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Dispel Flux
http://thefarwilds.com/forum/viewtopic.php?f=1&t=2189
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Author:  Zurken [ Tue Sep 21, 2010 1:23 am ]
Post subject:  Dispel Flux

I think this card should seriously get banned.
The only effect is it really pisses off everyone who it is played against.
We can make a poll in some other thread, maybe? (In case some people disagree)

and ... yes, I know what I am talking about. I have used it as well as was a target of few.

Author:  Altren [ Tue Sep 21, 2010 9:11 am ]
Post subject:  Re: Dispel Flux

That card prevents people from doing nothing and from collecting flux and then playing 20 actions with Ord Beast or Sleet Mogi + Cinder.

Also you posted in wrong forum. There is "Card Discussion" section for such things.

Author:  Zblader [ Wed Sep 22, 2010 1:37 am ]
Post subject:  Re: Dispel Flux

Altren wrote:
That card prevents people from doing nothing and from collecting flux and then playing 20 actions with Ord Beast or Sleet Mogi + Cinder.

Also you posted in wrong forum. There is "Card Discussion" section for such things.



It also robs you of playing your key cards at crictical moments. Wanted to wipe the board with an almighty Soul Plauge? Well sucks to be you, you just got dispel'd. Just trying to be fair.

I think I have made a a few posts before about cards being too strong vs. cards being OP, and I daresay this : Dispel is far from OP. When it was one domain, it was infamous for rushing tactics and sealing a domain from your opponent, but now, it's a decent card that does what it's supposed to do. Don't forget : you lose all your flux too.


The verdict? Don't nerf the card, it's already been nerfed. Case closed, even if it is in the wrong forum.

Author:  Zurken [ Wed Sep 22, 2010 11:42 am ]
Post subject:  Re: Dispel Flux

No, you got me wrong guys, this is a good forum for what I want to say.
It is not about the card itself (Altren if you could hoard flux for 20 (even 10) actions with Ord Beast, while still keeping 2 domains and an effective chance to win .. respect), I wanted to discuss here it's impact on interpersonal relations.
As far as my observations go, this is the card with far worst effect - yes, there are cards, which sometimes make people mad in given situations - but there's the important word, sometimes. On other occasion when the card is played the other player just goes on.
But with Dispel .. the other player always gets royaly pissed.

I am not saying, we should ban/nerf it because it is OP, but for the sake of the community, because what else do we have now? Do we really want a card which turns people off playing Wilds?
You guys think we can afford it in the game's current state?

Author:  Dublone1870 [ Wed Sep 22, 2010 11:59 am ]
Post subject:  Re: Dispel Flux

Zurken wrote:
I think this card should seriously get banned.
The only effect is it really pisses off everyone who it is played against.
We can make a poll in some other thread, maybe? (In case some people disagree)

and ... yes, I know what I am talking about. I have used it as well as was a target of few.


I agree completely. Two times I've played it vs new players, and got articulate and reasonable responses with the same basic point: in what way does this card enchance the game experience? It simply doesn't. Getting flux advantage should be done through the board, where TFW has it's best gameplay elements.

One particularly incriminating point is that it often forces a player who is about to recieve a big flux return from a destroyed domain card, to stop playing for the rest of the turn. Or, risking a disaster through Dispel Flux first thing next turn.

If flux return is too strong, make it worse - but through a simple, transparent rule. Simply award one less, for example. The "solution" with using Dispel Flux as a counter often makes it rational to try your luck, which makes the game more random in a really negative way.

If flux collecting is an issue (I kinda doubt it is), put a roof on it. You can never have more than 16 flux, for example.

An idea: Replace the Dispel Flux card with Spite - a great card to force people to play on your low-flux conditions - and invent something completely different for that card.

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