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There is no general thread for those cards... yet.
I'd store those cards here that are possibly over/underpowered.
Definitely overpowered:**Graverobber Baron**
Likely overpowered:, Great Council, Mural of Peace,Maracena
Possibly overpowered:Danse Macabre, Saboteur,Marauders,Valkyries, Trade Capital , Fort of Last Resort, Doomsday Machine
Viewed by some as overpowered, but mainly not:
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Definitely underpowered:
Likely underpowered: Master Builder
Possibly underpowered:Guild of Masons
Viewed by some as underpowered, but mainly not:Scout
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I can agree with Explorers being slightly underpowered especially since it has 1 defense making it easily vulnerable and its random resource isn't always easy to work with... still cheap, however, it takes up a slot. Valkyries is pretty strong (especially early-mid) but then again a little expensive (5 Gold) so it isn't too rewarding especially if the enemy first slot is a 1 gold card, ruin or waste making it less cost efficient.
I think it would be nicer if Explorers had 2 defense, resources regardless of what type are still necessary early game so it isn't all that underpowered. Valkyrie in my opinion should stay the same since it can only deal 3 damage to the first target. (wouldn't help if it's dead either)
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Thanks for starting this thread! Please keep it going - it will definitely help us rebalance cards.
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I think some of the more overpowered ones, or at least ones that are very strong, are the ones that can shut down your opponent's resource flow. So Valkyries round 1 when your first card is almost always a resource, Saboteur, Marauders, etc.
Mural of Peace and a pure Artistic block also feels very strong, outscoring your opponent while they have no way to deal with it.
As for underpowered, a lot of the Civics buildings feel very weak. Moneylender, Gambling Hall, Master Builder all don't feel like they're worth it at all.
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valkyries is fine in my opinion its quite expensive card if you dont have iron also its easy to counter
underpower choice its obvious prince in the hiding that card is super bad no idea if anyone is even using it
i cant think about any overpowered card since each of them can be countered if you know what strategy to use most of new players think many of cards are overpowered because they didnt unlock most of good ones
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Moneylender is a card that is useful if you have expensive cards somewhere, especially if your resources are limited.
Master Builder seems to be quite weak for its cost.
Resource Destroyers appearing on first round might be a problem.
And Prince in Hiding is just bad! It requires too much that you might not get. For a boost that only helps if it comes more than once.
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I'd definitely view Shadow Dancers as strong, but not sure about overpowered. There's a stronger version somewhere though, which has a very similar effect. That is ridiuculously powerful if you can get it to work.
EDIT: Stronger version is the Doomsday Machine. That isn't overpowered though cause it has a culture tax.
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Mural of Peace seems pretty overpowered at a passive point of view, It provides a good amount of points along with its cost. Though the card is strong against enemy group attackers it can also backfire to your own deck (unless you don't have attackers). I feel like it's slightly too rewarding and is heavily utilized in most cases. Despite this it has a hard time shutting down targets with high attack and is useless if the enemy has no attackers or against 1 enemy attacker alone. Mural of Peace might not need so much of a change at all in my opinion. (Probably something like -1 Culture at best due to its value).
I wouldn't consider Saboteur overpowered since it takes -3 culture and costs 4 gold, definitely a fair trade since it only takes into account for 1 economic per round (gives the enemy a chance to destroy it). Master Builder seems pretty inefficient in most cases since there's rarely a chance that you would have at least 2 Fortified Cards in play.
Moneylender is pretty useful especially if you're low on resources and can save you some gold (Really good against heavy taxers). Gambling reward in my opinion can either be good or bad (hence the name) but still makes up for its cheap price. Guild of Masons and Master Builder seem a rather underpowered and a little inefficient for their cost
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mural of peace is 3rd round card and can be countered by onagers which appears only in same round
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> *Originally posted by **[erebs](/forums/715754/topics/695512?page=1#10933032)**:*
> mural of peace is 3rd round card and can be countered by onagers which appears only in same round
Can be countered by onagers? Yes, unless...
there is a wall that holds until war
there is a building with more points
you don't draw them
siege is blocked
...
Is there any other counter?
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Trade Capital strikes me as overpowered, especially first round when you're stocking up on economic cards. Not only does it given an immediate, permanent gain of usually 4 or 6 culture (plus its own 2) that's spread out so difficult target, it also makes economic cards actually usefull when drawn on subsequent rounds, not to mention when drawn with Trade Capital also, gaining a double bonus. It basically negates the tradeoff of getting many economic cards, that being dead draws for future rounds.
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super overpowered card graverobber baron
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Graverobber baron is the reason why i'm always broke late game :(
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For having faced it twice against erebs, I can agree that Graverobber baron is actually really really overpowered, the stats are good by itself and the effect destroys anyone in late game
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There are currently three cards that might, after careful consideration, go to Definitely overpowered/underpowered: Graverobber Baron(overpowered)?, Explorers, Prince in Hiding(both underpowered)
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Won a couple of times with prince in hiding. He's the typical hero who goes stronger through trials (if he doesn't die^^). Not strong, but not weak either.
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Prince in hidging isn't that bad, I mean, it's extremly cheap, so if you already have one civic building it's worth a shot.
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Scouts seem rather bad. They do nothing except block opponent card's special ability, which even then does something more than scouts. Not to mention the opponent can choose which card gets blocked minimizing the damage.
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- Scout, like prince-in-hiding, is cheap
- The opponent can't choose in round 2 & 3 if he's draw in the 3 firsts cards
- Even if he can choose, he may block a masterpiece, depends of the situation
-A lot of cards need 1 or 2 horsemen to be effective
You don't play it every game, but he's totally usefull
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I guess I just need to experiment with them a bit more, but so far they were kinda useless in my matches.
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I'd say scout is pretty good, like most cards it is either strong or weak, although cheap. It's still strong because it nullifies cards with powerful bonuses but is weak against cards with stats only and no bonuses.
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> *Originally posted by **[Alectric](/forums/715754/topics/695512?page=1#10933607)**:*
> Trade Capital strikes me as overpowered, especially first round when you're stocking up on economic cards. Not only does it given an immediate, permanent gain of usually 4 or 6 culture (plus its own 2) that's spread out so difficult target, it also makes economic cards actually usefull when drawn on subsequent rounds, not to mention when drawn with Trade Capital also, gaining a double bonus. It basically negates the tradeoff of getting many economic cards, that being dead draws for future rounds.
This, I think it should be reduced to giving 1 culture point, not two.
Anything giving 6+ culture is pretty much OP given the fact that the rest of the stats in the game essentially don't matter, and it's not alwasys possible to draw enough damage either.
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Disclaimer- I'm still learning and haven't unlocked all the cards yet.
Don't know enough about Graverobber Baron to comment.
I think the problem with Mural of Peace is that it exacerabates a problem that already exists:
(In my experience) it's pretty rare to win a game by actually taking out enemy culture, even if you go after maximum damage. This is because 1) Players get to assign the damage dealt to them (which, don't get me wrong, I think is interesting and should be kept) 2) Attackers don't have high enough attack to really blow through the high defense you get with high culture cards.
Both could be remedied by making high culture cards have a little lower defense, so you can't quite ignore military buildup so much (which right now I think you can in most games. You'll get games where people build literally no miltiary, you win every battle, and you still lose or rarely just barely win by taking out all their cards in round 4. Or vice versa. You go after high culture cards and they just absorb so much damage). In fact, Mural of Peace might be even cooler (have a really significant swing effect, not just a rub-salt-in-the-wound effect) if the -2 actually mattered more.
I guess I'll just comment on the card classes now, because it's a bit better organized that way.
Infantry, Mounted, Ranged:
Valkyries
I think Valkyries is very strong for the reasons Noly stated. It's an almost automatic pick.
Heavy Catapults and Trebuchets seem like they would be strong as well intially, but, again, end up not always "carrying the game" against high defense high culture cards, so I actually think they're slightly underpowered (even Trebuchet only has a sometimes-minor-effect on the game, as long as you get Fortified cards).
I think Blind Bolt Throwers and War Drums are interesting (if there's some unpredictability to them), and wouldn't change them too much. Yes, there are games where they're useless (but being able to pick the cards you draw, as happens every round in Age of Rivals, allows the space for half of all the cards to be situationally useless), but situationally they're very effective, and I like that (and think the game should try to reward more strategy like that). The "No Fortified" cards like Mangonels and Onagers are also interesting for that reason (because they're situationally useful), but I think in real games Mangonels is very bad the way, again, overall attack vs. defense is balanced (the +4 basically has to take out something on its own, and most high culture cards have more than that).
I think the "high Attack" cards like War Elephants and Leviathans appear a lot stronger than they are, because there are so many ways to mitigate them (Fortified, knocking them out before battle, buying high defense cards and assigning damage well), and most Mounted and Infantry cards feel average to below average otherwise (you pick them because they're the "least worst" option to get a few conflict points, not because they're "good").
Civic and Artistic:
I think the strongest cards are the high culture, high defense cards. They're close to an automatic pick. Pantheon and Temple of Wisdom (Pantheon is a bit more interesting because it's a bit more situational, but I wouldn't remove either, just maybe rebalance).
Inconvceivable Wonder, Pyramid of Ages, 100 Days Festival, and even Colosseum are all super good. At first I thought Trade Capital would be strong, and it may be good in the first round when you're trying to buy a lot of Economic cards, but you usually won't repurchase those economic cards in Round 4 (because you'll have more important cards to purchase) if you can help it, so it's kind of underwhelming (especially when its cost is accounted for. 6 gold for one card in the first round can ruin your economy).
Underworld:
I know the least about Underworld card play.
I feel like Counterfeiter is an average but really interesting card, I like the way it is. Sometimes it is incredibly useless, sometimes incredibly useful.
I think a lot of the Underworld cards in general are underpowered unless they have combined effects, like Swift Assassin and Master Thief. Sneaky Tunneler would be good, except for the fact that it's only useful when you have a lot of attack and their only defense is a single Fortified (and you have another Underworld card). With less defense on high culture cards it might be a much stronger card.
Vandal is a bit better than average, but very situational (almost always an average effect if you pick it to avoid picking worse cards, but occasionally a very strong effect), wouldn't change much.
Civic:
I think Moneylender is fair (and a good addition especially for those low resource games) but most other Civic cards are underpowered. For example, City Guard would be good, but it only knocks out an Underworld card. How often does knocking out an Underworld card change the course of a game? It's mitigated by the low cost and the 3 culture, so it feels average, not underpowered, but most Civic cards offer less impactful effects than even this.
Guild of Masons would be really fun, but again, since I feel damage doesn't matter as much as it should (and you can purposefully knock out Fortified cards and the only penalty is them losing 1 HP), it's often underwhelming.
Great Council is the exception I think. It is a really strong card, I think possibly the strongest in the game. It only takes 2 types to break even on culture points, and that's almost a given. 5 types gives you +9 culture (huge) already, and I think many boards can have at least 5 types. I haven't unlocked Kingmaker or Brilliant Tactician but they might be very strong as well.
Economic:
Mostly well balanced? But resource cards feel stronger over the course of the game than straight +gold cards, because of the amount of purchases that happen.
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> *Originally posted by **[duckyflotsam](/forums/715754/topics/695512?page=1#10951384)**:*
> Inconvceivable Wonder, Pyramid of Ages, 100 Days Festival, and even Colosseum are all super good. At first I thought Trade Capital would be strong, and it may be good in the first round when you're trying to buy a lot of Economic cards, but you usually won't repurchase those economic cards in Round 4 (because you'll have more important cards to purchase) if you can help it, so it's kind of underwhelming (especially when its cost is accounted for. 6 gold for one card in the first round can ruin your economy).
yeah, a round 1 trade capital is incredibly hard to counter in most cases, it shouldn't appear during round 1 imo
> *Originally posted by **[duckyflotsam](/forums/715754/topics/695512?page=1#10951384)**:*
> I think Valkyries is very strong for the reasons Noly stated. It's an almost automatic pick.
one of the very few cards that can give you at least some chance against against culture spammers
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Seconding that Trade Capital on round 1 is absurd. Valkyries is something of a no-brainer to pick. You can build your strategy and your card picks around Mural of Peace. Speaking of no-brainers, Master Builder and Explorers are don't-buy-unless-you-have-only-bad-options. Nothing else really leapt out at me, because a lot of things are situational. Prince In Hiding has too narrow a use-case (so bad that the campaign deck needs to be stacked to make it effective and strong-or-pathetic cards that need a stacked deck to be strong are most likely going to be pathetic.) Compare Sanctuary, Pyramid of Ages, and Temple of Wisdom to it: both require the two additional cards, (Sanctuary and Temple fulfill one of their three-card requirements, Pyramid does not) except all three of my comparisons are actually decent cards even if you never complete their conditions.
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