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 Post subject: Re: Balance Week
 Post Posted: Sun May 23, 2010 4:28 am 
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Joined: Sun Nov 02, 2008 10:04 pm
Posts: 348
please, before you rebalance cards, CANCEL ALL OUTSTANDING TRADES FOR THOSE CARDS! I just lost several hundred gold in trade value because someone bought out the buffed cards and sold the nerfed cards right after the post and I'm just getting to it now.

granted, it's not a total loss, but the person who owns the cards should be the one to gain the value, not some random person who reads the news first.


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 Post subject: Re: Balance Week
 Post Posted: Sun May 23, 2010 6:33 am 
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Joined: Sat Oct 24, 2009 12:11 pm
Posts: 148
Zeppeling Raiders costs 5......does 3 damage a total of 9 damage witout taking actions.....

lets see 12 damage from 3 tremors....and u can take other actions. 9 flux total.... card is really no different than liightning elemental except its less likely to be killed and it does an extra damage. killing 1 building and damamging another without taking actions seem about right for 5 flux. maybe its a lil much. but it u look at what i said it seems about right no?....

5 flux....takes out one building....damages a second..(referring to basics)

meanwhile u cant take any other actions.....

it can take out an earthworks with all its attacks and not taking any other actions....its nasty i admit.....but i dunno really what else to do with -1 attack would be a total of 6 damage without taking any other actions. might be ok but i dunno......

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 Post subject: Re: Balance Week
 Post Posted: Sun May 23, 2010 8:59 am 
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Joined: Tue Mar 24, 2009 2:57 am
Posts: 93
I don't want to see it go back to being under used either and you know I respect you (Monyx) buddy. But....

Lightning Elemental...2 domain, 4 flux, 2 attack, 2 hps, ground unit, can take out 4/5's of a building...but does come out untapped and returns to hand.

Zeppelin Raiders...1 domain, 5 flux, 3 attack, 5 hps, aloft, can take out 1 and 3/5's of a building...but can't take any other actions.

I think the scale is well tipped to the Raiders side. Maybe make it 2 domain????

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 Post subject: Re: Balance Week
 Post Posted: Sun May 23, 2010 1:21 pm 
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Joined: Tue Jan 08, 2008 2:07 am
Posts: 1045
yaron: you are right. I'll adjust the chances of getting an odd in a pack so they occur with the same frequency as rares.


Zeppelin Raiders: Maybe I'll just drop the HP.


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 Post subject: Re: Balance Week
 Post Posted: Sun May 23, 2010 1:28 pm 
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Joined: Mon Mar 29, 2010 2:37 am
Posts: 359
jed wrote:
yaron: you are right. I'll adjust the chances of getting an odd in a pack so they occur with the same frequency as rares.


Hm.... May I ask when? I still want to try to get my Course off Destiny off of a Domain pack... Also, this will make Odds easier to get, right? So one every five packs?

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 Post subject: Re: Balance Week
 Post Posted: Sun May 23, 2010 1:40 pm 
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Joined: Tue Jan 08, 2008 2:07 am
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doiron: Sorry but I bet you will make gold in the end since people overreact :)


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 Post subject: Re: Balance Week
 Post Posted: Sun May 23, 2010 5:12 pm 
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Posts: 148
np themist....it is definetly a good card now but it isnt always playable depending on what u have on the board.....you would basically have to wait til all your creatures die....2 domain might be ok maybe but i think it is important to get others thoughts as well.....so far ive only heard me....who likes it and then u and psyclone who both dislike it but there are many other ppl in the game so yea.......

if in fact other ppl believe its too strong as well id say maybe.....spawn in controled area rather than revealed space....that way ud at least have to have a building close their base in order to ramshack their buildings.


jed....hp drop might work....

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 Post subject: Re: Balance Week
 Post Posted: Sun May 23, 2010 7:28 pm 
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The Dark Platypus
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Joined: Fri Jun 12, 2009 12:48 am
Posts: 951
Jed,
IF the chances of getting an Odd and a Rare are the same, what's the point of having Odds and Rares?

If they are the same, that means you get an Odd EVERY pack?

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 Post subject: Re: Balance Week
 Post Posted: Sun May 23, 2010 7:59 pm 
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Joined: Mon Jul 27, 2009 6:30 pm
Posts: 281
Location: Atmosphere of Magisteria
Zeppelin Raiders is a good card now for sure.

Is it OP? Maybe...

I am VERY skeptical of our ability to determine this in a mere week. Especially considering the fact that so many other cards were changed at the same time! :!: Which is fine, but does complicate the global picture.

As an Unaligned card, it can go into ANY deck right now. If it is truly OP it will become ubiquitous. Yes it can deal up to 9 damage over 3 rounds, but being limited to just 1 action for several rounds is a hefty drawback.

[Goes out on a limb] I see this card allowing domains other than Sylvan to pull off a legit rush. Though I am not convinced that TFW will devolve into a rush-fest based off this one card. We shall see. And I sure hope we get more than 1 week to properly inform ourselves.

DarkJello :evil:

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 Post subject: Re: Balance Week
 Post Posted: Sun May 23, 2010 10:27 pm 
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Joined: Thu Jan 07, 2010 10:41 pm
Posts: 83
Zepplin Raiders is just too good right now. You can get this thing out and on your opponents starting buildings as early as turn 2 with a 1 flux scout.

Turn 1 (10 flux)
Basic Building - 7 flux
Scout - 1 flux

Turn 2 (5 flux)
Move scout
Cast Zeppelin Raiders - 5 flux

Turn 3
(6 flux)
Start taking out buildings


This is pretty hard to deal with this early in the game. I think it's actually worse when someone gets it out on turn 5 or 6 because you're not going to get the flux return from Salvage.

I don't think comparing this to Lightning Elemental is a good comparison. Yes, they can both "spawn anywhere" and are "creatures", but they have very different mechanics. In terms of damage, it will take 8 flux to do the same damage that Zeppelin can dish out for 5 flux and 1 less domain.

I think the huge difference between the two though is that Lightning Elemental is much, much easier to deal with (ie - counter). There are very few creatures that can take out the Zeppelin in 2-3 rounds since it is "aloft" and has 6 health, whereas almost every creature can take out the Lightning Elemental in 1-2 turn(s) since it is land based and has only 2 health.

I have no problem with buffing cards that might be a little weak or don't get much playing time, but I'm also against buffing all cards that are under utilized.

Some cards should be niche cards or just weaker versions. Also keep in mind that while some cards might not see much playing time in constructed, they may see a lot more playing time in sealed or draft games.


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