Login    Forum    Search    FAQ

Board index » Card Discussion




Post new topic Reply to topic  [ 13 posts ]  Go to page 1, 2  Next
Author Message
 Post subject: Overclock
 Post Posted: Thu Jun 03, 2010 12:27 pm 
Offline

Joined: Mon Mar 23, 2009 10:20 am
Posts: 235
Dont think there is anyone think that this is a fun card that is good for the game, so I wont bother to argue the point.

Suggested fix:

1. Make new card.
2. Allow more actions.
3. Make more expensive to cast.


Top 
 Profile  
 
 Post subject: Re: Overclock
 Post Posted: Thu Jun 03, 2010 1:22 pm 
Offline
User avatar

Joined: Sun Aug 02, 2009 3:27 pm
Posts: 87
I like the idea a lot :P But it could probably be better implemented. How about making it cost Glory to play? Maybe even drain one Glory every turn for the caster?


Top 
 Profile  
 
 Post subject: Re: Overclock
 Post Posted: Thu Jun 03, 2010 1:25 pm 
Offline

Joined: Tue Jul 28, 2009 1:47 am
Posts: 150
I actually like this card. It changes the rules in a way that's interesting to me: instead of worrying about flux and cards, like I usually do, I have to consider a completely different bottleneck. It's refreshing.

Of course, like all game-altering effects, I'd like this to be the exception, rather than the rule. So, if it becomes too prevalent, it should be slightly nerfed so as to keep it in check. I'm not sure this is currently the case - I don't think I see it in even 10% of my games (and I usually play rush, which is just the deck people want to Overclock).

If it is decided that the card does need a nerf, I think raising the limit to 3 actions might make it less extreme. However, there's a big difference between 2 and 3 actions, so in that case I'd suggest also lowering the cost.

But I'd be sad to see the card removed completely.


Top 
 Profile  
 
 Post subject: Re: Overclock
 Post Posted: Thu Jun 03, 2010 7:28 pm 
Offline

Joined: Thu Nov 26, 2009 4:10 am
Posts: 829
yaron wrote:
I actually like this card. It changes the rules in a way that's interesting to me: instead of worrying about flux and cards, like I usually do, I have to consider a completely different bottleneck. It's refreshing.

Of course, like all game-altering effects, I'd like this to be the exception, rather than the rule. So, if it becomes too prevalent, it should be slightly nerfed so as to keep it in check. I'm not sure this is currently the case - I don't think I see it in even 10% of my games (and I usually play rush, which is just the deck people want to Overclock).

If it is decided that the card does need a nerf, I think raising the limit to 3 actions might make it less extreme. However, there's a big difference between 2 and 3 actions, so in that case I'd suggest also lowering the cost.

But I'd be sad to see the card removed completely.


I love this card, even when it's not in my decks. Overclock is great for both interruptions and lockdowns. I say leave it as it is. And who knows, it's effect is a double-edge to most players.


Top 
 Profile  
 
 Post subject: Re: Overclock
 Post Posted: Thu Jun 03, 2010 9:52 pm 
Offline

Joined: Fri Nov 13, 2009 8:26 am
Posts: 139
at four flux, overclock is already pretty expensive to use -- as Illithid suggested in another post (re: treetop dominion), global enchantments are especially vulnerable. that being said, if this card were to be nerfed, I'd suggest making it two actions per turn after overclock is cast. this would prevent the default surprise tactic of letting opponent play, passing, letting opponent play again, and casting overclock, ending opponents turn and scoring a free move.


Top 
 Profile  
 
 Post subject: Re: Overclock
 Post Posted: Fri Jun 04, 2010 2:09 am 
Offline

Joined: Thu Nov 26, 2009 4:10 am
Posts: 829
queeshai wrote:
at four flux, overclock is already pretty expensive to use -- as Illithid suggested in another post (re: treetop dominion), global enchantments are especially vulnerable. that being said, if this card were to be nerfed, I'd suggest making it two actions per turn after overclock is cast. this would prevent the default surprise tactic of letting opponent play, passing, letting opponent play again, and casting overclock, ending opponents turn and scoring a free move.

Agreed. Otherwise it's pretty good.


Top 
 Profile  
 
 Post subject: Re: Overclock
 Post Posted: Wed Jun 09, 2010 1:27 pm 
Offline

Joined: Mon Mar 23, 2009 10:20 am
Posts: 235
Suggested fix:

Each action taken after the first two, oponent gets one glory


Top 
 Profile  
 
 Post subject: Re: Overclock
 Post Posted: Wed Jun 09, 2010 3:09 pm 
Offline

Joined: Tue Jul 28, 2009 1:47 am
Posts: 150
I like this "soft" approach to the action limit.

I'm wondering how powerful this would be in conjunction with Heat Wave, though.


Top 
 Profile  
 
 Post subject: Re: Overclock
 Post Posted: Wed Jun 09, 2010 3:44 pm 
Offline

Joined: Mon Mar 23, 2009 10:20 am
Posts: 235
you are right. probably not a good idea, but could work if the caster wasnt allowed to take more that two actions and the oponent could do it at the cost of caster getting one glory


Top 
 Profile  
 
 Post subject: Re: Overclock
 Post Posted: Wed Jun 09, 2010 11:12 pm 
Offline

Joined: Thu Nov 26, 2009 4:10 am
Posts: 829
CaveTroll wrote:
you are right. probably not a good idea, but could work if the caster wasnt allowed to take more that two actions and the oponent could do it at the cost of caster getting one glory

Hmmm, but then that forces different strateges from both sides. I'd like it if both sides experienced the same problems (2 Extra Flux to opponent IMHO is another good alternative to 1 Glory).


Top 
 Profile  
 
Display posts from previous:  Sort by  
 
Post new topic Reply to topic  [ 13 posts ]  Go to page 1, 2  Next

Board index » Card Discussion


Who is online

Users browsing this forum: No registered users and 26 guests

 
 

 
You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot post attachments in this forum

Search for:
Jump to:  
cron