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queeshai
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Post subject: Re: Balance Week Posted: Thu May 27, 2010 4:54 pm |
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Joined: Fri Nov 13, 2009 8:26 am Posts: 139
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sexygamer wrote: Ok, you've nerfed everything else, now how about those Paladins that keep raping me in ECs? Have their fear specialized against one domain of your choice maybe? Its the fear that makes them overpowered. having fear and armor for just four flux seems excessive. that being said, I like the non-DL fear mechanic and hope that it is kept. it is one of the better deterrents for (non-CI) rush. I would suggest either removing the armor or upping the casting cost to six flux.
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Ugly_Pug
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Post subject: Re: Balance Week Posted: Thu May 27, 2010 5:08 pm |
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Joined: Fri Jul 03, 2009 9:50 pm Posts: 132
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If you remove the armor or fear from Paladin of Xosa, you also need to remove the fact that he gives the opponent glory when he dies.
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Altren
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Post subject: Re: Balance Week Posted: Thu May 27, 2010 5:37 pm |
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Lead Developer |
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Joined: Mon Mar 31, 2008 9:55 pm Posts: 716 Location: Moscow, Russia
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I agree that Paladin flux cost is undervalued. I never seen it killed by non-CI creatures. It is barely possible. I don't like creature that can be killed only with CI creatures or direct spell (also Anti-magic shell make him unstoppable). Of course there are creatures like Agent of Death or Titans, but they have much bigger flux and domain prices.
And by the way - nerfing DL even more might be overkill.
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DarkJello
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Post subject: Re: Balance Week Posted: Thu May 27, 2010 9:42 pm |
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Joined: Mon Jul 27, 2009 6:30 pm Posts: 281 Location: Atmosphere of Magisteria
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What Altren said r/t DL. I see no reason to continue nerfing until the Altar of Ix situation has been properly evaluated, during weeks to months. That is all. DarkJello
_________________ Ad astra per alia porci!$!
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CaveTroll
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Post subject: Re: Balance Week Posted: Fri May 28, 2010 10:48 am |
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Joined: Mon Mar 23, 2009 10:20 am Posts: 235
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I dont think anyone can disagree on the Carrion Feeder nerf (I would still be using it at 4 flux), but Im not so certain about crypt doctor. If this is an atempt to fix the Orb of Mind Controll, I dont think this will matter much. Being able to kill one or two creatures each round is more than enough.
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Atahualpa
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Post subject: Re: Balance Week Posted: Fri May 28, 2010 1:30 pm |
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Joined: Mon Mar 29, 2010 2:37 am Posts: 359
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jed wrote: Course of Destiny (made rare)
Bad jed, bad jed!!! Did you think you could sneak that one by me?!? Well, you did, I'm just glad I bought one off the market before the price jump of 100g...
_________________ Looking for: Crumbling Alone (2) Also looking for: Revenant Bishop, Osin Faith Healer, Pilgrim's Cairn, Avenging Angel (2)
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royalfishness
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Post subject: Re: Balance Week Posted: Fri May 28, 2010 7:15 pm |
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Joined: Sat Aug 29, 2009 7:08 pm Posts: 33
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I agree that nerfing Crypt Dr. may be a bit excessive. I would hate to see DL go unplayed due to extreme nerfing. The balance must be found:p There will ALWAYS be cards that people complain about or claim to be OP, this is a basic fundamental of any card game. They all cant be nerfed and even if they are, people will find other cards to complain about.
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queeshai
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Post subject: Re: Balance Week Posted: Fri May 28, 2010 9:33 pm |
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Joined: Fri Nov 13, 2009 8:26 am Posts: 139
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to call this extreme nerfing might be a little over the top. for the nerf in question, I would still consider crypt doctor to be the best one domain two flux card. in fact, if it were nerfed to "dim to use ability", I still think it would be better than about half the other cards in that group. (I'm not suggesting that this nerf be made.)
and as far as DL not being played ... I look through the list of DL cards and see plenty of very good cards that are never used in constructed. try to be creative and adapt! for one benchmark, in the very short time we've had to evaluate the changes, DL (and MF) continue to be over-represented in EC games that I have played or watched. Chaos seems to be becoming more popular, too.
that being said, I find it a little odd that the nerfs seem to be trying to find a way to nerf NP combos without nerfing NP itself. but there are too many combos! NP continues, in my opinion, to be the most OP card in the game (other than orb of mind control, which everyone who plays it assures me isn't very good).
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UBER
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Post subject: Re: Balance Week Posted: Sat May 29, 2010 3:05 am |
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Joined: Thu Jun 11, 2009 5:38 am Posts: 315
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I am thoroughly happy.
I still fear NP/ix. I'll admit that because there are still a number of combo's that make this change un-important in certain situations. Such as early claimed for bloods. Then one of the NP's is going to be moved out to center well and your only slowing one NP from being sacrificed.
Another combo is blind assasin. Blind assasin alone isn't very good so you need time to cast it and another creature anyhow.
Idk, I'm not an expert anymore.
I do however greatly appreciate you didn't over nerf ix and left room to go either way.
I also greatly appreciate there were commons added to that list. I believe there were so few commons on the list because the commons were the first to get balanced because there were more of them and they had been played.. etc. You get my point.
I think you did an excellent job jed and TFW team.
It has certaintly been an enhancement renaissance.
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jed
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Post subject: Re: Balance Week Posted: Wed Jun 02, 2010 2:09 pm |
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Joined: Tue Jan 08, 2008 2:07 am Posts: 1045
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Treetop: "Enchant World One random desert or grass space you can see is {A,Greened} at the end of the round. Gives {D,1,1} Domain if at least 5 forests are revealed to you."
Tap the Flux Line: 3MMX Cathedral: 4hp Observatory: 4hp
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