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"Crystal's" effect from active to passive.


Potato_Hoarder

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Hello, 

I've got a suggestion since I have yet to see a player use any of these cards in any game, could they be buffed by having their effect be passive?
Hopefully, they will see some use if they get buffed.

Additionally, I'm not sure how neutral cards affect "X-only deck" quests, maybe keep them neutral orb costs but give them their affinity?

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Edited by Potato_Hoarder
Llewellyn likes this
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To my opinion, they should get an active and passive effect and effect their respective cards too.

Fire Crystal: +10% attack to fire units and fire affinity ones. Active: 25% attack damage for 20 seconds.

Ice one: 10% less damage to frost units and frost affinity units. Active: 25% less damage for 20 seconds. (they don't stack with wheel etc. anyway, so it should be ok)

Shadow: heal 1% max  hp every 3 seconds for shadow units and shadow affinity ones. Active: burst heal 400-800hp.

 

Nature: Well, I've closed the game and can't even remember the effect. But it should be similar to the ones above.

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18 hours ago, shaulani said:

To my opinion, they should get an active and passive effect and effect their respective cards too.

Fire Crystal: +10% attack to fire units and fire affinity ones. Active: 25% attack damage for 20 seconds.

Ice one: 10% less damage to frost units and frost affinity units. Active: 25% less damage for 20 seconds. (they don't stack with wheel etc. anyway, so it should be ok)

Shadow: heal 1% max  hp every 3 seconds for shadow units and shadow affinity ones. Active: burst heal 400-800hp.

 

Nature: Well, I've closed the game and can't even remember the effect. But it should be similar to the ones above.

nature is a 400 heal active

 

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