#Flamme Kit brainstorming
1184 messages · Page 2 of 2 (latest)
And then have it go into another cycle
Unless you wanted to go the route where theory cards usually have the highest empower
In essence though yeah
You're right it would be easily one of the most interesting matchups
Like Flamme’s deck could be very thin in practice actually
Hmm maybe it can be add it Theory cards to your deck instead of directly to your hand?
It would make it interesting because Flamme’s in essence about trying to get through her deck fast
Like her core idea would be currently on a empower^2 set
Would be to get 4 theory cards in play ASAP
Get the card in hand to let it empower
And then survive using whatever disruption tools she has
Until she can play Pinnacle to kill
I do think one theory card probably has to be a regen card of some kind
Like once in play Flamme heals 5 HP every turn or something
I do like the idea that theory cards should empower so there’s a risk/reward in just playing them immediately vs letting them be more potent with empower
They might even scale differently instead of the standard 10%
Like a regen theory could be heal HP equal to 0.5*this card’s empower level
So its power increases by a factor of 1 instead of a factor of 0.1
honestly though, having the theory cards be a reflection of the playable character would be really fun
Theory of Goddess' Magic: Heal 2 HP + 0.2 x Turn Count every turn
really fun at least thematically
I would rather have it add to your hand as a quick way to cycle through your deck
Also just cus YuGiOh nostalgia (and the fact you only have 2 copies of it)
Another idea I do have though, is to have Theory not empower, and make her Barrier cards be the empower ones instead
Thousand Year Sanctuary, Tree Of Life etc
I like the idea of theory cards empowering because it gives a risk/reward to it
I can use this now for immediate help in survival
Or I can maybe delay and get some increased benefits
Truuu
tho theory cards not empowering feels more interesting in a "Theory" or "Thematical" sense ykno
but these are all just theories
lol I just like her being empowered focused
And well why not lean into it and have even those cards use empower
Truuuu
I just think that if Theory are about theory then it would be nice if like, one is about Empower, one is about stats, one is about this or that
but we'll have to work it out
though in essence her deck would have like
- Theory cards that interact with the mechanics one way or another, affecting both characters, be it as a disruption or stall
- Barrier cards that are meant to stall or disrupt. Thematically might make more sense as a stall item but we can take it in different ways
But essentially a lot of control-esque cards meant to be disruptive or stalling in a way that's not too Discard-related (cus that's Edel's territory)
(we can make it about Empower control too)
gonna pin that so i can get back to this convo later
Reason I like it in deck vs hand is because it makes it more challenging
Part of me even thought that her deck could literally be mostly Notes and then disruption cards lol
Though 4 random theories is uh maybe not as good as having the theories themselves just be in the deck
"Flamme's Notes: Add a random Theory card to your Discard pile. Remove this card from play."
I think both ideas have merits
Ultimately it depends on how thick or thin her final deck would be
and what discard speed she would want to have
or deck recycling speed
Barrier that deals damage if opponent attacks while it’s active
Lowers threshold for Pinnacle to kill
Without actively attacking opponent
If I'm going with empower ^ empower then at 4 the card would deal like 256 damage
obviously can change tho
like empower ^ 2
but that might take a mighty longer time, considering you can only start empowering it once you played all your theories and cycled through your deck a couple of times
Yeah well part of me thinks she can have cards that can speed up rate of empower gain if we go with empower^2
Like a theory that doubles rate of empower growth
Or Flamme’s notes having added effect of empowering random card in hand by its empower level or something
I'll sit down next weekend and grind something out probably
lol though the idea of theories makes me think of what it’d be like if other characters had similar “Power” cards like Slay the Spire
Like a single use card that doubles analysis growth for Frieren
Or a single use card that lengthens the barrier timer of Serie
Or gives Stark resolve on damage etc.
What even are Power cards anw?
In slay the spire they’re one time play cards that fundamentally shift the mechanics in the fight they’re played
Like you play “After Image” and from that point onward you get 1 point of block every time you play a card
Or “Demon Form” you play it once and you get essentially a permanent +2 ATK boost every turn
Like in practice it could be a card for Frieren that say once in play refunds 1 extra analysis every time she attacks
Or it extends the barriers of Serie by 1 turn
Stuff like that
lol I think it would be fun if the decks could be customized like that
So you can choose 16 cards from a deck of like 20 cards per character and customize that
Though that is like much more difficult to balance lol
Ahhhh
Stuff like that would be cool like for late game revitalization or something lol
Like hey we ran out of new characters
But here’s more cards and sets to play with and customize
And then it’s really more like a true deck builder as you literally build the deck
Custom challenge options
I plan to add goddess mode but that'd be it from me
That's a good stretch goal
now that I've cooled off, I'm just going to say, it's incredibly fucking annoying being told to sit the fuck down and not share ideas because you don't play the game as much as others. if you want to gatekeep theory crafting to x games played, sure, but then don't make this a public forum. when I pitched prio for 2 turns for fern, largely because it's in line with character lore, I got told that I don't play enough, except lo and behold, mana concealment is hardly meta breaking on fern because she has high speed, and in the end a diff character will have the quick draw priority attack archetype, so was it really that broken? when I say that I like hexa's idea for flamme's ability because it's fitting for her lore, I get told that I don't play enough despite nothing even being beta tested yet, and despite me not even being the one that outlined the exact ability, and despite no final decision having been made yet one way or another about what the ability would be. if you disagreed, you could at least respect the thought process lore-wise that went into the theorizing before dismissing (what isn't even) my idea wholesale, or you could just ignore my arguments, because everything is being considered, so with more game knowledge your arguments should be more sound than mine anyways
anyhow, I'm sure flamme will be fun.
Alright for one thing mana concealment is not meta breaking because it is precisely is only one turn. Again, two turns of priority is very relevant. She was being outsped even prenerf to her SPD boosting moves. With how the current patch is with Fern no longer actually gains enough SPD to consistently outspeed characters so its priority aspect is highly relevant.
Second I do respect the thought process behind the lore
I always have
Your contributions are very much appreciated and I like them
I just give my opinion based on my experience playing the game in terms of gameplay
Also, can we discuss this in DMs? I don’t really want there to be hard feelings between with someone I really respect.
Oh boy I think isu actually may have blocked me
I wouldn't assume the worst. It's very likely she is busy.
I mean did they end up leaving the server? Because I can’t interact with them in anyway including reacting to their messages and I don’t see any of their badges or mutual servers
Oh I see
Ah well, I really do like isu and respect them so it sucks if they blocked me over this. But whatever that’s ultimately their choice.
I feel like a big attack skill for Flamme could be called "How a great mage thinks"
That could be a status card too
Maybe, but its pretty early in the series when she vaporizes 3-4 demons after saying the line
Pinnacle of Human Magic
that would be a really cool Abillity/sub abillity
Right now I'm thinking of giving her a card that's only usable after certain setup that deals Empower ^ Empower damage
cus it seems cool
what does empower damage do?
like if the card's empower level is 0 it deals 0 ^ 0 = 1 damage
if it's empower 1 it deals 1 ^ 1 = 1 damage
Well the damage value of the card is empowered raised to empower basically
Instead of a set value
oooo, so hella damage hijinks
It's basically an instant win card but you need a lot of researching and theorizing on the Foundation of Humanity's Magic to arrive at that
(play a certain number of Theory cards)
so abillity count
Kinda
Right now my draft is that her deck has 4 (or 5 maybe) theory cards that once used is removed from her deck
Once she used all 4/5 theory cards, a "Pinnacle of Humanity's Magic" card is added to her Discard pile
the card being the stupid damage card
Exodia! Obliterate 
5 count would be more fair, at least for a beta build
ALRIGHT

Flamme
HP: 100
ATK: 12
DEF: 12
SPD: 12
Ability: Founder of Humanity's Magic - After playing 4 Theory cards, add 1 "Pinnacle of Humanity's Magic" to your Discard pile. Pinnacle of Humanity's Magic: ATK**+100** DEF**+100** SPD**+100**. Deal 100 DMG
Sub-Ability: Deceitful - This character's stat is always displayed as 10/1/1/1. This character can also see past the opponent's Mana Suppression.
Deck: 16 Cards + 4 Theory Cards
- Incantation: Barrier x3: Heal 5 HP. Gain 2 Sigils. If you have less than 2 Flamme's Note cards in your hand, discard a random card, add 1 Flamme's Note from the active or discard pile to your hand.
- Incantation: Field of Flowers x2: Heal 5 HP. At the next 3 turns' ends, heal 3 HP. Gain 1 Sigil at the end of every turn.
- Incantation: Seduction Technique x2: Heal 3 HP. Opp's ATK-2. Opp's SPD-1. Gain 1 Sigil.
(14 sigils gained per rotation)
-
Millenium Barrier x1: DEF+5 and SPD+5. If Theory of Irreversibilty is active, all opponent's stat increases are set to 0. At the end of every turn, HP-3, -3 Sigils. This effect lasts until the number of Sigil you have is <= 0.
-
Thousand Year Sanctuary x2: Opp's ATK-3 and Opp's SPD-3. If Theory of Balance is active, the turn count stops increasing. At the end of every turn, HP-2, -2 Sigils. This effect lasts until the number of Sigil you have is <= 0.
-
Tree of Life x2: Heal 10 HP. Roll an additional dice during card activation phase. If Theory of Prescience is active, this roll of dice will always be 4. At the end of every turn, HP-1, -1 Sigil. This effect lasts until the number of Sigil you have is <= 0.
-
Flamme's Notes x2: Discard a random card. If there is no Theory card in your deck, draw 1 card. Otherwise, add a random Theory card to your hand, and if Theory of Souls is not active, -1 Sigil.
-
Primitive Defensive Technique x2: Priority+2. TrueDEF+20 for 1 turn. -1 Sigil. If "Pinnacle of Humanity's Magic" is in your hand, discard it. Draw 1 card.
-
Theory of Irreversibility x 1: All stat changes for both players are halved. HP can no longer be recovered. Remove this card from the deck once it is used.
-
Theory of Balance x 1: The Empower level for all card is now equal to the Turn Count. Remove this card from the deck once it is used.
-
Theory of Prescience x 1: The roll of the first 4 dices for both players for which cards are active for any given turn will always be 0, 1, 2, 3. Remove this card from the deck once it is used.
-
Theory of Souls x 1: Both players swap their own active and discard piles. Remove this card from the deck once it is used.
@still goblet @steady phoenix What do we think
Instead of removing the cards I think they need to be replaced
Unless you want to make that really intentional
That she has a super fast cycle
Her cycle is still just 16 cards
Her starting cycle is 16 cards + 4 theory, so 20 in total
Truu
And sigil shouldn't heal I don't think
She already has field of flowers, can't be too much of a defensive menace
Thousand Year Sanctuary has such a healing vibe to it tho....
It gives def and health that's too much
Then why's it called barrier sigil
Alright
In any case basically everything here is health or defense
She'd be un killable
Best tank in the game can't rival this
Also not sure if the theory cards will actually be fun or beneficial
We can adjust the numbers accordingly if we feel that it's too much
She doesn't have thaaat much perma DEF up unlike Sense, so she's actually rather vulnerable
Will need testing though
Hm I dunno about that
She's got better passive healing than sein
There isn’t a diff between true def and def right?
No there is
Pierce doesn't work on true defense
Ohhhh oke
Yeah but she's Flamme
In essence, she's really tanky and while the idea of discovering and using perm effects on the game is fun idk about these
Wonder what red will say
Prescience probably is good
since both players can basically use whichever cards they have in hand
irreversibility is more beneficial to her since that means she doesn't lose stats from barrier expiring, though it renders certain cards useless, like serie's various barriers
Souls is more tactical since for a bit you can know exactly what cards your opponent would use
Irreversibility and Balance are a bit of a question mark rn
And I probably should remove the part about stat adjustment obfuscation since fighting against that as a tank is kinda crazy
I like the idea of that. maybe that should be saved for a demon character
Might be perfect for ||Solitar|| actually
Exactly who I was thinking of
||My favorite demon ngl. Just so well-written and portrayed.||
i love her sm omg
I mean I think Flamme is gonna be very strange since she’s very passive and it doesn’t really feel there’s going to be a back and forth between players
yeahh since it's mostly flamme doing flamme things while the opponent tries to react
In exodia type deck it's also mostly one side tries their best to stall and draw cards until they get all exodia while the others tries to get their own game going to overpower the other
tried to do a similar thing (the more exodia cards you have in hand the less handspace you have to work with) by making it so that the theory cards are actively detrimental

