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 Post subject: Re: Power balance of cards
 Post Posted: Fri May 29, 2009 9:43 pm 
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Loopy wrote:
If you want an overpowered building look no further than the ivory spire. Controlling 3 flux wells is potentially +3 flux a turn, negating its cost penalty. It definitely needs to cost more, see less, or lose more health.
And again single tremor or volcano and you almost lost you game ;)


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 Post subject: Re: Power balance of cards
 Post Posted: Fri May 29, 2009 9:48 pm 
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Just adding some opinions ;) ;) ;)

Loopy wrote:
When you're getting beat by them they look overpowered, when you try to play them, you see how expensive they can be to maintain and their weaknesses.


When im playing against Mahal, he looks overpowered. When im playing with Mahal...he looks overpowered again :D Im not sayin "when i use Mahal/play ELE, i win" but when i look my hand and find mahal, another domain and a cheap i think "Yeah, i have a good start here".

Loopy wrote:
I'd say it's on par with its counterparts of the great oak and bone fortress. Oak has trade of vision for one less health. Bone has trade off of visibility and growth for two less health.


Oak and Fortress have Salvage and dont have Base. Mahal is a monster on start because its a Base. I cant use 3 Fortress or 3 Oaks in almost any deck. I can play with 3 Mahals without any problem.


Loopy wrote:
If you want an overpowered building look no further than the ivory spire. Controlling 3 flux wells is potentially +3 flux a turn, negating its cost penalty. It definitely needs to cost more, see less, or lose more health.


I agree with u here (finally ;) ;) ;) ) Ivory is unbalaced on my opinion too. My sugestion is 3 domain prereq. GGX

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 Post subject: Re: Power balance of cards
 Post Posted: Sat May 30, 2009 4:43 am 
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decapattack wrote:

Oak and Fortress have Salvage and dont have Base. Mahal is a monster on start because its a Base. I cant use 3 Fortress or 3 Oaks in almost any deck. I can play with 3 Mahals without any problem.


At least with Oak, it's not entirely necessary. So many of the Sylvan cards spawn in a forest that bases are kind of an afterthought for them.

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 Post subject: Re: Power balance of cards
 Post Posted: Sat May 30, 2009 6:45 pm 
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The only reason why I think Mahal is OP is that its ability to go back to the bottom of your deck is made too strong by the autodraw rule. It happened many times to me that I kept drawing Mahals for many subsequent rounds, just enough to keep control of a flux and get to 20 glory. I understand this can be viewed as an obnoxoius game dynamic.

I'm not saying Mahal is a card for automatic win, it has its drawbacks as many of you pointed out (I add one: if you keep drawing Mahals you don't draw other cards...). I just think the possibility to draw it forever should be avoided. That's why I suggested to make it non-reusable if it's destroyed by an opponent (see my previous post). For the rest, I think it's well balanced and not much stronger than many other cards.

PS: I wonder if these cards are still under review
PPS: personally, I hate "training", but at least it's rare


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 Post subject: Re: Power balance of cards
 Post Posted: Sun May 31, 2009 3:51 am 
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Faxos wrote:
PS: I wonder if these cards are still under review


I'm not a Dev, but I can answer that one at least. No, they aren't. While any bugs should be reported immediately and will of course be fixed, "balancing" per se is over.

It's also worth commenting on potential wording changes. For example, even though the set was closed, cards like Silver Stag have been clarified with the new "adjacent" language, etc.

But this whole discussion on whether Mahal is OP will, at most, be used to adapt the new set if and when it comes out accordingly. One response, which I favor and I believe I've been able to sway at least a few people to my side, is to create cards to deal with what you worry about. For example, off the top of my head:

Sandworm
Creature
EX4
Health 6, Attack 1, Move 2, Vision 3, Range 0

Spawn in desert. Sandworm cannot leave the desert. If Sandworm is outside the desert at the end of turn, destroy it.

If Sandworm does damage to a building with health less than 3, remove that building from the game.


That would effectively remedy the Mahal-returning-to-the-deck problem. You could even go much broader (and much more powerful), with something like:

Your Time Has Come
Enchant World
XXX5

(1): All figures with 0 or less health are removed from the game. Any player may play this ability.


The point is, a new expansion has a lot more options for dealing with OP cards like Mahal than trying to adjust a card every time a new combo is discovered, or a new player complains.

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 Post subject: Re: Power balance of cards
 Post Posted: Mon Jun 01, 2009 2:53 pm 
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The problem in create new cards to counter Vapor Mahal is to recreate the same situation, but now Mahal will be the victim.

Besides, TFW dont have sideboarding and 'best of 3' games(Like Magic the Gathering), so cards too focused on remove Mahal can be useless against another domains.

TFW is an online game, and I think we need to use this advantage. Card erratas and card fix is really easy to do and, IMHO, its a better way to adjust OP cards than use future editions to create counters.

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 Post subject: Re: Power balance of cards
 Post Posted: Mon Jun 01, 2009 11:13 pm 
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decapattack wrote:
The problem in create new cards to counter Vapor Mahal is to recreate the same situation, but now Mahal will be the victim.

Besides, TFW dont have sideboarding and 'best of 3' games(Like Magic the Gathering), so cards too focused on remove Mahal can be useless against another domains.

TFW is an online game, and I think we need to use this advantage. Card erratas and card fix is really easy to do and, IMHO, its a better way to adjust OP cards than use future editions to create counters.


Well I think the goal is to create things that don't just counter Mahal, but could be used to along with a variety of other situations. I could see the two cards I posted, obviously with some serious domain and flux cost tweaking, being used legitimately in a variety of decks. And I'm not even sure either is that interesting that they should be included, they were just immediate, off the cuff examples.

While it's true that TFW has the ability to quickly update a card, as we discovered with this Seed Set the concept of microbalancing - ensuring that each and every card is 100% perfect - is nigh impossible. If you're interested in my thoughts on this, I posted a few months ago on this very topic. It's floating around in the forum somewhere.

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