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doiron
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Post subject: Re: Balancing Changes Posted: Tue Jan 13, 2009 6:02 am |
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Joined: Sun Nov 02, 2008 10:04 pm Posts: 348
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Sunyaku
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Post subject: Re: Balancing Changes Posted: Tue Jan 13, 2009 6:08 am |
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Joined: Sat Nov 01, 2008 2:51 am Posts: 584 Location: Madison, WI
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Since when? Pass some of whatever you've been smoking, please.
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MistStlkr
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Post subject: Re: Balancing Changes Posted: Tue Jan 13, 2009 7:08 am |
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Joined: Tue Nov 04, 2008 12:05 am Posts: 385 Location: South of Sanity
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Id with Doiron, how is Bindweed not permanent? Unless you are making a joke and my joke detection script is down...
My biggest issue with Training is that it seems to be played most often to save a creature who is below 0HP. It not only saves them, most case I see it on a weenie so they go from being dead to being stronger than before, and it is permanently boosted that way unlike most buffs in this game. I have no clue how to fix it, but I see that as the major issue with the card.
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Sunyaku
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Post subject: Re: Balancing Changes Posted: Wed Jan 14, 2009 12:33 am |
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Joined: Sat Nov 01, 2008 2:51 am Posts: 584 Location: Madison, WI
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I can see both arguments how one might argue that it is/isn't permanent...
I agree with Mist that it is most often used on small creatures in the early game, thus it is gives a permanent attack and HP boost, whereas as Blindweed offers only a temporary health refill.
The health you get from blindweed is "permanent", but if it's used on weenies it's just not the same.
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