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Hearthguards speed should be lowered to 1, its ridiculous having 8 units simply rush into your base guaranteeing a lose just because theres a structure in front of your base.
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Id also suggest a nerf for armed schemers, at level two it can pull units AND deal 5 damagento anyone bordering it while beingna group of 8 and costing only 7 mana on top of all this.
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> _Originally posted by **[Eggtat](/forums/941638/topics/912823?page=2#11639954):**_
> I think swarm faction need some tweaking. So many cheap units that can do 2 movements. A right starting deck you can overwhelm an opponent very quickly.
I definitely agree
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Gift of the wise is stupidly broken, Most cards have at least a downside to being played(a body where you didn't want one, spending mana that could be used for another card, losing a trade opportunity) but gift is just insanely broken.
I don't really have a suggestion to how it could become balanced, it's just too good. Free card that gives mana for free AND cycles deck? completely ridiculous. It should just be outright reworked, changing numbers wouldn't do much
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The potion of growth is op and needs to be nerfed man
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**the buildings run short of fun when they fill up the board**
-let buildings be occupiable
-let them be capturable by enemy once so everyone can have fun with the unique buildings
-balance this with a healthy building limit, keep the board small but enough space where units can still move like holy crap guys put a limit on the buildings so we can have an idea on where and how to put them on the field
-"enforce" mechanic where units can add strength to the building
-more single target spells for buildings
-unit suggestion: "Mountyyr" a satyr with a flying mount that can ignore buildings with like 2 strength but equipped with a mace that can sweep the front and sides of the unit
-and lastly please be more clear the grammar on the card description and add more effects for cards with "surrounding" attacks they still need a bit fixing
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Ok so I have like dozens of suggestions. Since every faction has different abilities i think it would be more fun to build decks based on these abilities.So for this first post I'll cover poison in shadowfen. I will leave the mana balancing to the devs
A
1. spell - Spawnic Toxins - for x strength in every poisoned unit, spawns x toads in a random surrounding tile of that unit.
2. creature - Living Poison - upon dying, attacking and at the start of a turn, poisons all surrounding units
3. creature - Venomous crawlies - upon attacking, + 2 for every surrounding poisoned unit
4. creature - Parasitic Toads - upon encounter, enters enemy host, and poisons that unit, spawns a toad in a random surrounding tile for every poison damage taken
5. structure - Contaminated Streams- at the start of each turn all units in front that does not associate with poison are poisoned
6. creature - marshland brewers - upon cast, deals strength damage to each poisoned creature, then poisons bordering creatures
7. spell - Miasma Hollering - pushes all units back as far as possible, if there are more than one unit in a colomn and one or more of these is poisoned, the poisoned unit is killed, poisons the closest units in each colomn
8. structure - Big Bad Pot - x strength, upon destruction, randomly spawns x units of strength 1 poison associated creatures, then a "bad pot" of strength x -1, and then upon death, a "Pot" of strength x-2 with the same properties
That's all for today
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More shadowfen suggestions (lots of new mechanics to consider)
spell - Faebond Intervention - an entire column is frozen for 2 turns, no cards/ events may affect thus column
spell - Shambling Drowned - for every square behind the front line, spawns a 1 strength zombie that cannot be targeted by spells (excluding creature effects)
spell - Vinesprout - every tree structure ( a new neutral structure mechanic) deals 1 damage to surrounding enemy units it, if it kills the unit, the unit becomes a neutral tree structure
creature - relentless worms - 1 strength, if attacking a nonstructure/nonbase, spawns a copy of itself if it died then that copy moves forward to attack
creature - Ravenscouts - pushes frontline 2 tiles ahead of the unit self and keeps it there until the unit is killed
creature - Everlings - upon death, spawns 3 strength neutral tree structure on all non-occupied surrounding tiles
creature - Woodland Spirits - can be casted on tree structures and can move through tree structures, spawns a tree structure where possible in it's row if it died
creature - treantcallers - upon cast, all trees become treants and lose tree structure properties, upon death, treants return to trees.
structure - canopy nesters - a non-neutral tree structure , +1 counter at the beginning of everyturn, spawns a "counter" number of ravens that comes down attacking anyone that may occupy the tile.
structure - sprawling quagmires - at the beginning of the turn, destroys all structures in it's row and colomn, and deals one damage to non-shadowfen units in it's row and column
structure - The Misting - all tiles in it's row and behind are hidden to enemy unless it is occupied by the enemy, cards being cast in this area will be shown to be casted on the tile of this structure as to indicate that it's not seen
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Now for ironclad
SPECIAL - Doctor mia now heals surrouding subjects (creature type) upon cast
Spell - Metallic Resound - All constructs and structures "resound" to surrounding units, giving 2 strength to all resounded units
Spell - Marry A Whisker - target enemy is destroyed along with a random bordering rodent unit, the stronger of the two remains as creature type rodent
Spell - Mineralise - target unit is destroyed and half it's strength given to base, the rest given to friendly units randomly among the board, if strength is odd, then strength minus equals one
Creature - Metacyborgs - at first counts as "subjects" (as in human subjects) upon death, revives at base with same strength but has construct properties
Creature - Experimental lifeforms - "subjects" that upon death spawns a construct or structure card with 0 mana in player's hand
Creature - Steampunk Children - "subjects" that share strength with surrounding construct tiles, if a battling construct dies the unit transfers all strength, if the unit dies, random surrounding nonbattling constructs, transfers the strength to the unit
Creature - Steelers - construct -Upon battle, randomly spawns a strength 1 construct on a random surrounding tile
Creature - The First Few - 7 subjects that has the following properties (including "subject"):"construct", "poison associated", "rodent", "woodland spirits", "satyr", "undead", and "unfreezable"
Creature - Cheesesniffers -roddents moves to target location avoiding as much combat as possible
structure - Aggressive Generators - On the beginning of each turn, randomly strikes one enemies for 1 damage (does not overlap), if there is a surrounding construct or enemy, the lightning continues, each unit may only be struck once, a construct would gain 1 strength when struck, enemy constructs are not affected by strikes
stucture - RATOH (rats and theirs-only hole)- a rat moving into and spawned on this tile will reappear in another set tile, exluding the row before the enemy's base
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Curse of strings is a busted card FOR SURE in my humble opinion. Two battles now in a row my Avian troops have been cursed of strings and I just lose even if I’m ahead because they just flood me from there.. it’s a ridiculous card that can change the tide of the game for a relatively low cost for what it has potential to take control over.
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Prior to anything, I want to say that I may not have tested this enough, but it seemed to me that Call For Aid spawns units of the same type (Satyr or Construct, for example) as the one targeted by the spell. I think it could be neat if the card text made it clear from the start. It could be very relevant for card synergies and interactions. And if I'm wrong, please ignore me.
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Just some balance suggestions (aka I just had a thirty minute rant to anyone that would listen and here's the cards from it that plague me the most).
Nerf list:
Gift of the Wise, no card draw, it's dumb.
Blood Ministers, converted units should not keep special attributes like death effects, combat abilities, successful attack blah blah blah. No more. (Keep Curse of Strings the same) I've literally watched my opponent take a 1hp Windmaker and TWO Project PH03-NIXs... that's literally insane.
Potion of Growth, simple, nerf it.
Crazy Bombers, reduced unit count to one, or make it four and the damage four aswell. It offers to much value and it's a little busted for only nine mana.
Avian Stalkers, make spawned units three strength (and at level two make the Stalkers six strength and keep those units at three).
Needle Blast, make it so it doesn't hit the base (also in the rework list). (Ps. I've literally watched a lvl two Needle Blast only deal one damage to two different units out of nine... you know where the other three damage went...)
Siren of the Seas (aka the stem of all my rage), its op, three movement on this thing is ridiculous. Think of this thing at high levels or MAXED, ridiculous, utterly ridiculous.
Reworks! (aka kinda nerfs)
Sharpfist Exiles, start with five strength and gain one for every enemy unit/structure on the battlefield.
Lucky Charmers, start with five strength and gain one for every pirate in hand. (d'ya ever get that feeling like déjà vu?)
Boosting Elixir, make the second and fourth upgrade reduce mana cost INSTEAD of increasing damage. (Seriously, at level two you're already getting 8 strength for 4 mana) Making it give three strength to the selected card and two to the random one would also work if people want to keep the mana the same (btw one of those values goes up each of the first two upgrades, not both).
Needle Blast, this card is kind of trash (EXCEPT FOR BASE DAMAGE COUGH COUGH) so making it only target units and giving it five damage for four mana would give the card a bit more value.
Chaotic Pupil, great for hitting the opponents base, nothing else. Give it two more death damage, restrict it to one movement, and make it only hit units. Could give it one more damage and one movement aswell if the targeting should include structures.
Buffs: (kind of short as this post was made in anger)
Victors of the Melee, make it hit the thing that its attacking or give it another unit. It kinda sucks.
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> *Originally posted by **[SinToWin](/forums/955765/topics/912823?page=3#11651415)**:*
> > _Originally posted by **[Eggtat](/forums/941638/topics/912823?page=3#11647546):**_
> > > _Originally posted by **[rjfc](/forums/941638/topics/912823?page=3#11647378):**_
> > > Gift of the wise is stupidly broken, Most cards have at least a downside to being played(a body where you didn't want one, spending mana that could be used for another card, losing a trade opportunity) but gift is just insanely broken.
> > >
> > > I don't really have a suggestion to how it could become balanced, it's just too good. Free card that gives mana for free AND cycles deck? completely ridiculous. It should just be outright reworked, changing numbers wouldn't do much
> >
> > Gift of the wise was intended to help play the winter faction cards since the majority of em are pretty expensive. But the reality is the meta of this game is focus on cheap mana units. When you add the non factions units into the equation then gift of the wise gives a nice boost.
>
> I can agree with your statement. Most Winterpact cheap cards are weak and have no to little movement. Their early game is just bad, and you literally need the advantages that gifts of the wise provides or you might as well just be hoping for the best hands of your life. Especially after you see ironclad dropping 10+ power creatures on turn 2 and swarms massive field advantage they receive from their better movement perks (it's sucks to have a 7 power structure dropped on your doorstep on turn 2 when all your early game cards can't destroy it in one turn and defend simultaneously). Yes, gift of the wise can pull off some insane stuff mid-late game, but that's the point. Ironclad and swarm get ridiculous strong starts, and shadowfen are just shadowfen.
>
Weak early game? Maybe at low ranks/ if your cards aren't leveled up.
Level 3 Gift of the wise enables the Best turn 1 plays(elixir wise) out of any faction while remaining BIS for the entire game.
It's like pot of greed all over again(no wonder it got banned)
In your example Ironclad requires specific positioning and draws to do it (Probably a combination of getting Destructobots turn 1, along with a 2 cost card for the play to be decent, and the enemy CANNOT be able to kill either unit in order for the elixir to be used) If one of those 2 conditions weren't fulfilled Destructobots' overall effectiveness for that match greatly decreases since, like any other card(bar Gift of the wise), they carry a downside. All you described in your post were dream plays from each faction, with "best hands of their lives" as you put it. Guess what? Winter also has a play like that: Gift into rimelings into any good 4 mana card turn 1, I dare say that's an ever better start than any "ridiculous start" Ironclad and swarm are capable of.
The catch is that every card in the game(sans maybe freebooters) has strong and weak points(and scenarios, even freebooters definitely have weak scenarios like not not being able to afford placing a body in a given slot to get the cycle effect) in the game, even other known OP cards such as potion (need a body, can't be used as a turn 1 play except by... Gift of the wise using players), Avian Stalkers(keep drawing it before turn 5 and it will do nothing but limit your plays, and even when gotten at turn 5 it requires you to be able to push up and already have presence in the board to have a big impact, in a sense it's a very good card when you're successfully pressuring the opponent but near useless when getting pressured yourself). Gift completely bypasses that. It is BIS on every hand not only on mid-late game it's also the single best card to draw early game as well, out of any faction. Like, seriously It's probably the only card that you could strap into any given deck that currently doesn't have it if it was a neutral (provided it isn't level 1, level 2 it reaches OP tier, at level 3 is when it hits the stratosphere of stupid broken tier) and it would make it better.
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> *Originally posted by **[Eggtat](/forums/955765/topics/912823?page=3#11652709)**:*
> Yes because we always start the game with such a nice hand and everything goes accordingly to our plan. Have you looked at the winterpact cards? Wisp at lvl 4 has 4hp and it cost 4 mana to deploy. Frosthexer 3 hp at lvl 5. From beta till now i dont even bother using the 6 mana plus cards. Their cost versus hp is not worth it in a game where the cheapest units counts. I would look into swarm if you want to call something OP. It's the only faction that can make a deck of avg 3 mana and still win. At higher lvl it gets even worse with all its 2 movement units and higher hp.
Good job, you did nothing to refute any of the points I made. I'm not even talking about Winter, or Swarm, or Iron or Fen as a whole.
You could make a full Neutral deck and just strap gift of the wise there and the card would still be broken. The problem is that it has perfect synergy with every card it can be paired with, again it is never a bad draw in any situation, unlike, you know, every other card in the game that has moments where drawing them is useless. No card should be without any flaw.
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Can you make destructobots mana cost 1 again. Because every turn your and enemys units will fight and get destroyed so its hard to have 2 surrounding units at the start of your turn which makes boosting elixir a hard to play card but des.bots were helping to the usage of boosting elixir with 1 mana.
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