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 Post subject: Weekly balancing
 Post Posted: Sun Nov 16, 2008 7:08 pm 
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Joined: Tue Jan 08, 2008 2:07 am
Posts: 1045
We made some balancing changes. Here is a list:

-Default Map size increased (To reduce the ease of rushing)

-Cost of increasing domain increased. Base buildings are now 7
In general cost of buildings went up to reduce (Should make buildings less dominant)

-Wind Mogi: Doesn't damage guys anymore

-Icy Encasement: now 3EE

-Tales of Yore: now gives 2 glory

-Glimpse of Greatness now 3x

-Barkskin Dragon nerfed

-Bilgrin's First Prototype faster

-Desolation Totem: require deep uncontrolled

-Allow 5 base buildings per deck

Some of these changes wont be in effect till monday.

There are several other cards that might be too strong still but we think we should wait for more constructed play to happen before changing them. I posted a constructed tournament schedule in another thread (viewtopic.php?f=1&t=279), what armies rise to the top of that thing will be a good indication of which cards are over powered.

We also need to do some more balancing of the rarity levels. There will be a lot more limited testing this week with the goal of adjusting rarity next weekend.
Let me know what you guys think.


Last edited by jed on Sun Nov 16, 2008 7:20 pm, edited 1 time in total.

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 Post subject: Re: Weekly balancing
 Post Posted: Sun Nov 16, 2008 7:11 pm 
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Joined: Sat Nov 01, 2008 4:29 pm
Posts: 254
Love all of the changes!

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 Post subject: Re: Weekly balancing
 Post Posted: Sun Nov 16, 2008 7:15 pm 
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Joined: Sat Nov 01, 2008 4:05 am
Posts: 137
Location: Cincinnati OH
:D yay, this should make that building nonsense less prevelant. w00t barkskin nerf! I am happy player now.


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 Post subject: Re: Weekly balancing
 Post Posted: Mon Nov 17, 2008 4:39 pm 
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Joined: Sat Nov 01, 2008 9:00 am
Posts: 24
-- not sure if the wind mogi's going to be much use for anything anymore, except pushing people into the water :-) -- I would have changed it so that they could only use their power once per turn, or only got a wind token if they didn't do anything that turn.

-- I think the increased building costs are somewhat of a double-edged sword, because they make it much more difficult to recover from some circumstances. salvage doesn't help because it's already too late by that point. I think the solution of making the map bigger addresses the quick building problem better.


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 Post subject: Re: Weekly balancing
 Post Posted: Mon Nov 17, 2008 4:51 pm 
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Joined: Sat Nov 01, 2008 4:29 pm
Posts: 254
I've noticed that now that buildings are more expensive, you're face with a tough decision at the beginning of the game. No longer can you build, save the other 3 flux, and build again to immediately jump up to second-domain (or split domain). So if you want two buildings early, you have to wait a full extra round - giving the enemy a chance to get a scout out to you and possibly hack/slash/set your game off notsogreat. So your options are; wait and pray you can get a second building off, or make a creature and delay that second building.

I love this. I love the fact that there's more early game strategy involved. That little increase in cost has changed a ton about the game dynamic, and so far from what I've seen, all for the better.

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 Post subject: Re: Weekly balancing
 Post Posted: Mon Nov 17, 2008 5:30 pm 
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Joined: Fri Oct 31, 2008 4:21 pm
Posts: 265
Location: California
Where's the bronze statue fix?


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 Post subject: Re: Weekly balancing
 Post Posted: Tue Nov 18, 2008 6:38 am 
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Joined: Sat Nov 01, 2008 2:51 am
Posts: 584
Location: Madison, WI
If you don't like the idea to limit Wind Mogi's old ability to once per turn, then I'd at least give it an attack power of one. It's been nerfed so bad now it's practically useless.

I'd hate to see this element of the game go away. Although I haven't had a mogi in my deck, they're very interesting to play against. In some ways, I feel like the old wind mogis were a lot like knights on a chess board in their way.

I think limiting the old ability to once per round and increasing the rarity of the card would nerf it just fine.


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 Post subject: Re: Weekly balancing
 Post Posted: Tue Nov 18, 2008 4:59 pm 
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Joined: Tue Nov 04, 2008 12:05 am
Posts: 385
Location: South of Sanity
I think it is more than a little odd that a Dwarven Hall now costs the same as an Earthworks, but if that is what you are going for then so be it. I know you guys put a lot of thought and effort into the game, so I'm not complaining! Thanks for feeding the addiction!


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 Post subject: Re: Weekly balancing
 Post Posted: Tue Nov 18, 2008 6:09 pm 
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Joined: Tue Jan 08, 2008 2:07 am
Posts: 1045
Quote:
I think it is more than a little odd that a Dwarven Hall now costs the same as an Earthworks,

It is because Dwarven Hall gives you domain. Leveling up should be something that is expensive to do. You should level up at the expense of playing a more interesting card now like the earthworks.


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 Post subject: Re: Weekly balancing
 Post Posted: Tue Nov 18, 2008 10:11 pm 
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Joined: Tue Nov 04, 2008 12:05 am
Posts: 385
Location: South of Sanity
I won't argue it. :mrgreen: Thanks for the work and thought that you put into these things!


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