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So, I have created a couple hundred cards that I want to share with you. I also want to hear your opinion on what rarity it should have.
**Before you give out an opinion, read this first:**
The cards that I create has a cap on how powerful they can be.
Their base attack will not exceed 100.
Their base health will not exceed 600.
Their skills set will rarely exceed 100.
Their trigger skills will rarely exceed 200.
Some cards will also have 5 and 6 turns.
Also Commanders base health will not exceed 1000.
And a Commanders skill set will rarely exceed 50.
Treat the cards as if it were released in 2019.
Due to being unable to show images, links are shown instead. If your an Administrator and are able to change those links into the images those links sends you to, then please do it.
With that out of the way, here are the cards, though they already have a rarity given, I'd like to hear your opinion. Because most of the rarities are misplaced:
01. Halim Eikenboom
(https://imgur.com/C8katbO)
02. Pauline Katrín Hildebrand
(https://imgur.com/0csy6JO)
03. Augustus Pound
(https://imgur.com/0APGopK)
04. Walter Fisher
(https://imgur.com/MgEewfz)
05. Cailyn Anica Mariani
---. Priapos Nardovino
(https://imgur.com/7oKZMbH)
(https://imgur.com/mQbOSaX)
06. Shahid Riese
(https://imgur.com/3KflzGx)
07. Aonghus Katharina Davidyan
(https://imgur.com/fBaBuG3)
08. Nebile Anker
(https://imgur.com/FQpO1Go)
09. Dipaka Alinafe Espensen
(https://imgur.com/dTI6JGv)
10. Aamina Cher Meisner
(https://imgur.com/DZFT0Qm)
C-1. Amarachie Bridie Kemp
(https://imgur.com/m5RQc3c)
C-2. Belma Lennon
(https://imgur.com/2wB465c)
C-3. Æðelwine Patterson
(https://imgur.com/cGyNAlf)
C-4. Zakkai Corinna Carman
(https://imgur.com/CzP58Pk)
C-5. Courtney Felicja Sharman
(https://imgur.com/u75u9c5)
C-6. The Profet Uncle
(https://imgur.com/cu0STxv)
C-7. Pandamalin
(https://imgur.com/wmAvlTa)
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I'm sorry in advance if my comment seems out of line, or that the insight I have in cardmaking is lackluster, but I feel like the caps you set are too low attackwise and too high healthwise. That, combined with the corrosive/sunder/jam/flying on some of the cards would make matches quite long in my opinion.
I have never seen the rush effect before, I'm guessing it reduces the delay on friendly assaults and structures? I think it would be a great inclusion to new commanders.
Flying, on the other hand, I feel has no place in any meta. I can only see it artificially extending fights and causing a lot of rage as some battles would be decided by luck.
The non-round numbers decided on for the cards also raise a few eyebrows, but that might be because they are singles and not doubles/quads. If there are quad versions of these cards, I think they might be more worthy of review than just the singles. If not, picking numbers divisible by 5 or 10 would make a large improvement in my opinion. :)
With all that being said, I will imagine a meta where all cards have similar stats to these and try rating them accordingly. I will be giving ratings from 1 to 10, as I don't think I could correctly give them rarities.
Halim Eikenboom- 7/10, a strong card capable of keeping the entire field alive, while having enough armor to stay alive itself. Not really capable of scaling well, though.
Pauline Katrín Hildebrand- 8/10, very high stats for its delay, with venom being able to improve the potential of its damage. Trigger effects seem quite low, especially for valor, which could only trigger once and maybe not even that due to the cards high attack value. Corrosive seems a bit out of place on it.
Augustus Pound- 7/10, with its insanely high HP, especially for its delay, I can't imagine it dying to most other cards on this list, would be a prime candidate for attack buffs from other cards. Corrosive is a nice fit for such a tanky card, as is leech, but the amount of leech and mark is basically nonexistent.
Walter Fisher- 10/10, I could see this card single-handedly prolonging the battle to turn 50. In a meta where all assaults have starting attack between 1-100, as well as 1-100 strike to counter it, this card is just inviting a toxic stall meta for defensive decks. High stats too, for 1 delay especially. This card needs to be reworked.
Cailyn Anica Mariani- 10/10, again, this structure seems too OP for the meta you propose- shutting down all enemy units on play, sundering one unit for most of its attack every turn and summoning a relatively strong unit, this is just too much. It probably needs some delay, less hp so it can be downed before it triggers, or both.
Priapos Nardovino- 7/10, the unit itself doesn't seem too broken though, maybe the jam effect is a little much, especially when combined with its structure. Avenge wouldn't trigger as often since all units have insane HP and low attack, and disease fits nicely on the card IMO.
Shahid Riese- 6/10, I'm not sure how to feel about this card. It's so slow and the scaling it has is relatively small, but in a meta where units are immortal, it's a strangely nice fit. Wouldn't want to ever use it though.
Aonghus Katharina Davidyan- 7/10, now this is a unit I can get behind. Higher attack than HP, small delay, capable of downing annoying cards before they activate. Hunt + sabotage is a nice combo, and subdue might actually be a lifesaver rarely with this low attack meta. A bit squishy, but in a balanced way.
Nebile Anker- 5/10, slow but basically unkillable. No attacking deck would ever have place for assault because of this slowness and the counter meta it tries to enforce, but it can tilt a lot of people on defense. I don't like the design of it, but it gets the job done.
Dipaka Alinafe Espensen- 9/10, the fortify/overload combo on a 1 delay unit is really strong. Stats are quite low, as is the refresh, but it would probably take 2 hits to kill, so its effect could go off at least once. It might be broken, but I can't quite imagine overload being that good with such low skill values.
Aamina Cher Meisner- 7/10, the best scaling out of any other card on this list, though a bit slow. Coalition might be of some use despite its low value due to the survivability of other units. Sunder/jam from the other units would shut it down completely though.
Now to the commanders:
Amarachie Bridie Kemp- 10/10, should never see the light of day.
Belma Lennon- 8/10, strike and enhance are a bit on the weak side, but rush all seems really strong and its low health compensates for it. Probably the best designed card here.
Æðelwine Patterson- 10/10, should never see the light of day.
Zakkai Corinna Carman- 6/10, a weaker version of Belma Lennon, but still interesting and possibly playable.
Courtney Felicja Sharman- 9/10, the power level of this card seems comparable to the commanders in the game, maybe a little too much health, great design though.
The Profet Uncle- 5/10, a bit underwhelming with its values, but it can be a passable midgame commander.
Pandamalin- 1/10, great alternative for a starter commander, it would absolutely get replaced after the start of the game.
Thank you for all the effort you put in making these cards, they were wonderful to review, hopefully the criticism I offered was constructive and not toxic. :)
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I'm very grateful for your review, though I plan to show 10 more cards in the upcoming wednesday. I can assure you there'll be more cards that is just as broken as Walter Fisher and Cailyn Anica Mariani, and also cards that are going to the complete opposite.
Also tell me if you want me to increase the amount of cards that I'll show in the upcoming wednesday.
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It took me about an hour to evaluate every card and write a review, so I think 10 units is the perfect amount. Commanders are easy to review in my opinion so you can share as many of those as you want. Thank you for your hard work and I hope other people take a look at your creations as well.
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Actually, that was all the commanders that I have made so far. Though, more commanders may appear in the future.
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Skillsets and values are totally off, even if I imagine all cards are from 2019. There is a reason there is no Rush on cards, because its an OP skill that gets out of control too fast as we have seen in the past. If you really want to spent time comming up with new cards I suggest you better take a look at the cards that are present atm and then use them as orientation for your designs. Otherwise what you do here is unfortunately rather pointless, no offense. Some of the designs posted make me even question if you actually play TU at all. Flying is a mechanic that is not in use except for the Orbos and that was meant to be a joke. Another issuse here are the wonky numbers on all cards. As you should know Comdevs are working on rebalancing all cards, that is why all cards have values dividable by 10. You reeeally should better get into what is meta and work with what is present instead of just throwing skills and numbers together. It's not helping anyone if others have to completely rework your designs to make them viable for TU. That would be a waste of time on both ends. Inhope you don't get me wrong here, I enjoy reading new ideas, but what you posted is just too far away from where the game is atm.
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I'm completly aware of the current state of the game. Also, the cards put here aren't meant to be competed against the cards in TU. This is just me making cards to see if they're good and to see what happens if a card that has these skills and stats are fighting against another card with another sets of skills and stats.
Basically a what if version of TU.
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Also, if I do get hired to make cards. I'm definetly going to create a different set of rules and caps before creating cards.
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btw here's also some extra info. The rarities that has been given to the cards are based on how many battles they survived.
Common: Died on the first battle
Rare: Survived 1 battle
Epic: Survived 2 battles
Legendary: Survived 3 battles
Vindicator: Survived 4 battles
Mythic: Survived 5+ battles
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> *Originally posted by **[lafl951159](/forums/2468/topics/1948141?page=1#13653144)**:*
> Also, if I do get hired to make cards. I'm definetly going to create a different set of rules and caps before creating cards.
As promised, my comment: Please note that any owner of a creative work reserves the right to direct how it grows. As such, you would not be able to create anything differently without the owner's approval. So it would probably be better to say, "I would like to...". This may be frustrating, but you need to understand and respect the owner's rights.
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> *Originally posted by **[lafl951159](/forums/2468/topics/1948141?page=1#13653146)**:*
> btw here's also some extra info. The rarities that has been given to the cards are based on how many battles they survived.
>
> Common: Died on the first battle
> Rare: Survived 1 battle
> Epic: Survived 2 battles
> Legendary: Survived 3 battles
> Vindicator: Survived 4 battles
> Mythic: Survived 5+ battles
What basis did you use to determine these rarities?
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> *Originally posted by **[lafl951159](/forums/2468/topics/1948141?page=1#13653141)**:*
> I'm completly aware of the current state of the game. Also, the cards put here aren't meant to be competed against the cards in TU. This is just me making cards to see if they're good and to see what happens if a card that has these skills and stats are fighting against another card with another sets of skills and stats.
>
> Basically a what if version of TU.
It is kind of hard to evaluate a "what if" version of TU, without knowing its meta, theme, etc. As such, I can only evaluate it based on the current meta.
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> *Originally posted by **[Furrage](/forums/2468/topics/1948141?page=1#13654742)**:*
> > *Originally posted by **[lafl951159](/forums/2468/topics/1948141?page=1#13653146)**:*
> > btw here's also some extra info. The rarities that has been given to the cards are based on how many battles they survived.
> >
> > Common: Died on the first battle
> > Rare: Survived 1 battle
> > Epic: Survived 2 battles
> > Legendary: Survived 3 battles
> > Vindicator: Survived 4 battles
> > Mythic: Survived 5+ battles
>
> What basis did you use to determine these rarities?
Well, its not like they're accurate. Also, you can take these as reference;
Common: Bad cards with bad stats
Rare: Bad Cards with good stats
Epic: Cards that are neither good or bad
Legendary: Good cards
Vindicator: Really good cards that are not hax or too OP
Mythic: Cards that are hax and too OP
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As the others said, the proposed cards are totally off base.
1) A sim using a sample of the cards gave them scores below the current meta cards.
2) As Bulzome69 pointed out, it is better to use rounded numbers for max value (multiples of 5 or 10). It makes the card mentally easier to evaluate.
3) Valor, Leech and a number of other skills now have evolved forms (bravery, refresh, etc.) and are not used on new cards any more (except for possibly very specific circumstances).
4) Except for the initial newbie missions, no one uses common and rare cards. As such it makes no sense to create new common and rare cards.
5) You need to understand how attributes relate to each other. Some examples:
* This point is a big generalisation: for the same cost and rarity of a card you want health to be on average 2 - 3 times an average attack. So theoretically (as a baseline), a card can only survive 2 or 3 hits. This ensures matches are not too short or too long. Higher cost cards get more health, so they can survive long enough to activate. Higher rarity cards are to be stronger, so they will have more health and attack.
* Modifiers ultimately affect damage or survivability. So like above, they should have values relative to average health and attack for the meta. Venom 15, Mark 4, Drain 9, Refresh 8, Coalition 8 (i.e. small values) basically have no effect on new cards. If you look at the newer cards, they all modify attributes from 50 (e.g. Airship's legion) to 400 (Junkyard Heap's Entrap).
* Some attributes (Tribute, Flurry, Revenge, Jam, etc) are about how many times they activate and not the strength of their effect. As such these have single digit values, and will have caps based on rarity and cost in the future.
6) Some attributes are generally avoided in cards. Rush has bugs. Flying depends on the random number generator and thus does not have a guaranteed result (which is something TU avoids). Tribute can easily be abused and must be used with care.
Nonetheless, it is nice to see your enthusiasm. It would be interesting to see how your concepts grow with feedback. Ultimately, I would love to see them move from "what if" cards, to cards that are useable and wanted. In the meantime, its a nice mental distraction for those who are interested in such things.
Final note (please take this lightly / with humour): seeing anime cartoon characters on TU cards is a travesty. TU is about future tech, realistic cards with creepy aliens and monsters. I just find it hard to not be distracted by your choice of pictures (especially the feet only pic).
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> *Originally posted by **[lafl951159](/forums/2468/topics/1948141?page=1#13654745)**:*
> > *Originally posted by **[Furrage](/forums/2468/topics/1948141?page=1#13654742)**:*
> > > *Originally posted by **[lafl951159](/forums/2468/topics/1948141?page=1#13653146)**:*
> > > btw here's also some extra info. The rarities that has been given to the cards are based on how many battles they survived.
> > >
> > > Common: Died on the first battle
> > > Rare: Survived 1 battle
> > > Epic: Survived 2 battles
> > > Legendary: Survived 3 battles
> > > Vindicator: Survived 4 battles
> > > Mythic: Survived 5+ battles
> >
> > What basis did you use to determine these rarities?
>
> Well, its not like they're accurate. Also, you can take these as reference;
>
> Common: Bad cards with bad stats
> Rare: Bad Cards with good stats
> Epic: Cards that are neither good or bad
> Legendary: Good cards
> Vindicator: Really good cards that are not hax or too OP
> Mythic: Cards that are hax and too OP
Then this set are all common cards.
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