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 Post subject: Creeping Gloom
 Post Posted: Fri Nov 13, 2009 5:23 am 
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Joined: Sat Nov 01, 2008 2:51 am
Posts: 584
Location: Madison, WI
Is this card overpowered? Seems vastly superior to black plague and foul termite swarm. It's cheap, and when played wisely, can be used to make an opponent's creature lose one health almost every round. One of the reasons I used the word "vastly", is because this card DOES NOT do damage. Have a Dire Cricket infestation? Two these will do the trick. I had the distinct pleasure of playing against an opponent who had THREE of these tonight.

And don't give me the disenchant argument. I DID disenchant one of them, and they responded with Claimed with Blood... and at that point in the game still had the other two glooms in their hand. This card is great in the beginning, good in middle game, and great in the end, because you have lots of flux and can keep casting all of the glooms in your hand every round you need to. Taking out a creature with three or less health every other round in the endgame is huge.

Furthermore, this card makes early game creatures from every domain (but especially sylvan) practically unplayable. They just become fodder for the creeping gloom. And unless you pack three stags in every deck, there isn't a damn thing you can do about it. And even if you do choose to do something about it, your opponent will just use the gloom to draw out all your disenchants so that they can cast better enchantments that you will be unable to remove. The situation can be compounded by the fact that certain domains still have trouble dealing with enchantments... so people will likely be unable to play these domains together, or solo... ESPECIALLY in league play.

All this said-- I don't want to over nerf it either, as I do like this card. At this time, I humbly propose increasing the flux cost to 3.

Thoughts?


Last edited by Sunyaku on Fri Nov 13, 2009 7:34 am, edited 1 time in total.

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 Post subject: Re: Creeping Gloom
 Post Posted: Fri Nov 13, 2009 5:57 am 
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The Dark Platypus
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Joined: Fri Jun 12, 2009 12:48 am
Posts: 951
What if it's flux cost was 0. But the next time you cast it, it was 1. The next time 2. etc etc etc..

Starts at 0 and goes up and up and up until it reaches a max value of.. say...4

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Altren wrote:
I agree with Keyser, and that's what I'm planning to implement actually.

|| The Rise of the DCC | Plasmatium Netherious | Tastes Like Chicken | The Astridian Conspiracy ||

Guild -> | Platypus Rising|


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 Post subject: Re: Creeping Gloom
 Post Posted: Fri Nov 13, 2009 7:11 am 
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Joined: Sat Nov 01, 2008 2:51 am
Posts: 584
Location: Madison, WI
I'd say that sounds like a pain in the ass to code. :-)

To your comment though Keyser, you "could" make it cost flux equal to your domain level to sort of achieve the effect you were shooting for, but I'm not sure that's necessary.


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 Post subject: Re: Creeping Gloom
 Post Posted: Fri Nov 13, 2009 4:20 pm 
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The Dark Platypus
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Perhaps...

I'll freely admit that I don't know the base coding for the game - so Altren or Jed will have to chime in on that.

But from what I know of coding, it doesn't seem like doing so would be any harder than, say, Call from the Pit.

I'd imagine it would be something like this:

Set CreepingGloom1UseCount = 0
Set CreepingGloom1FluxCost = CreepingGloom1UseCount
When Creeping Gloom is used, if CreepingGloom1UseCount < 3, Set CreepingGloom1UseCount = CreepingGloom1UseCount + 1

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Altren wrote:
I agree with Keyser, and that's what I'm planning to implement actually.

|| The Rise of the DCC | Plasmatium Netherious | Tastes Like Chicken | The Astridian Conspiracy ||

Guild -> | Platypus Rising|


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 Post subject: Re: Creeping Gloom
 Post Posted: Fri Nov 13, 2009 6:02 pm 
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Joined: Sun Nov 02, 2008 10:04 pm
Posts: 348
I agree it's overpowered right now. 1 damage and return to hand is worth way more than 2 flux. 3 sounds about right, but the problem of easy kills is still present. I'd say just change text to: "Enchant Creature not already enchanted with Creeping Gloom"


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 Post subject: Re: Creeping Gloom
 Post Posted: Fri Nov 13, 2009 10:23 pm 
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Joined: Tue Jan 08, 2008 2:07 am
Posts: 1045
2 seems a little cheap I guess but 3 seems like too much.
There are lots of ways to deal with this card. You just have to sac or remove the guy and they wont get it back.


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 Post subject: Re: Creeping Gloom
 Post Posted: Sat Nov 14, 2009 4:44 pm 
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Joined: Mon Aug 03, 2009 1:08 am
Posts: 18
I was the one playing the Creeping Glooms. Sorry Sunyaku! They are pretty good - but Jed is right, there are some ways to get around them. Sacrificing a creature, or if you can heal it so it doesn't die they just sit there (training would dominate these). Also, I played Celestial Imperium and the Creeping Glooms were dominated by anti-magic shells - they just do nothing but stay out there. So there are counters.

They are very good for 2 flux, but three might be a lot - that's about enough for a lysis, which is certain death.

I do agree it would wreak havoc on a Sylvan deck. But so would Chaos, with Cull the Weak and even Stench Cow. I think Sylvan became much weaker with the expansion because of these cards.

But it's a lot worse to get hit by psychotic break than these, and psychotic break is common compared to uncommon for Creeping Gloom.

Aaron


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 Post subject: Re: Creeping Gloom
 Post Posted: Mon Nov 16, 2009 3:37 pm 
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Joined: Wed Sep 09, 2009 8:55 am
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Considering there are at least a couple 1 health creatures with 3 flux cost (Cats and Windseekers), killing them off without costing a card should cost AT LEAST as much as those creatures.

I'd say 3 flux cost. At 4 it would be as much as Lysis, but Lysis isn't reusable and it isn't unusual for me to see people Lysis my falcons. Also, Lysis requires 2 domains.


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 Post subject: Re: Creeping Gloom
 Post Posted: Tue Nov 17, 2009 1:26 am 
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Joined: Mon Aug 03, 2009 1:08 am
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Honestly, if it was 3 flux, I don't know if it'd be worth it, even in limited, let alone constructed. That's a lot of flux. Compare it to training, where for 2 flux you get +3 Health AND +1 attack. It pales in comparison to that, even with the return to your hand ability (which is useful, but can clog your hand if not careful). Maybe making it cost 2 flux and 2 domain (DL and unaligned) would be a better idea so it can't kill everything immediately, or make it a rare if it's that good.

Aaron


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 Post subject: Re: Creeping Gloom
 Post Posted: Tue Nov 17, 2009 2:06 am 
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Joined: Sun Nov 02, 2008 10:04 pm
Posts: 348
2 flux and shuffled back into the deck seems right, back to the hand mechanic is just too powerful for 2.


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