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 Post subject: First Draft of Balancing changes
 Post Posted: Thu May 20, 2010 2:11 pm 
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Joined: Tue Jan 08, 2008 2:07 am
Posts: 1045
NERFS:

Altar of Ix. Dim on use
Course of Destiny. 1 flux to reattach
Ord Beast (-1 hp)
Sigvatr's Arena (must be placed in uncontrolled space)


Still on the list to possibly nerf:
Turmoil ?
Orb of Mind Control?


BUFFS:
Treetop Dominion (autodraws costs 4)
The Nothing (made odd. -1 cost)
Brigade of the Righteous (no cost to use)
Snooping goblin (+1 speed, +1 Vision)
Ronk's Factory (-1 cost)
Alpine Spirit (Mountainstride)
Caravan of Dreams (+1 vision)
Zeppelin Raiders (Spawn in Revealed Space, 3 leak tokens max)
Woodland Link (-2 cost)
Beckon the Bones (can take any corpse)
Decomposition (All Corpses within 1 space of target space are removed. Any of those land spaces with a corpse become forest. Draw a card.)
Micro Tectonics (-1 cost)
Cloud Tether (-1 cost)

Not sure the fix yet:
Tilting grounds
Encircling Sea
Power Alteration
Ice Sheet
Furnace of Gibil


still might buff:
Defection
Line Shift
Baltasar's Lash
Quorum Stone
Stench cow


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 Post subject: Re: First Draft of Balancing changes
 Post Posted: Thu May 20, 2010 2:33 pm 
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Joined: Mon Mar 29, 2010 2:37 am
Posts: 359
/me is saddened by the Course of Destiny nerf...

Beckon the Bones... if used on an opponent's creature's corpse, who's hand does it return to?

Tilting Grounds... raise the range, perhaps?

Encircling Sea... Could do without the dim, but I think all it really needs is one or two more CI aquatic creatures.

Defection?

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 Post subject: Re: First Draft of Balancing changes
 Post Posted: Thu May 20, 2010 2:53 pm 
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Joined: Mon Mar 23, 2009 10:20 am
Posts: 235
Not sure why Orb of mind controll completes instantly. Why not take away this aspect at least?


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 Post subject: Re: First Draft of Balancing changes
 Post Posted: Thu May 20, 2010 3:24 pm 
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Joined: Tue Jan 08, 2008 2:07 am
Posts: 1045
If orb acts like a normal building you could just drop it by your base when under attack and own all the attackers. That seems stronger?


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 Post subject: Re: First Draft of Balancing changes
 Post Posted: Thu May 20, 2010 3:52 pm 
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Joined: Mon Mar 23, 2009 10:20 am
Posts: 235
Just keep the allways become a construction site when placed next to an enemy figure.


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 Post subject: Re: First Draft of Balancing changes
 Post Posted: Thu May 20, 2010 4:14 pm 
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Joined: Fri Jul 03, 2009 9:50 pm
Posts: 132
I would vote to give Orb the same treatment as Altar. Have it affect only the first opponent creature it comes into contact in a round.
This would leave it's current functionality, but prevent people from pairing it Altar (well... not anymore) or Crypt Doctor and Draknor's Chain and wiping out your entire side in 1 turn.


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 Post subject: Re: First Draft of Balancing changes
 Post Posted: Thu May 20, 2010 4:19 pm 
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The Dark Platypus
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Joined: Fri Jun 12, 2009 12:48 am
Posts: 951
Ugly_Pug wrote:
I would vote to give Orb the same treatment as Altar. Have it affect only the first opponent creature it comes into contact in a round.
This would leave it's current functionality, but prevent people from pairing it Altar (well... not anymore) or Crypt Doctor and Draknor's Chain and wiping out your entire side in 1 turn.



Actually, The Alter Nerf takes care of Nerfing the Orb combo.

The Orb Combo was -> Orb/Chain/Altar and take out all creatures in one turn by sacing to Altar, reattaching Chain, rinse and repeat.

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

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 Post subject: Re: First Draft of Balancing changes
 Post Posted: Thu May 20, 2010 4:47 pm 
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Joined: Fri Jul 03, 2009 9:50 pm
Posts: 132
Crypt Doctor can (and has been) substituted for Altar.


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 Post subject: Re: First Draft of Balancing changes
 Post Posted: Thu May 20, 2010 5:23 pm 
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Joined: Fri Nov 13, 2009 8:26 am
Posts: 139
jed wrote:
Sigvatr's Arena (must be placed in uncontrolled space)

I'm in the camp of folks who'd prefer alternate glory methods be available, but unusual. in that vein, I see cathedral of xosa and guilded organ both being used much more than arena. my preferred nerf would be to reveal (to all) hexes containing glory producing buildings/enchantments (bard's inspiration, cathedral of xosa, guilded organ, sigvatr's arena).

jed wrote:
Zeppelin Raiders (Spawn in Revealed Space, 3 leak tokens max)

leak tokens as before? or only for raider actions?

jed wrote:
Woodland Link (-2 cost)

I think this card would be played (as is) in any tree deck with the upgraded dominion and decomposition. and, for two flux, you'd see it in some other decks. for one flux, I think it would become a staple of any 2S deck -- is this the desired effect?

jed wrote:
Quorum Stone

I have only used quorum stone in limited (brass, zwar); but, I think it is good as it is. (if this contradicts something I have said earlier, strike the earlier thought.)


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 Post subject: Re: First Draft of Balancing changes
 Post Posted: Thu May 20, 2010 6:04 pm 
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Joined: Sat May 30, 2009 10:31 pm
Posts: 188
I agree with queeshai's thoughts on Quorom stone. Great site drop for decks low on buildings.I also agree with queeshais thoughts on woodland link. As for tilting grounds, why buff it? It can be used as defense (dim their guys near you so you can kill them) AND can be used to give guys attack tokens? I just don't think people have figured out how to use it yet, I don't think it should be buffed. Finally, no twinling on the list?


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