons damage by 3 (can still be removed and additive)
Hit: – / Proc: 100%
FMJ Ammunition
Physical / Close;Far / 30 Energy / 1 Speed / – Damage
Increases L3-AD’s next single-attack damage by 20 until switch out
Hit: – / Proc: 100%
Scatter Shot
Physical / Close Range / 35 Energy / 1 Speed / 10 × 4 Damage
A chance to hit an enemy
Hit: 70% / Proc: 10%
Calibre Shot
Physical / Close;Far / 30 Energy / 9 Speed / 22 Damage
Ignores physical defence and hits a switching foe
Hit: 100% / Proc: 100%
Feedback is appreciated
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KeroroGunsou333
766 posts
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Are you fucking retarded.
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HundredAndFour
2065 posts
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Originally posted by KeroroGunsou333:
Are you fucking retarded.
The answer is yes.
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axlkoegoskyeg
5495 posts
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Hey guys. Remember me?
Originally posted by ProFound:
Starting it off.. the first of many cards..
System TERMINATE Team
L3-AD, the AI-Sentry
innate: Auto-Cannons
each turn L3-AD, the AI-Sentry damages the enemies by 3 (phys.) damage (even on bench)
resistance: 5/1/1
HP: 70
Upgrade
Physical / Close;Far / 100 Energy / 1 Speed / – Damage
Permanently increases L3-AD’s Auto-Cannons damage by 3 (can still be removed and additive)
Hit: – / Proc: 100%
FMJ Ammunition
Physical / Close;Far / 30 Energy / 1 Speed / – Damage
Increases L3-AD’s Auto-Cannons damage by 20 until switch out
Hit: – / Proc: 100%
Scatter Shot
Physical / Close Range / 35 Energy / 1 Speed / 10 × 4 Damage
Hits all enemies
Hit: 70% / Proc: -
Calibre Shot
Physical / Close;Far / 30 Energy / 9 Speed / 22 Damage
Ignores physical defence and hits a switching foe
Hit: 100% / Proc: 100%
Feedback is appreciated
Innate sounds OP at a first glance… But then, you consider how high physical resistance is common in the current metagame… And it actually ends up balanced, considering many cards wont actually take damage, and the ones who will will mostly take just 1 or 2 damage… The moves are where the problem lives, thought:
Scatter Shot… Did you actually thought before you made this one? Compare it to ANY other hit all enemies move, and I bet you wont find one with this damage/energy ratio… And there is a reason: AS it hits all enemies, it will be effectively dealing the triple of the damage. Bro, you just made a 10×12 move that costs 35 energy, and if I have to explain why is THAT wrong, we have a serious, serious problem… Upgrade would be acceptable once Scatter Shot is rebalanced. Calibre Shot is Ok, but I would prefer if it was mono-ranged… FMJ ammunition, as it is, not only is insanely powerfull on its own, but also has insane synergy with his other moves… May I suggest a 20 points increase in his next single-hit attack? Makes a nice synergy with Calibre shot, without being silly OP, considering that you have to actually expend 1 turn and 30 energy to set it up…
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KeroroGunsou333
766 posts
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Originally posted by axlkoegoskyeg:
Hey guys. Remember me?
Originally posted by ProFound:
Starting it off.. the first of many cards..
System TERMINATE Team
L3-AD, the AI-Sentry
innate: Auto-Cannons
each turn L3-AD, the AI-Sentry damages the enemies by 3 (phys.) damage (even on bench)
resistance: 5/1/1
HP: 70
Upgrade
Physical / Close;Far / 100 Energy / 1 Speed / – Damage
Permanently increases L3-AD’s Auto-Cannons damage by 3 (can still be removed and additive)
Hit: – / Proc: 100%
FMJ Ammunition
Physical / Close;Far / 30 Energy / 1 Speed / – Damage
Increases L3-AD’s Auto-Cannons damage by 20 until switch out
Hit: – / Proc: 100%
Scatter Shot
Physical / Close Range / 35 Energy / 1 Speed / 10 × 4 Damage
Hits all enemies
Hit: 70% / Proc: -
Calibre Shot
Physical / Close;Far / 30 Energy / 9 Speed / 22 Damage
Ignores physical defence and hits a switching foe
Hit: 100% / Proc: 100%
Feedback is appreciated
Innate sounds OP at a first glance… But then, you consider how high physical resistance is common in the current metagame… And it actually ends up balanced, considering many cards wont actually take damage, and the ones who will will mostly take just 1 or 2 damage… The moves are where the problem lives, thought:
Scatter Shot… Did you actually thought before you made this one? Compare it to ANY other hit all enemies move, and I bet you wont find one with this damage/energy ratio… And there is a reason: AS it hits all enemies, it will be effectively dealing the triple of the damage. Bro, you just made a 10×12 move that costs 35 energy, and if I have to explain why is THAT wrong, we have a serious, serious problem… Upgrade would be acceptable once Scatter Shot is rebalanced. Calibre Shot is Ok, but I would prefer if it was mono-ranged… FMJ ammunition, as it is, not only is insanely powerfull on its own, but also has insane synergy with his other moves… May I suggest a 20 points increase in his next single-hit attack? Makes a nice synergy with Calibre shot, without being silly OP, considering that you have to actually expend 1 turn and 30 energy to set it up…
Are you fucking retarded.
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ProFound
116 posts
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Originally posted by axlkoegoskyeg:
Hey guys. Remember me?
Originally posted by ProFound:
Starting it off.. the first of many cards..
System TERMINATE Team
L3-AD, the AI-Sentry
innate: Auto-Cannons
each turn L3-AD, the AI-Sentry damages the enemies by 3 (phys.) damage (even on bench)
resistance: 5/1/1
HP: 70
Upgrade
Physical / Close;Far / 100 Energy / 1 Speed / – Damage
Permanently increases L3-AD’s Auto-Cannons damage by 3 (can still be removed and additive)
Hit: – / Proc: 100%
FMJ Ammunition
Physical / Close;Far / 30 Energy / 1 Speed / – Damage
Increases L3-AD’s Auto-Cannons damage by 20 until switch out
Hit: – / Proc: 100%
Scatter Shot
Physical / Close Range / 35 Energy / 1 Speed / 10 × 4 Damage
Hits all enemies
Hit: 70% / Proc: -
Calibre Shot
Physical / Close;Far / 30 Energy / 9 Speed / 22 Damage
Ignores physical defence and hits a switching foe
Hit: 100% / Proc: 100%
Feedback is appreciated
Innate sounds OP at a first glance… But then, you consider how high physical resistance is common in the current metagame… And it actually ends up balanced, considering many cards wont actually take damage, and the ones who will will mostly take just 1 or 2 damage… The moves are where the problem lives, thought:
Scatter Shot… Did you actually thought before you made this one? Compare it to ANY other hit all enemies move, and I bet you wont find one with this damage/energy ratio… And there is a reason: AS it hits all enemies, it will be effectively dealing the triple of the damage. Bro, you just made a 10×12 move that costs 35 energy, and if I have to explain why is THAT wrong, we have a serious, serious problem… Upgrade would be acceptable once Scatter Shot is rebalanced. Calibre Shot is Ok, but I would prefer if it was mono-ranged… FMJ ammunition, as it is, not only is insanely powerfull on its own, but also has insane synergy with his other moves… May I suggest a 20 points increase in his next single-hit attack? Makes a nice synergy with Calibre shot, without being silly OP, considering that you have to actually expend 1 turn and 30 energy to set it up…
Originally posted by axlkoegoskyeg:
Hey guys. Remember me?
Originally posted by ProFound:
Starting it off.. the first of many cards..
System TERMINATE Team
L3-AD, the AI-Sentry
innate: Auto-Cannons
each turn L3-AD, the AI-Sentry damages the enemies by 3 (phys.) damage (even on bench)
resistance: 5/1/1
HP: 70
Upgrade
Physical / Close;Far / 100 Energy / 1 Speed / – Damage
Permanently increases L3-AD’s Auto-Cannons damage by 3 (can still be removed and additive)
Hit: – / Proc: 100%
FMJ Ammunition
Physical / Close;Far / 30 Energy / 1 Speed / – Damage
Increases L3-AD’s Auto-Cannons damage by 20 until switch out
Hit: – / Proc: 100%
Scatter Shot
Physical / Close Range / 35 Energy / 1 Speed / 10 × 4 Damage
Hits all enemies
Hit: 70% / Proc: -
Calibre Shot
Physical / Close;Far / 30 Energy / 9 Speed / 22 Damage
Ignores physical defence and hits a switching foe
Hit: 100% / Proc: 100%
Feedback is appreciated
Innate sounds OP at a first glance… But then, you consider how high physical resistance is common in the current metagame… And it actually ends up balanced, considering many cards wont actually take damage, and the ones who will will mostly take just 1 or 2 damage… The moves are where the problem lives, thought:
Scatter Shot… Did you actually thought before you made this one? Compare it to ANY other hit all enemies move, and I bet you wont find one with this damage/energy ratio… And there is a reason: AS it hits all enemies, it will be effectively dealing the triple of the damage. Bro, you just made a 10×12 move that costs 35 energy, and if I have to explain why is THAT wrong, we have a serious, serious problem… Upgrade would be acceptable once Scatter Shot is rebalanced. Calibre Shot is Ok, but I would prefer if it was mono-ranged… FMJ ammunition, as it is, not only is insanely powerfull on its own, but also has insane synergy with his other moves… May I suggest a 20 points increase in his next single-hit attack? Makes a nice synergy with Calibre shot, without being silly OP, considering that you have to actually expend 1 turn and 30 energy to set it up…
srry about scatter shot.. i was being stupid and yeah i changed:
Scatter shot: a chance to hit an enemy (10%)
FMH Ammo: 20 energy
Originally posted by axlkoegoskyeg:
Hey guys. Remember me?
Originally posted by ProFound:
Starting it off.. the first of many cards..
System TERMINATE Team
L3-AD, the AI-Sentry
innate: Auto-Cannons
each turn L3-AD, the AI-Sentry damages the enemies by 3 (phys.) damage (even on bench)
resistance: 5/1/1
HP: 70
Upgrade
Physical / Close;Far / 100 Energy / 1 Speed / – Damage
Permanently increases L3-AD’s Auto-Cannons damage by 3 (can still be removed and additive)
Hit: – / Proc: 100%
FMJ Ammunition
Physical / Close;Far / 30 Energy / 1 Speed / – Damage
Increases L3-AD’s Auto-Cannons damage by 20 until switch out
Hit: – / Proc: 100%
Scatter Shot
Physical / Close Range / 35 Energy / 1 Speed / 10 × 4 Damage
Hits all enemies
Hit: 70% / Proc: -
Calibre Shot
Physical / Close;Far / 30 Energy / 9 Speed / 22 Damage
Ignores physical defence and hits a switching foe
Hit: 100% / Proc: 100%
Feedback is appreciated
Innate sounds OP at a first glance… But then, you consider how high physical resistance is common in the current metagame… And it actually ends up balanced, considering many cards wont actually take damage, and the ones who will will mostly take just 1 or 2 damage… The moves are where the problem lives, thought:
Scatter Shot… Did you actually thought before you made this one? Compare it to ANY other hit all enemies move, and I bet you wont find one with this damage/energy ratio… And there is a reason: AS it hits all enemies, it will be effectively dealing the triple of the damage. Bro, you just made a 10×12 move that costs 35 energy, and if I have to explain why is THAT wrong, we have a serious, serious problem… Upgrade would be acceptable once Scatter Shot is rebalanced. Calibre Shot is Ok, but I would prefer if it was mono-ranged… FMJ ammunition, as it is, not only is insanely powerfull on its own, but also has insane synergy with his other moves… May I suggest a 20 points increase in his next single-hit attack? Makes a nice synergy with Calibre shot, without being silly OP, considering that you have to actually expend 1 turn and 30 energy to set it up…
Srry about tht OP move -_- i wasn't thinking, I changed:
FMJ Ammo: your recommended version
Scatter: Has a chance to hit an enemy (10%)
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axlkoegoskyeg
5495 posts
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Originally posted by ProFound:
Originally posted by axlkoegoskyeg:
Hey guys. Remember me?
Originally posted by ProFound:
Starting it off.. the first of many cards..
System TERMINATE Team
L3-AD, the AI-Sentry
innate: Auto-Cannons
each turn L3-AD, the AI-Sentry damages the enemies by 3 (phys.) damage (even on bench)
resistance: 5/1/1
HP: 70
Upgrade
Physical / Close;Far / 100 Energy / 1 Speed / – Damage
Permanently increases L3-AD’s Auto-Cannons damage by 3 (can still be removed and additive)
Hit: – / Proc: 100%
FMJ Ammunition
Physical / Close;Far / 30 Energy / 1 Speed / – Damage
Increases L3-AD’s Auto-Cannons damage by 20 until switch out
Hit: – / Proc: 100%
Scatter Shot
Physical / Close Range / 35 Energy / 1 Speed / 10 × 4 Damage
Hits all enemies
Hit: 70% / Proc: -
Calibre Shot
Physical / Close;Far / 30 Energy / 9 Speed / 22 Damage
Ignores physical defence and hits a switching foe
Hit: 100% / Proc: 100%
Feedback is appreciated
Innate sounds OP at a first glance… But then, you consider how high physical resistance is common in the current metagame… And it actually ends up balanced, considering many cards wont actually take damage, and the ones who will will mostly take just 1 or 2 damage… The moves are where the problem lives, thought:
Scatter Shot… Did you actually thought before you made this one? Compare it to ANY other hit all enemies move, and I bet you wont find one with this damage/energy ratio… And there is a reason: AS it hits all enemies, it will be effectively dealing the triple of the damage. Bro, you just made a 10×12 move that costs 35 energy, and if I have to explain why is THAT wrong, we have a serious, serious problem… Upgrade would be acceptable once Scatter Shot is rebalanced. Calibre Shot is Ok, but I would prefer if it was mono-ranged… FMJ ammunition, as it is, not only is insanely powerfull on its own, but also has insane synergy with his other moves… May I suggest a 20 points increase in his next single-hit attack? Makes a nice synergy with Calibre shot, without being silly OP, considering that you have to actually expend 1 turn and 30 energy to set it up…
Originally posted by axlkoegoskyeg:
Hey guys. Remember me?
Originally posted by ProFound:
Starting it off.. the first of many cards..
System TERMINATE Team
L3-AD, the AI-Sentry
innate: Auto-Cannons
each turn L3-AD, the AI-Sentry damages the enemies by 3 (phys.) damage (even on bench)
resistance: 5/1/1
HP: 70
Upgrade
Physical / Close;Far / 100 Energy / 1 Speed / – Damage
Permanently increases L3-AD’s Auto-Cannons damage by 3 (can still be removed and additive)
Hit: – / Proc: 100%
FMJ Ammunition
Physical / Close;Far / 30 Energy / 1 Speed / – Damage
Increases L3-AD’s Auto-Cannons damage by 20 until switch out
Hit: – / Proc: 100%
Scatter Shot
Physical / Close Range / 35 Energy / 1 Speed / 10 × 4 Damage
Hits all enemies
Hit: 70% / Proc: -
Calibre Shot
Physical / Close;Far / 30 Energy / 9 Speed / 22 Damage
Ignores physical defence and hits a switching foe
Hit: 100% / Proc: 100%
Feedback is appreciated
Innate sounds OP at a first glance… But then, you consider how high physical resistance is common in the current metagame… And it actually ends up balanced, considering many cards wont actually take damage, and the ones who will will mostly take just 1 or 2 damage… The moves are where the problem lives, thought:
Scatter Shot… Did you actually thought before you made this one? Compare it to ANY other hit all enemies move, and I bet you wont find one with this damage/energy ratio… And there is a reason: AS it hits all enemies, it will be effectively dealing the triple of the damage. Bro, you just made a 10×12 move that costs 35 energy, and if I have to explain why is THAT wrong, we have a serious, serious problem… Upgrade would be acceptable once Scatter Shot is rebalanced. Calibre Shot is Ok, but I would prefer if it was mono-ranged… FMJ ammunition, as it is, not only is insanely powerfull on its own, but also has insane synergy with his other moves… May I suggest a 20 points increase in his next single-hit attack? Makes a nice synergy with Calibre shot, without being silly OP, considering that you have to actually expend 1 turn and 30 energy to set it up…
srry about scatter shot.. i was being stupid and yeah i changed:
Scatter shot: a chance to hit an enemy (10%)
FMH Ammo: 20 energy
Originally posted by axlkoegoskyeg:
Hey guys. Remember me?
Originally posted by ProFound:
Starting it off.. the first of many cards..
System TERMINATE Team
L3-AD, the AI-Sentry
innate: Auto-Cannons
each turn L3-AD, the AI-Sentry damages the enemies by 3 (phys.) damage (even on bench)
resistance: 5/1/1
HP: 70
Upgrade
Physical / Close;Far / 100 Energy / 1 Speed / – Damage
Permanently increases L3-AD’s Auto-Cannons damage by 3 (can still be removed and additive)
Hit: – / Proc: 100%
FMJ Ammunition
Physical / Close;Far / 30 Energy / 1 Speed / – Damage
Increases L3-AD’s Auto-Cannons damage by 20 until switch out
Hit: – / Proc: 100%
Scatter Shot
Physical / Close Range / 35 Energy / 1 Speed / 10 × 4 Damage
Hits all enemies
Hit: 70% / Proc: -
Calibre Shot
Physical / Close;Far / 30 Energy / 9 Speed / 22 Damage
Ignores physical defence and hits a switching foe
Hit: 100% / Proc: 100%
Feedback is appreciated
Innate sounds OP at a first glance… But then, you consider how high physical resistance is common in the current metagame… And it actually ends up balanced, considering many cards wont actually take damage, and the ones who will will mostly take just 1 or 2 damage… The moves are where the problem lives, thought:
Scatter Shot… Did you actually thought before you made this one? Compare it to ANY other hit all enemies move, and I bet you wont find one with this damage/energy ratio… And there is a reason: AS it hits all enemies, it will be effectively dealing the triple of the damage. Bro, you just made a 10×12 move that costs 35 energy, and if I have to explain why is THAT wrong, we have a serious, serious problem… Upgrade would be acceptable once Scatter Shot is rebalanced. Calibre Shot is Ok, but I would prefer if it was mono-ranged… FMJ ammunition, as it is, not only is insanely powerfull on its own, but also has insane synergy with his other moves… May I suggest a 20 points increase in his next single-hit attack? Makes a nice synergy with Calibre shot, without being silly OP, considering that you have to actually expend 1 turn and 30 energy to set it up…
Srry about tht OP move -_- i wasn't thinking, I changed:
FMJ Ammo: your recommended version
Scatter: Has a chance to hit an enemy (10%)
Thanks for listening. Right now, I would say, if anything, Scatter Shot would even be slightly UP, due to its low hit rate, but overral, no huge problems...;
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