Certain cards are restricted to certain slots (this can be seen in the "Slots" column of the cards.csv file). Both Grounding Plates and Heavy Armor are restricted to Heavy/Divine armor slots and thus would likely never be put on robes. Basically my interpretation is if it's really armory armor, it probably doesn't belong on a robe. Another way to think about it, if you can find armor on boots (which are available to all classes) then it can probably go on a robe, if not, and it's not on a robe already, then probably not.
Correct. Also right now we have a 'hidden' restriction for robe design: you can't have an armor card with more than Armor 2 AND Keep on a robe. So Rusty Armor is okay because it's not keep, but you'll notice every Keep armor card on wizards is Armor 2 or less. (Hidden only insofar as there're actually a lot of design principles not hard-coded into the item spreadsheet.)
I dont think Frost bolt really belongs on a arcane item. But, I would like to see more cold spells other then Cone of Cold. You get the idea...
@Scarponi @Flaxative @everyone Yeah I did not think it was a real possibility. It was a dream... literally.
What kind of damage spells are on arcane items right now? Pretty sure not a whole lot that does more than 1 damage at more than 2 range, excepting maybe Fire spells? Hmm.
It seems odd to me that you can get burning attacks on arcane items, but not electrical attacks. It makes it a lot easier to get more from the firestarter / hot flames traits than the Spark Generator / inductor type traits. Of course the sparky traits give you hard to block. You don't want to be able to stack too much direct damage on a wiz as you could just load up on damage and fry anything with focus fire. I think you could add Long Spark to arcane items without breaking the balance though.
That is exactly my point. Fire gets all the love. I would be much more interested in running a cold wizard if I could get something other then cone of cold. I mean Chilling Rime is only 2 damage. Maybe a Cone of Cold, 2x Chilling Rime item would be more in tune with the current trend. Or a good idea for a trait would be a frost bite. DoT with encumber. So like Range 6, Damage 1, DoT 1, Encumber 1, Duration 2 Also, I know you have basically said this will never happen, but there is no burst cold spell. There is cone, but no burst. I understand that you dont want a lot of direct damage coming from arcane items but it would be nice to have versatility. IMO. I also agree.
@Electric on Arcane Items I'm not going to argue against the design specifically, but I'll note, making long range attacks more accessible on arcane items would be beneficial to Elven Wizards, since range is their forte I was using a tiering value system. 0 + 3 + 6 = 9 = Gold. Basically, it's valued at gold due to being paper cards to begin with. Well, though a single emerald card can be better, it also doesn't have as much block eating. So yeah, in terms of actual balance, probably Emerald [especially since Inspired Thinking is Emerald, and by being able to pull 2 better cards, has similar potency.] I dunno about more'n that, though. Be kinda interesting seeing more card-spawning cards.. Imagine if there was an 'Assail them, Soldier!' card at higher human token tiers that spawned a 4 damage attack card in all allied characters' hands..
I've been tinkering with a Human Skill that has multiple Retreats since I like the card but it's hard to come across, but I'm not sure which one would be the most viable to be included. - Flexible Flexibility - Unsubtle Flexibility - Bloody Flexibility? Most Flexibility names seem to be taken. The first would be Blue token, while the others would be tokenless, though they might be cheesy, I'm not sure. Are there any rules for Human Traits I'm unaware of? Is Retreat limited in quantity for a reason?
"Psycho Gas"; gives "Raging Strike" and/or "Blind Rage" card to everybody within a certain radius. Tag line: "The gods are bored..."
Actually not that hard to fit into the game. Add it as a mandatory, handicap-marked, trait that affects all line of sight up to 6 squares away, and associate it with an improved version of the Secret of the Gnome Lords boss. Bam, you've got a super hilarious card that could spawn via radiation.
When it comes to card advantage what you describe is a +2. There is nothing else in the game with a net +2. SPR used to be so powerful because it was a net -1 and even that got nerfed. Inspirational Thinking is emerald and it is still only a net +1 (although with the choice to pick 2 of 3 I would say it like +1.33). From that IMHO the power gained would clearly exceed the Emerald card we have as a comparison and should be at least an Emerald level card... but in all reality would not be a card that would make sense to exist. I think any card that produces a reliable card advantage should be avoided since it creates a non-trivial advantage that requires neither strategy or good game play. Of course I would also like to see more negative traits that do not cycle, as I am still of the kill, kill, kill school of thought and think that drawbacks should be a net disadvantage, instead often they wind up being a smart way to build (e.g. Squeamish, which I had a whole build set up around).
I would call the 3 Retreats - Reversing Flexibility The 2nd Obvious Flexibility The 3rd Squishy Flexibility
Penitence Armor Divine Armor LVL 7 (or 1?) Tokenless Heavy Armor Heavy Armor Ill-fitting Armor Tag line: "Heavy and uncomfortable..." So opinions? OP or Balanced (maybe usable) or Sux and you would not Use?
Weapon LVL 13, 2 minor Token , Rare Vicious Thrust Nimble Strike Nimble Strike Purging Strike Purging Strike Boiling Armor Basically a copy of to Excalipurge (http://forums.cardhunter.com/thread...ustom-item-submissions.7747/page-3#post-94747) that (the only weapon?) devs did like in video (http://forums.cardhunter.com/thread...ustom-item-submissions.7747/page-5#post-95610). But changed one Purging Strike to Boiling Armor to help fix Adaptable counter-play, from http://forums.cardhunter.com/threads/what-card-can-destroy-adaptable-for-warrior-priest.7851/. So if item ever make in game give it to @VermillionOcean
What the Card Points of Heavy Armor, 2 or 5 ? http://forums.cardhunter.com/threads/vakazs-item-creator.7770/ If first to box are Priest and No it say 2, but it is Default and No it say 5.... So if Card Points = 2: LVL 8 Tokeless But really need to know with one correct before trying to make a Divine Armor that use Heavy Armor.
For warriors Heavy Armor is Silver- (5) and for priests Bronze- (2). Maybe try not to min/max every item. The original Excalipurge is lvl 10 and your Counter-play Rapier is lvl 13. IMHO the Excalipurge is also interesting because it's more focused into purging. In that account, why not pair 2x Heavy Armor + 1x Bad Luck / 1x Misguided Heal for lvl 4 divine armor? Or Armor Of Faith / Stone Feet if you really want to be tanky?
Yeah, 2x Heavy Armor + Stone Feet is not bad too; LVL 7, Tokenless. Now it need a decent name... Sacred Stone Armor ? And want to know that 2x Help The Weak + Heavy Armor; LVL 8, Tokenless; is be too OP? 2x Heavy Armor + Help The Weak would be fine?
Sadinoel's Last Stand (https://en.wikipedia.org/wiki/Leonidas_I) Yeah, I think it's too strong. Currently there isn't any tokenless items with Help The Weak. I like the lower level versions better.