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Hello Everyone,
We'd like to try using this thread as a place to gather all player **suggestions that are specifically about cards. **
Examples:
* New Cards / Abilities - "add a card that does self destruct"
* Improvements - "clarify on Emerald Tower that it only buffs cards in the *column* in front"
* Balancing - "Potion of Growth is too strong for the mana cost."
Please be concise and clear in your posts.
I'll update this list on occassion so that we can have a bigger picture view of what players are requesting, as opposed to many many threads being lost in the shuffle.
For suggestions or quality of life improvements that pertain to the game overall, please [use this thread](http://www.kongregate.com/forums/955765-technical-issues-feedback/topics/908980-official-suggestions-quality-of-life-list).
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Well you said it yourself. Potion of growth is too powerful for its mana cost. Either increase its mana cost by one or decrease the amount of strength gained by 1.
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Gift of the wise seems like it's too good... Havrnt played it at higher levels, but my experience as a long time MTG player gives me a feeling that card draw is an incredible advantage, and free mana on top of that may bust this card. Anything that replaces itself or more needs to have another disadvantage or else it's basically just going to enable you to cycle your deck faster for free and I'm sure at higher levels this means dropping way more legendaries a turn. My guess is at high levels of play most players are using winter along with gift of the wise, rimeling, maybe freewheeling pirates? And any other "draw a card" card because card advantage means you get more bodies on the field each turn... especially once you hit the point where you can effectively dump your hand each turn.
I'm not suggesting a specific nerf. I'm just saying that my experience with TCGs has shown me that card advantage alone can practically win games.
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> _Originally posted by **[WyattA15](/forums/941638/topics/912823?page=1#11626104):**_
> Gift of the wise seems like it's too good... Havrnt played it at higher levels, but my experience as a long time MTG player gives me a feeling that card draw is an incredible advantage, and free mana on top of that may bust this card. Anything that replaces itself or more needs to have another disadvantage or else it's basically just going to enable you to cycle your deck faster for free and I'm sure at higher levels this means dropping way more legendaries a turn. My guess is at high levels of play most players are using winter along with gift of the wise, rimeling, maybe freewheeling pirates? And any other "draw a card" card because card advantage means you get more bodies on the field each turn... especially once you hit the point where you can effectively dump your hand each turn.
>
> I'm not suggesting a specific nerf. I'm just saying that my experience with TCGs has shown me that card advantage alone can practically win games.
I just want to echo that Gift of the wise is OP.
Card suggestion:
**Mortal sacrifice** (5/4/3/2/1 mana) destroy an ally unit to gain its attack power as base HP. I'm a little bit iffy on this concept cause I'm not sure if base healing is good for the game.
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Who thought Avian Stalkers was a good idea? This card needs to be adjusted. Instead of 5 strength Ravens on all tiles behind, it should be like 3 or 2 strength. Keep the cost though.
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> _Originally posted by **[WyattA15](/forums/941638/topics/912823?page=1#11626104):**_
> Gift of the wise seems like it's too good... Havrnt played it at higher levels, but my experience as a long time MTG player gives me a feeling that card draw is an incredible advantage, and free mana on top of that may bust this card. Anything that replaces itself or more needs to have another disadvantage or else it's basically just going to enable you to cycle your deck faster for free and I'm sure at higher levels this means dropping way more legendaries a turn. My guess is at high levels of play most players are using winter along with gift of the wise, rimeling, maybe freewheeling pirates? And any other "draw a card" card because card advantage means you get more bodies on the field each turn... especially once you hit the point where you can effectively dump your hand each turn.
>
> I'm not suggesting a specific nerf. I'm just saying that my experience with TCGs has shown me that card advantage alone can practically win games.
Wait till you fight people with lvl 4-5 of gift and pirates or you already have, then you know it is much much more op. I have played winter deck forever now and gift wasnt that OP back then. It was when they release all those pirate cards that change the way the game was played. Combined with those pirate card that discard cards, you can cycle very quickly. Especially the way the cycling system works atm, the same card can be cycle back on the same turn or next. I guess they should lower the number of draw cards by 1 and change the cycling system so the same card cannot be use twice in a row. Keep the mana boost from gift so that card stays useable after all winter faction is focused on mana regeneration and ice control. Without mana regen the ice combo wont work, it is just too expensive in the early stage.
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Hello Everyone,
-Balancing - olf the hammer and lady rime are too powerfull, making winter pact strongest deck in the game,
playing this deck you need just wait for late game and game is yours
-.Suggestions
olf the hammer - decreased on play movement to 1.
- decreased heal for base at least to 2
lady rime - increased mana cost at least 9 or 10.
- decreased basic hp stat to 1 or 2. (reason is anyway it's crazy card for late game, so let it be played only in late)
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I believe it. Any card that replaces itself is inherently very powerful especially late game since you'll have the mana to continue definitely play whatever type draw after. IF things continue to draw extra cards they need either way higher mana costs or to do something else like damage your base. Building pirate/winter seems like an almost unbeatable combo deck.
Again, look at games like Magic the Gathering: card draw is stupid powerful because the more spells you can cast a turn the more likely you are to win. And in a game with so few cards hitting a cycle where you can almost go infinite sounds all too plausible at higher levels.
Also: the best way to see if a card is over powered is to look at the cards being used at various tiers: are any of them in pretty much every deck? If so it's probably busted. Are there any cards that never get used? Probably could use a boost. The same goes for factions, if any factions clearly get far more play than others then clearly something is unbalanced right?
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> _Originally posted by **[WyattA15](/forums/941638/topics/912823?page=1#11626572):**_
> I believe it. Any card that replaces itself is inherently very powerful especially late game since you'll have the mana to continue definitely play whatever type draw after. IF things continue to draw extra cards they need either way higher mana costs or to do something else like damage your base. Building pirate/winter seems like an almost unbeatable combo deck.
>
> Again, look at games like Magic the Gathering: card draw is stupid powerful because the more spells you can cast a turn the more likely you are to win. And in a game with so few cards hitting a cycle where you can almost go infinite sounds all too plausible at higher levels.
>
> Also: the best way to see if a card is over powered is to look at the cards being used at various tiers: are any of them in pretty much every deck? If so it's probably busted. Are there any cards that never get used? Probably could use a boost. The same goes for factions, if any factions clearly get far more play than others then clearly something is unbalanced right?
Prior to the intro of the pirate cards, the cycling deck wasnt even viable, it was a frozen core base deck and then they nerfed it. I honestly think that the pirates is what made the game so broken at higher ranks. It's double cycling, 5 cards in total at lvl 4. Thee pirates complemented the winter faction the best as they are mana regen oriented. They should nerf the pirate card at high level. I run a freeze wisp deck and honestly i cant beat a pure cycling winter faction. I clean the map with freeze spell combos and then just cycle through and drop 5 units on the map thanks to the cycling system and collector mirz. To make matter worse, everyone in rank 1 are high level than me lol.
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@eggtat that makes a lot of sense. Any cards that allow that kind of cycling in a game with such small decks is going to get broken fast.
If gift is a part of the "core" of the winter deck then all the more of it being an indicator that it's maybe a little too strong. I think it being a mana boost without drawin extra cards is pretty solid.
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> _Originally posted by **[WyattA15](/forums/941638/topics/912823?page=1#11626844):**_
> @eggtat that makes a lot of sense. Any cards that allow that kind of cycling in a game with such small decks is going to get broken fast.
>
> If gift is a part of the "core" of the winter deck then all the more of it being an indicator that it's maybe a little too strong. I think it being a mana boost without drawin extra cards is pretty solid.
Oh no i mean core as in the tower frozen core. From my experience, winter faction arw not good for pushing up fast like let say satyrs. Most of their units revolvw around freeze combo. After they nerfed the frozen core, it has become hard to properly use the freeze combo as it would cost 7 mana and you have to make sure that those cards are cycled into your hand and not one here and next one at the next move. 7 mana cost you have to make sure you clean up the bulk of the opponent's troops or else it would be for nothing as the wisp has low hp and wont hold his ground. So its 7 mana less for you to play other troops. Thats where gift come into play, it can regen enough mana for you to make a decent troop placement to keep the gain you've made with the freeze combo. Olf and the other cards all got nerf and their mana cost is high. I admit that the cycling is broken and OP but it's not really the fault of the winter faction. The addition of the pirates and the way cards are cycled is what makes it so OP. I submitted ticket asking them to stop allowing card to cycle so randomly. So i think the best way to fix this issue while not make winter faction unplayable is to lower the cards that can be drawn to 1 no other what level you have. That way it should greatly limit the amount of cards you can cycle through and hopefully make those top player play the deck the way it was intended to and not just spam cheap units.
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The AI is too powerful, I mean they have basically god cards on level 2-3 of the story mode, I've playing it for three days and still can't beat it, I'm beginning to think that this is a pay2win game, I know the game is supposed to be a strategy game where you need to think about you're every move, but I feel like the difficulty can be adjust a little bit, or you just want to to be a pay2win game, then that's fine, I can understand that.
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I enjoy thinking of new card concepts heres more. **tower of necromancy** (4mana structure
3/4/4/5/6 durability)passive board effect of all ally knights that Die will spawn a (1/1/2/3/4strength) skeleton (undead) on a bordering/surrounding(?) Tile. Why knights? Logically doesn't make sense for mechs to become zombies, so those other undeads, I don't think rimelings also qualifies whatever they are. Knights don't have synergy like mechs, pirates and satyrs. So I have to be specific with knights.
Heres something I suggested from another topic.
**Fire wall** (7/6/6/6/6 mana spell) set each tile on single column on fire. An enemy minion who steps on the burning tile receives (2/2/3/4/5) damage and the fire on that tile is extinguished. Enemy units already on the tile when cast will receive the damage immediately.it's A mix between temple guardians and flame stream.
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You should look for some famous Magic The Gathering cards, it is the oldest trading card game that had existed
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> _Originally posted by **[TheLastShura](/forums/941638/topics/912823?page=1#11628337):**_
> You should look for some famous Magic The Gathering cards, it is the oldest trading card game that had existed
Agreed. I keep referencing it ad using terms from it as a model because they've really figured out what works and what doesn't.
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> _Originally posted by **[WayT3](/forums/941638/topics/912823?page=1#11627552):**_
> The AI is too powerful, I mean they have basically god cards on level 2-3 of the story mode, I've playing it for three days and still can't beat it, I'm beginning to think that this is a pay2win game, I know the game is supposed to be a strategy game where you need to think about you're every move, but I feel like the difficulty can be adjust a little bit, or you just want to to be a pay2win game, then that's fine, I can understand that.
The reason why they made the AI stronger in levels is to limit players from reaching rank 1 too fast and easy. You use to only need to climb 10 or was it 15 ranks and prior the arrival of the new players, it was pretty dead. It was hard to find any players to play against. So i think it order to slow people hitting rank 1 they boost the AI level.
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Buff Temple Guardians?
For being a legendary his ability is kinda lackluster compared to say, Avian Stalkers (@ lvl 1). Stalkers makes 5 str units in way more situations, and generally speaking, a whole bunch of 3 str troops when you've got enemies knocking at the gates isn't going to swing things in your favor. I like that it only gives you the boost in very specific situations... but maybe it should be cheaper? There are way better 8 drops out there...
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There are death/attack/on play trigger effects but no defence effects. A card with deal 1dmg to enemy base when get attacked or poison 2 enemys when getting attack could be good also these cards should have 6-9 power with 0 speed because they are basicly tanks
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> _Originally posted by **[jolultra](/forums/941638/topics/912823?page=1#11626327):**_
> Who thought Avian Stalkers was a good idea? This card needs to be adjusted. Instead of 5 strength Ravens on all tiles behind, it should be like 3 or 2 strength. Keep the cost though.
Yeah that card cant be epic its basicly better then any legendary cards. Collector mitz??? Haha it only gives you 1 5 powered unit but that card gives you 3-4 5 powered units please nerf this card its way toooo op. 2 powered units wount be that muchh problem
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> _Originally posted by **[WyattA15](/forums/941638/topics/912823?page=1#11628966):**_
> Buff Temple Guardians?
>
> For being a legendary his ability is kinda lackluster compared to say, Avian Stalkers (@ lvl 1). Stalkers makes 5 str units in way more situations, and generally speaking, a whole bunch of 3 str troops when you've got enemies knocking at the gates isn't going to swing things in your favor. I like that it only gives you the boost in very specific situations... but maybe it should be cheaper? There are way better 8 drops out there...
Temple guardian use to be spawn equal number of troops on the line and not like it is now. It was way to strong considering all 4 units push up at the same time. I guess thats why it got nerfed.
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Hey all,
Thanks you for all the input and please continue with all this feedback!
Wanted to quickly say that we check this post regularly and add all comments to our internal design sheet to be looked at - also all card ideas are on that list!
As a thank-you we wanted to share these sketches with you, which will be part of a new set of cards that a few on the team has started working on.

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Ooh concept art, me likely.
I'm back at it again with another card suggestion.
**Ancient totem** 5 mana structure (2/3/4/5/6) durabilty . passive effect: all cards played by you are upgraded by 1 level. Opens up a possibility for a level 6 card but only achievable in conjunction with this card.
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Im not sure but crazy bombers looks like stronger then it should be a little nerf for bombing skill would be good but as i said im not sure.
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> _Originally posted by **[Eggtat](/forums/941638/topics/912823?page=1#11626544):**_
> > _Originally posted by **[WyattA15](/forums/941638/topics/912823?page=1#11626104):**_
> > Gift of the wise seems like it's too good... Havrnt played it at higher levels, but my experience as a long time MTG player gives me a feeling that card draw is an incredible advantage, and free mana on top of that may bust this card. Anything that replaces itself or more needs to have another disadvantage or else it's basically just going to enable you to cycle your deck faster for free and I'm sure at higher levels this means dropping way more legendaries a turn. My guess is at high levels of play most players are using winter along with gift of the wise, rimeling, maybe freewheeling pirates? And any other "draw a card" card because card advantage means you get more bodies on the field each turn... especially once you hit the point where you can effectively dump your hand each turn.
> >
> > I'm not suggesting a specific nerf. I'm just saying that my experience with TCGs has shown me that card advantage alone can practically win games.
>
> Wait till you fight people with lvl 4-5 of gift and pirates or you already have, then you know it is much much more op. I have played winter deck forever now and gift wasnt that OP back then. It was when they release all those pirate cards that change the way the game was played. Combined with those pirate card that discard cards, you can cycle very quickly. Especially the way the cycling system works atm, the same card can be cycle back on the same turn or next. I guess they should lower the number of draw cards by 1 and change the cycling system so the same card cannot be use twice in a row. Keep the mana boost from gift so that card stays useable after all winter faction is focused on mana regeneration and ice control. Without mana regen the ice combo wont work, it is just too expensive in the early stage.
I agree. We shouldn't be able to use the same card twice in a row.
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Bladestorm is OP when upgraded.
Seriously, at lvl 2 it's already 1 to 2 damage to all units. let's say that a player has 8 units, thatt makes in average 12 damages for 5 mana O_o
I would suggest to reduce the mana cost to 4 but inflict 0 to 1 damage at lvl , 0 to 2 at lvl 2, etc.
If it's not nerfed, I'm definitely going to max it as soon as possible.
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