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 Post subject: Re: MF dominance
 Post Posted: Sat Oct 10, 2009 12:08 am 
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jed wrote:
I think Faceless is still a very good card. Before it was being put in every Chaos deck.
If this is the criterion, doesn't Throne need nerfing too? Every MF deck has thrones if only the player has access to them.

jed wrote:
We don't want to give the other domains an equivalent to throne since throne is too good. The hope was to add more ways to damage it easily so it would be weaker.
Again, shouldn't Thrones be nerfed then? It could go up to 5 flux, and get maybe a bit more durable, say either 3 health or 1 health with armor 1. While they occasionally get destroyed, they haven't become any easier to destroy than they were before in my experience, so all due to respect, I don't think the plan worked very well. Thrones may seem fragile due to the 2 health, but the fast domain acceleration gives such a huge advantage, that getting to wreck them is hard without playing Thrones yourself.

jed wrote:
I don't think training is quite as good as it was since there are more ways to deal with enchants now but is probably a bit too strong now. Fissure is too strong though. Negate is good but seems fine.
Sure there are new ways to deal with enchantments, but which ones are doing much good against Training? The Chaos spell (interference?) costs the same as training and requires the caster to discard a card. This means the player who cast the training gets an advantage anyway, as no one keeps in their decks cards that they can painlessly discard. I don't think this one reduces training's power at all. Then there is Mystic Feedback, the new unaligned spell. Trouble with this one is, it requires 3 levels of domain, which means you almost never can cast it when opponent casts training for th first time. Mystic Feedback also deals 2 damage within a range of one, which might seem useful against training at a first glance. But my experience (I have cast the card at least 20 times, training being the most common target) says it's not. More often than not, the trained creature is next to your creatures or buildings, in which case casting the feedback damages your own figures. When taking into account that Training is mostly used on creatures with 0 health, the feedback's damage dealing is absolutely no use, as it just takes the creature to -2 rather than 0. So this one isn't an answer either. The best answer to Training remains Negate, which is the best answer to ANY troublesome entity except Overclock.

jed wrote:
Not sure if we should change training and fissure again or not. People get so mad when you change things.
You could do a poll here, what people think about it. They wouldn't probably get mad anyway if you offer some gold compensation for lost collection value.

I hope this post doesn't seem angry or anything, that isn't the case. I just love this game and I want to help with balancing it if possible.


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 Post subject: Re: MF dominance
 Post Posted: Sat Oct 10, 2009 5:25 pm 
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Training should go to Celestial Imperium. It makes more sense there anyway.

Fissure shouldn't effect space enchantments like Loyal Wilds. Right now its just too versatile to be fair.

Disenchant and Negate could both be 'any domain' spells, but then of course they'd have to cost more flux. You could make Negate not hit buildings.

Maybe you could make a card that reverses the effect of the last spell cast... similar to Negate but less unfair because it would shut down Fissure and Negate. Countering spells in general is just much more fair than countering buildings and creatures.


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 Post subject: Re: MF dominance
 Post Posted: Sun Oct 11, 2009 11:50 pm 
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jed wrote:
Not sure if we should change training and fissure again or not. People get so mad when you change things.


A vocal minority is just that, a minority. The negative are always the loudest. I know most people thought the changes were good/realize their necessity. A few people shouting on a forum is not a good indication of reception.


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 Post subject: Re: MF dominance
 Post Posted: Wed Oct 14, 2009 9:09 pm 
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headshot wrote:
Again, shouldn't Thrones be nerfed then? It could go up to 5 flux, and get maybe a bit more durable, say either 3 health or 1 health with armor 1. While they occasionally get destroyed, they haven't become any easier to destroy than they were before in my experience, so all due to respect, I don't think the plan worked very well. Thrones may seem fragile due to the 2 health, but the fast domain acceleration gives such a huge advantage, that getting to wreck them is hard without playing Thrones yourself.


Still new here, so I'm not sure whether Thrones really are "too good." I agree that if it's "too good" then it should get a small nerf...maybe 1 extra flux. I think this game is still young enough that now is the time to make it clear that "yes, cards will be adjusted if they are too strong." I has already happened to Bamboo Huts, Ascent, and Thistle Falcons.

(I like the way this game plays better, but with regards to balancing Pox Nora has an advantage in that costs have to be in discrete units and the ones here are roughly 1/10 what they are there, making for a more flexible adjustment mechanism. It wouldn't be that tough though to just multiply everything by 10 then start adjusting from there...)

Making them 1 health with 1 armor would be a huge buff, even at extra flux. Consider that would make them immune to Hailstorm and something like 80% of single domain creatures (Hellcat and Putrid Zombie are the only exceptions I can think of at the moment.)

As is, I haven't found them to be a huge issue vs a quick army, as they die quickly. Mahal, Fissure, Negate and Tremor as well as Lysis seem to be more game changing...but quick domain is more subtle in how it influences a game.


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