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 Post subject: 3rd weekly balancing
 Post Posted: Sun Nov 30, 2008 12:19 am 
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Joined: Tue Jan 08, 2008 2:07 am
Posts: 1045
A lot of changes this week. The most important change is to the Pantheon. Before people were able to get higher level Unaligned cards out way too early since this was counting as 2 levels of unaligned domain. Now it will only count as 1.

*******
Charm: now an enchantment

Cinder Mogi: now undims all creatures that come into play in sight of mogi not just yours.

Abrixian Sparker: added 1 flux to the cost of ability

Drain Blood: Only drains living creatures and drains friendly creatures as well now.

Humiliation: -(2+2/X) glory instead of -X glory

Alabaster Pantheon: Now toggles between giving you either domain rather than giving you both at once.

Fireball: Increased Flux Cost by 1

Mogi Nest: lost a HP

Fire Beetle: Ability costs 1 more flux

Tales of Yore: only gives 1 glory at the end of the round

Coldsnap: Costs one more flux

People's Champion Changed.

Mosslight Slor: Ability heals 5 instead of 4

Crypt Doctor: Only heals what the sacrificed creatures Max HP was.


Fixed bugs in:
Fireball, Null Stone, Negating Construction site

(These should be live in 1 hour)


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 Post subject: Re: 3rd weekly balancing
 Post Posted: Sun Nov 30, 2008 2:09 am 
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Joined: Tue Nov 04, 2008 12:05 am
Posts: 385
Location: South of Sanity
Lots of work. Thanks guys!


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 Post subject: Re: 3rd weekly balancing
 Post Posted: Sun Nov 30, 2008 2:20 am 
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Joined: Sat Nov 01, 2008 4:29 pm
Posts: 254
Mild typo on the People's Champion card text, but love the changes!

_________________
-Minds


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 Post subject: Re: 3rd weekly balancing
 Post Posted: Sun Nov 30, 2008 7:02 am 
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Joined: Sat Nov 01, 2008 4:05 am
Posts: 137
Location: Cincinnati OH
well, thats killed my deck.

Fireball does not need tweeked, its good damage, but its slow, cant hit water, can be dispelled and must be cast from buildings, having above a turn flux load to play this takes it from at least being good at weakening buildings to shooting dead air. If any spell needs weakened it would be lightning not fireball. And now cinder mogi is wrecked too.
I don't think the cost 1 flux to undim is sufficent on our salamander friend either.

Mogi nest needs drop to 3hp, and mahal needs a domain. Fireball and cinder did not need the chop block. Now i have to go trade off half my elementals for better ones, this is creating a power level divide not improving gameplay.


Last edited by Zycomancer on Sun Nov 30, 2008 7:18 am, edited 1 time in total.

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 Post subject: Re: 3rd weekly balancing
 Post Posted: Sun Nov 30, 2008 7:14 am 
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Joined: Tue Jan 08, 2008 2:07 am
Posts: 1045
that's good right. You should always be making an army with the broken cards :)


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 Post subject: Re: 3rd weekly balancing
 Post Posted: Wed Dec 03, 2008 3:42 am 
 
good job ruining crypt doctor in the name of balance.

your release notes fail to mention that he can no longer sacrifice himself.


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 Post subject: Re: 3rd weekly balancing
 Post Posted: Wed Dec 03, 2008 4:00 am 
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Joined: Sat Nov 01, 2008 2:51 am
Posts: 584
Location: Madison, WI
I don't think it made sense to rip the heart out of a smallish cat and completely heal a giant dying demon. It may not be as powerful now, but it certainly makes more sense.


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 Post subject: Re: 3rd weekly balancing
 Post Posted: Wed Dec 03, 2008 4:04 am 
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Joined: Sat Nov 01, 2008 7:14 am
Posts: 89
Location: Victoria, BC
I agree with the healing changes made to the crypt doctor but not the targeting restrictions. While it might make sense logically that he cannot use himself as target or sacrifice it makes him effectively useless for the purpose of his ability.

The number of times I have two creatures in range of him that are both injured (and he isn't already dead) so that he could be used are slim to none.


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