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I think that you guys should add stops into the ladder for example in hearthstone if you get to rank 15 you could lose as much as you wanted to and you would stay at rank 15. I feel like this is a good idea because it lets people play new decks without the fear of losing their rank. So I hope you guys consider it.
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I FIGURED OUT HOW TO FIX GIFT OF THE WISE!!!
First idea, no card draw (obvious)... but how do you balance a turn 1 with 8 mana at lvl five...? Simple, pull a Rimelings. Those suckers are just better Gifted Recruits but they require five mana to place down even though they give three back. Replace the card draw with that and boom, no more op cycling and no bs 8 mana on turn 1. I'd say make it cost 12 and give back 13-17 as five mana for free is not something to be trifled with in the early game.
Lvl 1- cost 12, give 13 mana
Lvl 2- cost 12, give 14 mana (c11, give 13?)
Lvl 3- cost 12, give 15 mana (c11, give 14?)
Lvl 4- cost 12, give 16 mana (c10, give 14?)
Lvl 5- cost 12, give 17 mana (c10, give 15?)
Edit: had to double space bc formatting f'd it up
(I like the () better)
If you want to keep card draw well... ;-; (I cry)
But if it cost five mana at level one and just had the affect of draw one card well...
Lvl 1- c5 d1
Lvl 2- c4 d1
Lvl 3- c3 d1
Lvl 4- c3 d2
Lvl 5- c2 d2
Edit: same here
Card draw should NOT be free, having everything max at level five makes things problematic for certain cards (like this one).
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> *Originally posted by **[XxZINKOxX](/forums/955765/topics/912823?page=4#11654744)**:*
> I FIGURED OUT HOW TO FIX GIFT OF THE WISE!!!
>
> First idea, no card draw (obvious)... but how do you balance a turn 1 with 8 mana at lvl five...? Simple, pull a Rimelings. Those suckers are just better Gifted Recruits but they require five mana to place down even though they give three back. Replace the card draw with that and boom, no more op cycling and no bs 8 mana on turn 1. I'd say make it cost 12 and give back 13-17 as five mana for free is not something to be trifled with in the early game.
>
> Lvl 1- cost 12, give 13 mana
>
> Lvl 2- cost 12, give 14 mana (c11, give 13?)
>
> Lvl 3- cost 12, give 15 mana (c11, give 14?)
>
> Lvl 4- cost 12, give 16 mana (c10, give 14?)
>
> Lvl 5- cost 12, give 17 mana (c10, give 15?)
>
> Edit: had to double space bc formatting f'd it up
>
> (I like the () better)
>
> If you want to keep card draw well... ;-; (I cry)
> But if it cost five mana at level one and just had the affect of draw one card well...
>
> Lvl 1- c5 d1
>
> Lvl 2- c4 d1
>
> Lvl 3- c3 d1
>
> Lvl 4- c3 d2
>
> Lvl 5- c2 d2
>
> Edit: same here
>
> Card draw should NOT be free, having everything max at level five makes things problematic for certain cards (like this one).
the point of the card is that it's free. If we go buy your idea we might as well call it mart of the wise. What's happening here is that you are actually affected by a phenomenon based on the nudge theory, which recently just won the nobel price in economics, by putting in a few of op cards, the developers make players want to play more
Also collector's edition pack is too op, at this rate we only need to spend a couple of thousand to get all non-legendary cards to lvl 5.
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Also broken truce should be neutral
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Improvements- Hearth is op. I've played games where they stack Hearth 2 or 3 times and it's almost impossible to win. You should reduce the Heartbonus to 2 strength and make it only affect ununits.nd and
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Hello, I have played a fair amount of this game and I can accurately say that Gift of the wise should revive a slight nerf. I think gaining mana is a great ability, but being able to cycle a card is a little op. There should be a downside to gaining mana. It makes the card viable in the late and early game which is a little broken to me. If the card didn't have you draw a card I think it would be much more balanced.
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> *Originally posted by **[XxZINKOxX](/forums/955765/topics/912823?page=4#11654744)**:*
> I FIGURED OUT HOW TO FIX GIFT OF THE WISE!!!
>
> First idea, no card draw (obvious)... but how do you balance a turn 1 with 8 mana at lvl five...? Simple, pull a Rimelings. Those suckers are just better Gifted Recruits but they require five mana to place down even though they give three back. Replace the card draw with that and boom, no more op cycling and no bs 8 mana on turn 1. I'd say make it cost 12 and give back 13-17 as five mana for free is not something to be trifled with in the early game.
>
> Lvl 1- cost 12, give 13 mana
>
> Lvl 2- cost 12, give 14 mana (c11, give 13?)
>
> Lvl 3- cost 12, give 15 mana (c11, give 14?)
>
> Lvl 4- cost 12, give 16 mana (c10, give 14?)
>
> Lvl 5- cost 12, give 17 mana (c10, give 15?)
>
> Edit: had to double space bc formatting f'd it up
>
> If you want to keep card draw well... ;-; (I cry)
> But if it cost five mana at level one and just had the affect of draw one card well...
>
> Lvl 1- c5 d1
>
> Lvl 2- c4 d1
>
> Lvl 3- c3 d1
>
> Lvl 4- c3 d2
>
> Lvl 5- c2 d2
>
>
> Card draw should NOT be free, having everything max at level five makes things problematic for certain cards (like this one).
> *Originally posted by **[XxZINKOxX](/forums/955765/topics/912823?page=4#11655032)**:*
> Bite me pal, this forum is for card suggestions, not literal ego boosting.
While I agree with the general idea you put forward, I find it's difficult to ignore the fact that you opened with an all caps declaration that you were the one who had single-handedly solved the Gift of the Wise issue; something that seems quite "ego boosting" in and of itself. Also spent more time ranting off-topic than the guy you were accusing. Anyway, not saying he was contributing much to the discussion(this being a balance thread we're assuming there aren't meant to be some superior cards just for the sake of bribing players), just find it a bit ironic, if not hypocritical, the way you reacted.
Anyway, I'll stop there to avoid further distraction.
I do agree that Gift of the Wise needs some sort of change; free mana has been shown to be OP in Magic and other tcg's already, and that's in games where you don't redraw your hand every turn, suggestive that it's even more valuable in Stormbound. In fact, I've played a game with a redraw system where there was a card like Rimelings but it's overall mana cost was 0 and you could play it turn two. That has since been nerfed after being a 3-of(max duplicate for that game) in many decks for a long time. There was some deck-building constraint in that case, but Stormbound's still new and I use this example to provide a precedent where something that cheats mana can be easily exploitable when you know you're going to draw into more cards the more you play. The same goes for a game that used to be on Kong called Clash(predecessor of Blood Realm); there were some weak(eg deal 0-1 to one enemy) 0 cost cards that allowed cheap aggro decks to be the main competition. So when you compare this to a card that actually gives mana, with no requirement, the problem is quite clear. Recently acquiring the card has confirmed my suspicions, and I haven't even upgraded it yet to its more game-warping potential.
The draw power, due to the way we get cards already, is not the main problem IMO, but the combination of the two makes this a moot point; even if you had complete mana usage from your other 3 cards Gift of the Wise would still allow further plays by itself. I like mana gain as a Frost trait but it shouldn't be given freely or there's a blatant advantage. Even just building a Pirate deck I have defaulted to Frost for Gift of the Wise; there shouldn't be an obvious candidate for a neutral-based deck like that. I have no problem with the card being flexible enough to fo in any Frost deck, but it shouldn't be so good that it actually makes you more likely play Frost to access that particular card.
SO the idea to give it a minimum mana requirement for play is fine as a suggestion; there just needs to be a requirement so it's not 'open season' on free mana.
I don't think it should be so unwieldy as requiring 12 mana though; I like the card and that's going to make it painful to build around to the point where I'd only see it working in a specific deck.
Cost 5 seems to work for Rimeling, as it can't be played on your first turn even if you play second, so I think it's best to stick with that as you did with your second set, though I don't think it should go down in cost as it upgrades or you haven't really changed anything for the higher versions(cost 3 and lower is no different than 0, after all).
Anyway, still a viable direction to prevent the card being so OP, just might need more tweaking on the execution.
Your second one seems a bit ridiculous unless I'm missing something; you expect someone to pay 5 mana for 1 card? Or is cost 5, gain 5, for effectively 0 spent? In any case I think the base form should continue to do something mana related or you're better off sticking with Freebooters.
So I might agree to something with an unchanging base cost just to keep it from being exploited from turn 1.
So basically something like this: Lvl 1; C5 +6M, Lvl 2; C5 +6M D1, Lvl 3; C5 +7M D1, Lvl 4; C5 +7M D2, Lvl 5; C5 +8M D2.
Even looking at that, though, I feel it's too much still. *sigh* Tricky to make the base version playable but without the grading being warped by this method.
Personally, when I think about what the card is and what it is intended to be it gives me another idea; it might be best if the mana is given next turn. As in you pay X mana and get X(+0 1, 2, 3) mana next turn. Then it wouldn't be 'free mana' but more of an investment to stretch your ceiling for a turn or play reactively to your opponents move. This, to me, seems more descriptive of wisdom than just being handed immediate gratification. You're rewarded as the grade increases with extra mana, but there is strategic advantage from the earliest form of the card. Also pairs well with Lady Rime; mixed feelings about this as it may just make things worse in that context, but at least it's a combo and not just easy gain turn 1. I feel Rime scales mana a bit well anyway, so that's something to consider.
To compensate those who already own the card I would advocate the draw 1 being on the base copy.
So the gradings would look like this:
Level 1; Cost 4, Gain 4 Mana Next Turn, Draw 1.
Level 2; Cost 4, Gain 5 Mana Next Turn, Draw 1.
Level 3; Cost 4, Gain 5 Mana Next Turn, Draw 2.
Level 4; Cost 4, Gain 6 Mana Next Turn, Draw 2.
Level 5; Cost 4, Gain 7 Mana Next Turn, Draw 2.
May still be too strong at a higher level(haven't played it upgraded in the first place so I'm estimating) but I think the basic idea of delayed gratification takes the edge off; you can still play it early(if you go second) but you will not be able to get on board at the same time. Then turn 2 you can play big but your opponent has time to react and they're front is likely on top of you.
This could still be in addition to a general nerf; just wanted to get the idea out there and clearly outlined.
Another change to consider, which could be combined with any other alteration as a basic downgrade, is to swap 'draw' with 'replace'; pairs neatly with my concept but either way I think this would be worth looking into, whether in the context of Zinko's suggestion, my own or a third option.
Could even go from Replace 1 do Draw 1 at some point, potentially, which makes room in the grading for the max mana gain to be 2. Or simply keep the mana gain to 1 and it just goes;
Level 1 "+1 mana", Level 2 "+1 mana, Replace 1", Level 3 "+1 mana, Draw 1", Level 4 "+1 mana, Replace 2", Level 5 "+1 mana, Draw 2"...
Feels a touch harsh to those who have invested money into the game, though; if I were in that postion I'd prefer something that profers a strategic change rather than a more blatant nerf.
In regards to the semantics(ie the name of the card and what it does) I'd argue that the gift of the wise is wisdom itself; so as long as it represents wisdom in the way it works than it is on theme. Currently it only does so in the sense that it would be foolish to build a Winter Pact deck without it. It's actually a little childish to expect everything to come to you straight away...
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Neadle blast shouldnt hit life directly if there is plenty enemy mobs on the board
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Ubass was way overtuned this last patch. Easily 8 power move 1 and deal 3-4 damage in many cases for 5.. especially in winter decks this is OP.
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Just saw someone play Sirens of the Sea. 6/3 neutral for 10? So, what you're trying to say is, this card is required in all decks?
I'd love to see your numbers for what % of players who own this card have it in every deck they build. I can't think of a reason why it would be less than 100%.
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> _Originally posted by **[KetukasLee](/forums/941638/topics/912823?page=4#11661879):**_
> Neadle blast shouldnt hit life directly if there is plenty enemy mobs on the board
Needle blast would be really fun if it could also hit your own base and units :D
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I also have to put in a vote for Gift. Again, if the use rate of Gift in winter decks is less than 100% I would be amazed, and that's a sure sign of a broken card.
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I hope we all agree card drawing ability of gift of wise is op and you cant give someone 5 mana in 1 turn with 1 card. So my suggestion is change GoF to this. Lvl1: gain 1 mana. Lvl2: gain this turn and next turn 1 mana. Lvl3: this turn gain 2 mana and next turn gain 1 mana ...
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