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 Post subject: 5th Weekly balancing
 Post Posted: Mon Dec 22, 2008 8:46 pm 
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Joined: Tue Jan 08, 2008 2:07 am
Posts: 1045
* There is just one type of Base now. You don't need a specific base for each domain. This is to make it easier to play multi-domain armies. And it reduces the complexity without really sacrificing anything.

* sacrifice is now not the same as destroyed. So You can't sac your nether plasma's to the altar of ix, make your bone fortress stronger and get the plasma back in your hand with the underworld gate. (sorry grug)

* Hexchaser now can target any adjacent hex
* Hexchaser is now uncommon (those that had the old rare hexcaser will get gold difference)

* Astridian bazaar cheaper

* Vines of Dellen made odd

* Teleport & Cloudburst cheaper

* Tempest now dies if out of water

* Silver Stagg nullifies all adjacent enchantments not just space enchantments.

* Figures that end the round in invalid terrain lose 2 hp rather than die. It is hp loss rather than damage so tortured ghost and cricket will still die. The reason why is explained here: viewtopic.php?f=4&t=406


Other issues such as needing more enchantment removal, more ways to deal with aloft and aquatic creatures, more ranged guys will be solved with cards in the next set.

We hope to make only a few or no more card changes in this set. We hope that it is reasonably balanced now and anything out of line can be fixed with new cards in the next set.


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 Post subject: Re: 5th Weekly balancing
 Post Posted: Mon Dec 22, 2008 10:38 pm 
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Joined: Tue Nov 04, 2008 12:05 am
Posts: 385
Location: South of Sanity
Nice compromise on the water damage. I'll have to play to test the base change, but that may be interesting as well. Glad to see the Stag get the proper treatment as well. Thanks!


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 Post subject: Re: 5th Weekly balancing
 Post Posted: Mon Dec 22, 2008 10:54 pm 
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Joined: Sat Nov 01, 2008 7:14 am
Posts: 89
Location: Victoria, BC
Great changes!

Is there any differential for rares that become odds? I'd imagine most people felt pretty cheated getting Vines as a rare.


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 Post subject: Re: 5th Weekly balancing
 Post Posted: Tue Dec 23, 2008 1:32 am 
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Joined: Wed Nov 19, 2008 8:19 am
Posts: 31
jed wrote:
* There is just one type of Base now. You don't need a specific base for each domain. This is to make it easier to play multi-domain armies. And it reduces the complexity without really sacrificing anything.


Nice, I might have to dust off my old multi-domain decks.


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 Post subject: Re: 5th Weekly balancing
 Post Posted: Tue Dec 23, 2008 4:07 am 
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Joined: Sat Nov 01, 2008 4:29 pm
Posts: 254
Bah for not having played in a while, but quick question. Since it's 2hp loss and not 2 damage, is the loss recoverable? (Can you fix it with a poultice?) Or are you taking off 2 max hp?

_________________
-Minds


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 Post subject: Re: 5th Weekly balancing
 Post Posted: Tue Dec 23, 2008 4:59 am 
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Joined: Tue Jan 08, 2008 2:07 am
Posts: 1045
No you can heal the damage. It will just still effect things with armor and tortured ghost.


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 Post subject: Re: 5th Weekly balancing
 Post Posted: Tue Dec 23, 2008 5:42 am 
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Joined: Sun Nov 02, 2008 10:04 pm
Posts: 348
I like the changes too. Are you still able to sac creatures you control but don't own (possession)? I'm also assuming you're able to sacrifice creatures that are at or below 0 health (much to sun's chagrin).


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 Post subject: Re: 5th Weekly balancing
 Post Posted: Tue Dec 23, 2008 6:06 am 
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Joined: Tue Jan 08, 2008 2:07 am
Posts: 1045
Yeah you can still possess and then sac and you can still sac guys with 0 or less health.


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 Post subject: Re: 5th Weekly balancing
 Post Posted: Tue Dec 23, 2008 6:28 am 
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Joined: Sat Nov 01, 2008 2:51 am
Posts: 584
Location: Madison, WI
Quote:
(much to sun's chagrin)


Lol, at least now your putrid zombies won't explode when you sacrifice them... which is what was REALLY bothering me the other day doiron! :-D


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 Post subject: Re: 5th Weekly balancing
 Post Posted: Tue Dec 23, 2008 6:58 am 
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Joined: Sat Nov 01, 2008 4:05 am
Posts: 137
Location: Cincinnati OH
I like the sound of everything but the terrain damage, i'm hugely against this change. This basicly gets rid of a lot of kill cards in the game. I've already discussed my views on this so i'm not going to say much on it here, but this feels like a jip. One of the awsome elements of the game has been nixed in favor of keeping the crowd happy. I don't think the defining points of a game should be bent so freely. Next time someone drops a beatstick remember you used to have a lot more options for getting rid of it, and staying in the game.


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