haohaoruirui Posted July 2, 2013 Report Share Posted July 2, 2013 HI Everyone! I'm kind of new here so I'd like all the feedback possible. These are my Spiral Knights Cards based off the game. I hope you guys enjoy them. I will keep updating this with new cards every day. Just saying if you would like to add me in game on Spiral Knights my player name is Patrui. [spoiler='Swords']Nothing Yet[/spoiler] [spoiler='Guns'][spoiler='Alchemers'] Cryotech Line[/spoiler][/spoiler] [spoiler='Bombs']Nothing Yet[/spoiler] [spoiler='Armor']Nothing Yet[/spoiler] [spoiler='Trinkets']Nothing Yet[/spoiler] Link to comment Share on other sites More sharing options...
haohaoruirui Posted July 3, 2013 Author Report Share Posted July 3, 2013 Bumping this up!! Link to comment Share on other sites More sharing options...
haohaoruirui Posted July 5, 2013 Author Report Share Posted July 5, 2013 Speed bump! Link to comment Share on other sites More sharing options...
Airride Posted July 5, 2013 Report Share Posted July 5, 2013 *Cracks Knuckles* Alright, here we go. First off, we don't have "Alchemize" for the Cryo Driver and Hail Driver, which needs to be fixed. Second, "Spiral Knights Gun" isn't a real type (I know this is pop culture cars but I prefer at least making them Realistic-ish). The ones you have at this point could be turned into Aqua-Type, but typing them is a bit...difficult. Third, the "This card counts as an X Weapon" thing doesn't seem necessary, so I'd just say to take it out. Fourth, I feel they would fit better as equip spells, personally, but Whatever, I suppose. Now, onto the individual cards themselves... Cryotech - It's kind of bad. Only being able to not activate S/T during the battle phase is bad, but at the same time, any more than that would be broken. I'm not sure how to feel about this card, but I would change it to something like... When this card battles: the monster this card is battling cannot declare an attack until the opponents next End Phase after this effect is activated. (Fits with the "Freezing" Mechanic) If this card destroys a monster by battle: this card can attack once again in a row. (Fits with the "Bouncing Bullet" mechanic of the Alchemers) As is, I can at least fix the current text... When this card inflicts battle damage to your opponent: They cannot activate Spell or Trap cards during their next Battle Phase. Much simpler, and much cleaner. MK-II - I like the flavor of it being a 5*, but not *Having* to be summoned via Alchemy. Very nice. I kind of like it. It fits with the Alchemers much better than the first one, and I like the charge mechanic. I don't like how it does not have a Freezing Mehcanic, and how it goes to 1800 after 1 of your charged attacks. I would swap the Boost and the Falloff modifiers (Boost is +600, Falloff is -400) As for OCG fixes... Once per turn: you may place 1 "Charge Counter" on this card (Max. 1). If you do, it cannot attack this turn. Once per turn, if this card has a "Charge Counter" on it: You may Remove the "Charge Counter"; This card gains 600 ATK until the End Phase, and can attack again this Battle Phase. If this card declares a Second attack during the turn this effect is activated: It loses 400 ATK, until the end of the Damage Step. Cryo Driver - Okay, NOW the Freezing mechanic is crazy. Locking out 2/3 of the game for TWO TURNS!? That's seriously Insane. I would make it a combination of the MK I (My version) and MK II Alchemers with a more powerful charge. The increased ATK with those two's effects is more than enough to make it decent. OCG Fixes: Cannot be Normal Summoned/Set. Must be Special Summoned by "Alchemize", and cannot be Special Summoned by other ways. When this card inflicts battle damage to your opponent: They cannot activate Spell or Trap cards during their next turn. Hail Driver - Same problem with the Cryo Driver is present here. The burn is also really random and out of place. To upgrade from the Cryo Driver I suggest, possibly make the charge not take away your attack for the turn, but leave you in defence (Reloading) or make it able to attack 3 Monsters with the Charge (Because of the 4 Split balls from the Charge, as opposed to the 2 from all the earlier versions) OCG Fixes: Cannot be Normal Summoned/Set. Must be Special Summoned by "Alchemize", and cannot be Special Summoned by other ways. When this card inflicts battle damage to your opponent: They cannot activate Spell or Trap cards during their next turn. When this card battles and the other battling monster is not destroyed by battle: Inflict 800 damage to your opponent. Overall, the First one is rather Under powered (You'll rarely get the effects with such low ATK), the Second one is rather decent, but the last to are just insane. They need some polishing up, for sure. No rating for now, because my ratings are always wonky. Link to comment Share on other sites More sharing options...
haohaoruirui Posted July 5, 2013 Author Report Share Posted July 5, 2013 Thanks for the feedback i'll fix these up. By the way do you play spiral knights? if so you know that crystal energy is required to make these alchemers. I didn't make the key card alchemize yet which might enlighten some things to you on why i gave these cards their abilities. True some are insanely good yet insanely hard to get out so just give me a bit of time. :) Link to comment Share on other sites More sharing options...
Airride Posted July 6, 2013 Report Share Posted July 6, 2013 I have indeed played Spiral Knights, very often, and I am very familiar with the energy required - However, that Doesn't change the fact that I don't know what "Alchemize" does, and if it's too hard to get out the Cryo an Hail Drivers, then it needs more balance there too. Still, even if it IS hard to get out, locking out 2/3 of the game just isn't right, and inherently needs balancing or changing. Heck, Number 16: Shock Master locks out only 1/3 of the game (At a time [And yes, I know he can lock out monsters as well but still]), and he shares the ATK of the Cryo Driver, which, yes, needs to inflict battle damage, but if you make a deck revolving around that (Or just use black garden after summoning it to make nothing able to kill it) you can more or less constantly lock out Spells and traps until they're dead, which I really DO NOT like. tl;dr: I would need to see "Alchemize" to judge how broken they are, but they still inherently need fixing for the power of their effects. Also the locking out S/T isn't flavorful because you can still use pills and such while frozen =Y Link to comment Share on other sites More sharing options...
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