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 Post subject: Could there be more buffs?
 Post Posted: Tue Nov 10, 2009 2:54 pm 
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Joined: Fri Jul 31, 2009 9:12 am
Posts: 270
Please more buffs! Why not? No one should be upset by them unless they go too far. Some of the cards that might need it:

Steam Charge (only 2-3 work tokens?)
Alpine Spirit
Home Guard
Exhausted Mine
Tunnel Complex
Avalanche
Reconstruction

Water Weird
Prodigal Entropene (more health for less move?)
Topological Paradox
Arc Mage (1 cheaper?)
Guuthlun Tempest (less flux?)
Blaze of Abrixia (not worthy of a rare creature really. less flux?)
Weather Vane (ok maybe the flux cost cant be reduced, but still it's useless as it is now)
Electric Storm
Planar Intersection, Fire
Cloud Tether (2 domains only?)
Cold Snap (way too costly for the effect)
Refracting Mist (should be free or let you draw a card)
Spontaneous Combustion

Fire Beetle
Barbed Necrath
Corrupting Flux
Psychic Parasite
Traitorous Foundation
Skull Duggery
Beckon the Bones

Driftwood Golem (it's way too slow to move in oceans with 2 move cost. if it moved with 1 there then it would be ok.)
Tree Mother (it's just a lot worse than similarly costed other creatures)
Treetop Dominion (too unreliable even at 2 flux)
Mis-scribed circle (compare to the properly scribed one)
Vines of Dellen
Belligerent Dryad
Decomposition (0 flux please!)
Ascent (something needs to be done)
Call to Battle (less flux?)
Restore Nature's Balance (3 flux?)

Zeppelin Raiders
Harmonic Dissonance

And who cares if someone can think of some use in some very special situation for each card. The fact still remains a lot of these cards are much much weaker than the rest.


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 Post subject: Re: Could there be more buffs?
 Post Posted: Tue Nov 10, 2009 5:28 pm 
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Before someone argues buffing weak cards is bad because the game would become less profitable (what other arguments are there for having cards no one would use given a choice):

Having a card base where only a part is competitive might increase the number of purchases, but only if we assume players are happy with playing just a single deck, and not willing to try other decks at all. I know a lot of players aren't like that. On the other hand, if all the rares and uncommons were good in some competitive deck, it might increase purchases as well, because there are people who want to play with many different decks, and want to have as complete a collection as possible eventually(I among many others was like this).

Even if buffing weak cards DID indeed result in decreased purchases, that could simply be compensated by raising prices a bit. While the idea of it alone might arouse rage in some people, give it a bit more thought: if all rares and uncs were good, you would actually gain more value for each pack bought, because each pack would bring you closer to making a good deck, whereas this is only the case if you are lucky currently. Therefore, even if prices were raised, you would still get as much bang for your buck.

There are other ways than the path mtg and many other popular CCG:s have taken, to make a profitable game.


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 Post subject: Re: Could there be more buffs?
 Post Posted: Tue Nov 10, 2009 5:35 pm 
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The Dark Platypus
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I could agree that some should be buffed, but I don't think that every card in the game that is weak or unused needs buffing.

We buy these cards in packs, and it's a gamble : get useful stuff, amazing stuff, or crap stuff. If EVERYTHING was good, then there wouldn't be anymore gamble.

There are also many cards that we think of as useless today that probably aren't. It wouldn't surprise me one bit to learn that there's a combo the devs had in mind that is absolutely amazing...and none of us have discovered it yet.

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Altren wrote:
I agree with Keyser, and that's what I'm planning to implement actually.

|| The Rise of the DCC | Plasmatium Netherious | Tastes Like Chicken | The Astridian Conspiracy ||

Guild -> | Platypus Rising|


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 Post subject: Re: Could there be more buffs?
 Post Posted: Tue Nov 10, 2009 5:44 pm 
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Keyser wrote:
We buy these cards in packs, and it's a gamble : get useful stuff, amazing stuff, or crap stuff. If EVERYTHING was good, then there wouldn't be anymore gamble.


That gambling element would not disappear. The cards wouldn't still be perfectly balanced in terms of price at least. Also some good cards would be more valuable to you than other good cards, depending on what other cards you have and what kind of deck you want to make.

Quote:
There are also many cards that we think of as useless today that probably aren't. It wouldn't surprise me one bit to learn that there's a combo the devs had in mind that is absolutely amazing...and none of us have discovered it yet.


UBER for example used to make a lot of decks with any cheap and rarely used cards out there. He really put thought into it and tested them throughly. He never had success with those decks, even though he was quite good and won a lot of clashes with trainings and goose tamers and that stuff. Many other people have also been trying to make those cards work, but with no success. That argument that some cards just are more popular is so tired, sorry...


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 Post subject: Re: Could there be more buffs?
 Post Posted: Tue Nov 10, 2009 6:10 pm 
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Although I don't agree with all the cards on the above list, I strongly agree that no cards should be useless. But the fact that a card is never used does not make it useless. For example I have never played anyone who uses gilded organ other than myself and another player once in the Beta, but I still think it is a OP card. So I really hope that the useless cards should get a buffing, but hopefully not based on the fact that no one are using them.


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 Post subject: Re: Could there be more buffs?
 Post Posted: Tue Nov 10, 2009 6:21 pm 
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Joined: Thu Mar 19, 2009 10:28 pm
Posts: 64
I disagree strongly due to the fact that ALL cards being useful makes drafting completely terrible.


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 Post subject: Re: Could there be more buffs?
 Post Posted: Tue Nov 10, 2009 6:46 pm 
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Someone else write a reply to alphabetsupes... I'm out of words, honestly. And yeah, Cave is right too, my list might be too big and have some cards that really are fairly good but just not used. Probably not many anyway though. Most of the cases should be quite clear.


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 Post subject: Re: Could there be more buffs?
 Post Posted: Tue Nov 10, 2009 6:54 pm 
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Quote:
the useless cards should get a buffing, but hopefully not based on the fact that no one are using them.


As i said to a friend, in a perfectly balanced game, all cards would cost from 10 to 150 gold. no more, no less. All of em has some usefulness, hence 10 gold, yet non would be overpowered, hence nothing worth more than 150 gold.

I would prefer if every card was "important" in some way, to some deck.


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 Post subject: Re: Could there be more buffs?
 Post Posted: Tue Nov 10, 2009 7:27 pm 
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The Dark Platypus
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Let's take one of the most "useless" cards as an example.

Decomposition.
Attachment:
tfw-decomposition.jpg
tfw-decomposition.jpg [ 34.42 KiB | Viewed 12499 times ]


At first glance, it is a very situational card -- it destroys and creates a forest. Sylvan cards can thrive on forest, so having one could be great -- make a forest over a flux well and gain control with Loyal Wilds, make a forest near your opponents base and spawn an ent, make an extra forest to give you enough for Treetop Domain. Dark Legion cards love corpses. Destroy a forest to destroy the Tortured Ghost, destroy a corpse to remove your opponents vision through Medium of the 4th Circle, destroy a corpse before they gain flux with Gather Spirits.

It could be a great card in the right circumstance, but those circumstances don't seem to happen often enough to grant using up valuable deck space with the card.

But it has one other effect-- draw a card. Card advantage is always good (what DL player doesn't play Nefarious Research?).


In short, while almost no one plays this card, it isn't useless. In the right situations, it has uses, and may very well have some exciting playability yet to be discovered.

If it's cost was 0, I would be more likely to play it. If it could be played with or without the corpse -> forest effect (i.e. if it could be used as a pure cantrip with or without a corpse), it would be in every Sylvan deck I played, as it would effectively make my min deck size 37 into of 40.

_________________
Altren wrote:
I agree with Keyser, and that's what I'm planning to implement actually.

|| The Rise of the DCC | Plasmatium Netherious | Tastes Like Chicken | The Astridian Conspiracy ||

Guild -> | Platypus Rising|


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 Post subject: Re: Could there be more buffs?
 Post Posted: Tue Nov 10, 2009 7:55 pm 
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Joined: Sat Nov 07, 2009 1:22 pm
Posts: 33
So... I've been around for only a few days. Feel free to discredit my views lol >_<

My own reason for being pro-buffing is that I think many cards on the list sound like they should be the definitive version of themselves (e.g. Decomposition). I would say that a card like Steam Charge is going to be THE 'exploding building' card, and it will feel odd in a game where there are nerfs that Steam Charge isn't buffed and instead a better 'exploding building' card is included in a later set.

Obviously, the idea isn't going to be repeated for quite a long time (maybe an exploding heal building for contrast?). My point is, since it's likely that a card like Steam Charge is going to be THE definitive 'exploding building' card for a very long time to come, it's just such a waste that it's so awful. There's a chance to right that, so why not take it?

Then there's the argument that the cards are really just "awful" with the quotation marks. I'm not sure which side Keyser is on, but it seems to me to be neither? No one will miss Decomposition whether or not it was minimally buffed or not, but I really doubt that people who enjoy playing with niche cards would be appalled that those cards are buffed, as long as they're not buffed to ridiculous levels, e.g. from jank to auto-includes. Let me know if I have the wrong reading Keyser :p

As for alphabetsupes, I think I can safely you know some things about draft, either from drafting in Far Wilds or in other card games. I'd like to ask if you've had first hand experience drafting a card game where there are no 15th picks? If not, then how do you know for sure that the dynamics would result in an experience that will be terrible? I'm not sure the argument is one that can be settled purely on theory.


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