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Minor changes to make cards more playable

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Let’s face it, there’s plenty of uncommon and rare cards out there that are blatantly ignored. sometimes, they look good, but usually there’s a straight up substitute for it that is clearly better, or maybe they have one little aspect that makes them unplayable. What I’m hoping is that someone important sees this thread and makes these changes to the cards so players have a bigger variety of cards to choose from instead of cards that just sit there, making the game more interesting instead of TRIDENT+EMP SPAM HURRRRRR in EVERY. SINGLE. LEVEL. 4. FACTION.

Here are my suggestions (add your own if you want):

And that’s all the cards that I have and never really used, these suggestions tend to fit the metagame more and hopefully will become more useful

I know these changes probably won’t happen, but there is a chance, they did this once before, so who knows?

 
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prob: nothing immortal about him and plain boring for a unique
fix: add regenerate 2


prob: how is this shit unique? with only 3hp, 2armor is worth at most 2 more hp. 3/5/3 crush2 deserves being unique? even mediocre Chronos is better, and hatcling can match the stats of 3/5/3, with heal 1 being more useful than crush2, 1 less wait and not even unique
fix: 4/4/3 armor 2 crush 2 (still not imba, compare with pyro rig: trade crush 2 for jam and immoblize (lol), 1cd for non-unique)


prob: a unique monstrosity with siphon being largely a non-skill
fix: add leech or siege or anti-air or enfeeble, anything really


prob: 6HP is not enough for a 4 wait without defensive skills
fix: increase HP to 7


prob: An imperial with 4 ATK! but 3hp for 3 wait is just facepalm
fix: increase HP to 4, add crush to emphasize heavy hitting, still vulnerable but at least more comparable to mawcor


prob: come on, 1ATK for a rare card?
fix: increase ATk to 2, reduce regeneration to 2


prob: we all know how bad this on is yet we keep getting them, 8 and counting for me
fix: increase HP to 5

 
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i like anvil he stayed in my mai deck for ages

 
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I like ALL your suggestions, bench!

“a unique monstrosity with siphon being largely a non-skill
fix: add leech or siege or anti-air or enfeeble, anything really”

scorpion with immobilize would be thematic and semi-useful.

“prob: 6HP is not enough for a 4 wait without defensive skills”

yup, I also like the idea of making payback 100%, I’d start with that, and then see if this card becomes playable.

 
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Immortal: 0/10, armor 2, evade, regenerate 3. Now /that’s/ immortal. :P

 
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Something has got to be done about Marine. IMO its worse than Aquabat, which makes it a complete waste of digital space.

 
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Originally posted by jon_lad:

i like anvil he stayed in my mai deck for ages

if you like armor you should seriously swap it for a toxic cannon or 6

 
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Lummox---bump health up to 4 Halt Advance---change jam to jam all or add mimic Scorpinox---add armored 1 Tunneller---add evade, change siphon to leech Heavy Gunner---add 1 to attack or 1 to health... Spine Crawler---change weaken raider 1 to weaken 1 Enclave Parasite---drop wait to 2 Achawin---drop wait to 2 Abomination---drop attack to 4, up health to 7 Xeno Interceptor---drop attack to 3, up health to 5 Xeno Mauler---drop wait to 3, up health to 3 (it's really bad otherwise...) Blood Rider---add 1 to health Flame Guard---up health to 6 Scorpion---change jam bt to just jam Bonestalker--- +1 health Raider Encampent---drop wait to 2, health to 4 Xeno Forcefield---add 1 wait, add rally xeno 1 Orbital cannon--- +1 health Terrogor---up to heal xeno 2 Foundry---lose 1 wait Fulfilling Myst---drop wait by 1 but also health by 1 Mortar Bunker---lose the wall, add 1 to siege Destructive Portal---add 1 health Sabre---add 1 health Stormrunner---- add 1 health Muon Walker---- add 1 health Razor Hawk---drop 1 attack, drop 1 wait Reaper--- add 1 health Guerilla---add 1 health Seeker---lose one wait, change mimic bt to mimic, Jericho---lose 1 health, add evade APC---add 1 health Tainted Blade---- +1 health Drill Mech---make regen 2, instead of 1 Wicked Mantis--- +1 health Apex---rally xeno 2, instead of 1 (its legendary, has to act like it) Mind Controller---lower wait by 1 Dracus Wyrm---add 1 health Demolish--up siege 5 to siege 6 Lucina (commander)---change jam bt to jam Invasion Coordinator (commander)--- make uncommon (its not at all rare worthy) hope you caught all that :P
 
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Originally posted by DodgerBlue016:
Halt Advance—-change jam to jam all or add mimic

There is a card that does jam all (plus siege 2):

Destruction

 
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Excellent post. Add card fusion and card upgrade to it and this will be definitly the best post ever.

Btw, you are brilliant, your suggestions are amazing.

 
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@Dodger:
Your adjustments make some of the cards overpowered, for example, Mind controller you said to decrease it’s CD, but Mind controller was already nerfed, and now you want a buff for it?

People please keep in mind your cards have to fit the parameters of the rarity
And keep in mind that the Devs can’t change rarity of cards or else some cards would go up and down in value, and let’s say you paid 25 WB for Dracorex, but he gets nerfed into a uncommon, new players would only have to pay 10 WB, which would be unfair

 
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Another way to fix marine would be to take his CD to 4, but take his HP up to 5. Maybe even swap 4 attack for 3 attack and either strike or immobilize. (<—- Possibly too much change)

And I know Hunter is supposed to be like a mega aggro card, but does anyone think that giving him 2 Hp wouldnt be too much change? he could take one hit from atlas before death but would still die to all counter and EMP.

Zealot: take attack down to three, take HP up to 5-6

Terrogor: its obvious he’s supposed to suck ass, but 6 hp and only heal one? i think he could get maybe either heal 2 or add rally xeno 1 (i mean look at hydraulis, he may be 4hp, but at least mimic is useful)

Xaedan: Allowing more points in wars than Terrorgor and being just BARELY better and even then only against BT, maybe take hp down to 11-12 and change weaken BT 1 into weaken 1

Swift Troops: As if imperials didnt have enough problems in power, these guys appear like a defensive haven, until you look at the left side and see it has one attack. I dont think that taking these guys HP down to 6 and making their attack 2 would be that bad (i mean, they’re bad enough it took two of them to make one card)

Magnacannon: Simple increase HP to 5-6 and if 6 take crush down to 3. Raiders already have few defensive skills, so keeping a 4hp 4 wait card alive seems like a worthless hassle. now a 6 4 card or a 5 4 card people might try to take advantadge of that crush.

I cant think of anything else at the moment, but being someone who always tries things that arent good for the current meta, i’ll gladly suggest changes in hopes that Tyrant has someone who represents in their games.

 
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there are some cards which are just so bad that even being common isnt excuse enough… they are really just a waste of space

 
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good point.

seems like you might even lose mission 2 with that. It just might beat mission 1 though.

that said, strangely enough I have used several of those cards…. for achievement purposes! medics, and shock grunts specifically.

 
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Halt Advance is literally the worst card. Infantry is actually just plain better.

 
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Medic (refer to Moloch)
0/3/1 → 0/3/0

Dread Panzer (refer to Bazooka Marine)
2/3/2 → 2/4/2
Pierce 1
AntiAir 1

Flame Guard
3/5/4 → 2/4/2

Xeno Mauler
5/2/4 → 5/2/3

Shock Grunt
Rally 1 → Rally Raider 2

Enclave Parasite (refer to Vampire)
3/3/3 → 3/3/2

Combat Specialist
1/2/2 → 1/2/1

Halt Advance
+Weaken 3

Scavenger
Siphon 2 → Siphon 3
+Leech 1

Lummox
1/3/2 → 0/3/1

Immortal (for reference, Pummeler has 4/7/4, Evade, Siege and is non-unique)
+Evade

Anvil
Armored 2 → Armored 3
Crush 2 → Crush 3

Feral Scorpion
+Leech 2

Zerbur
4/6/4 → 3/6/3
Weaken 3 → Weaken 2

Marine
4/3/3 → 3/1/1
Siege 3 → Siege 2

Abolisher
Mimic Raider → Mimic
Regenrate 3 → Regenerate 1

Sand Crawler
4/4/4 → 2/6/4

 
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Once Juggernaut is released, Anvil won’t matter anymore.
Kinda sad, since I liked him. :/

Juggernaut 3|3(3) Armor 2, Immobilize, Crush 3.

 
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Originally posted by craftymofo:

What the hell is this? I don’t understand. When was this posted? Who is “Dan Kristoff”?

For example, “Kraken – Change Health from 9 to 11.”
Was Kraken ever 9HP? I thought current cards were released just as they are now.
If suggestions to nerf or burf cards really matter, I gotta make a move.

 
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Referring to LightburneR

Medic (refer to Moloch)
0/3/1 → 0/3/0
Dread Panzer (refer to Bazooka Marine)
2/3/2 → 2/4/2

Flame Guard
3/5/4 → 2/4/2

Halt Advance
+Weaken 3

Immortal (for reference, Pummeler has 4/7/4, Evade, Siege and is non-unique)
+Evade

Medic is a n00b card,and Moloch is at Tyrol’s Champions and a buyable reward card(which usually better than others)

Dread Panzer is also a n00b card,plus you should refer to Saw Tank who is also radier 2/3/2 WITH EXTRA counter 1 and Rally Radier 1

Temptest will be better with 1 additional health at Flame Guard.

Halt Advance is a silver card.

Immortal is a silver card,your comapring it to a WAAAY better card and i said buyable reward cards is the best because they’re costly(like Irradiated Infantry is 250 gold and 6 standard common cards is 200)

 
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Some cards are better if played in a certain campaign/mission. That’s what I think. So when I get past the standard campaign, I sold most of my Hawkeyes,Medics,Infantries,etc. Example is the Flame Guard.
Why does it have 4 cd when it only have a Jam Raider as a skill? Because it is an introductory (or whatever called) card for Jam. After the player have gone too many Jam cards, he will just sell the Flame Guard.It’s like an old RPG game:Play,level up,sell old weapons_,_buy new weapons,play,level up, and so on. You can’t survive an attack from a dragon if you’re wearing rags and a wooden dagger.

 
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I start to see some really idiotic suggestions so Why don’t everyone just STFU already, calm down and refer the my questions above.

Who is this “Dan Kristoff” guy, and Is that SERIOUS users-made suggestions were really taken ONCE before? Was Kraken ever 9HP? If it was, then the discussions can continue.

 
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Orbo is Perfect. Because OP can’t inb4.

But yeah, some suggestions are good, but I like Abolisher as it is.

My Suggestions:

Anvil: Remove Crush, add 1 armor and 1 HP. Then it would be a real unique (that can still be airstriked, but not EMP+Atlas’d.)

Zerbur: make it 8 HP

Immortal: make it 10 HP

Feral Scorpion: Remove Siphon 3 (nobody uses it, and if we compare it to any other unique card, it’s considerably worse)
add leech 3 crush 3 make it 4 CD

Sand Crawler: Remove Counter 2, new suggested stats: 2/5 4 delay weaken all 1

Toxic Cannon: remove 1 ATK, add 1 HP

Concussive Guard: Remove Fear

Hydra: This card is terribad.. Remove armor 2 and add 3 HP

Tremor Wyrm: remove armor, and make it have shitloads of HP, minimum 6, but 8 preferable

Obsidian: Remove atk, add 1 HP

Gatling Tower: remove 1 HP, remove weaken, remove jam, make it strike 2

Invasion Coordinator: Compare to Duncan.. exact same.. race specific rally and siege 1..
So make it Rally Xeno 1 and Siege 2

 
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Dan Kristoff is the guy who’s a game designer for Synapse, one of the guys who worked on Tyrant, and the guy who released it to Facebook/Kongregate.

Sources:
1 and 2

 
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Originally posted by Mastertek:

I start to see some really idiotic suggestions so Why don’t everyone just STFU already, calm down and refer the my questions above.

Who is this “Dan Kristoff” guy, and Is that SERIOUS users-made suggestions were really taken ONCE before? Was Kraken ever 9HP? If it was, then the discussions can continue.

Those are the nerfing they did when Tyrant was still only on FB.