Card Changes - upcoming

classic Classic list List threaded Threaded
21 messages Options
12
Reply | Threaded
Open this post in threaded view
|

Card Changes - upcoming

SteveGoblin
This post was updated on .
Here are most, not all,  of the changes planned for the next update. Their purpose is to make some of the weaker cards a little stronger, and to make others more interesting.


AIR
Pulser : added Elusive
Air Pressure :Reduce timer to 10
Lightning Golem : removed timer
Chronochime : reduced cost by 1
Gravity Well : extended timer
Silverhawk : +1 health 
Tornado : extended timer
Time Loop : reduced cost by 1
Stormship: reduced cost by 1
Chronomancer :  -1 strength, -1 cost, added quick
Arcane Thief: added Quick, -1 health
Cloud Fey: added Quick
Spellstorm : includes barriers too (e.g. Mage Tower counts)
Astral Armour : reduced cost by 1
Blown Away: changes to affect opponent's cards only
Aerovore : -1 health


FIRE
Flamespider : added Elusive
Pyromancers +1 health
Siege Cannon : -1 cost
Ashes: added free draw card when played
Catastrophe : -1 cost
Implode : 1 less cost
Lavaworm Ravagers : +1 health

FOREST
Faerie Enchantress : remove ability cost
Heart of the Forest: altered to gain 1 life if minion played. Added timer
Nobbling Warden : prevents first point of damage to you
Nobbling Elder : ability cost reduced to zero
Ant Swarm : Improved ability to gain +1/+1  not just +1/0  stats 2/1
Wall of Webs: +1 health
Fey Staff :  cost reduced by 1 
Deepwood Fey: added Elusive and new ability: remove immunities from random enemy as played
Glade Fairies : Added ability, will grant +1 health to a minion as she is played. 
Horde of Animals : +1 health
Reemergence : cost reduced by 1 
Fey Spirit : added elusive. Cost 1
Absorb : can now target auras too , but cost increased

OCEAN
Triton Ritual : removed timer
Drifting Jellyfish +1 health
Triton Hunters : -1  cost
Whirlpool  : -1 cost
Pirate Raiders : -1 cost and -1 health
Ocean Mist : reduced cost by 1
Dragonfish: Removes a card from deck in addition to doing 1 damage

SWAMP
Shadowfiend +1 health, added Elusive
Ravenous Ghouls +1 health  
Miasma: affects highest cost card, not random
Screaming Skulls : affects highest cost card, not random
Grave Robbers: +1 health
Stitched Golem : Maximum strength and health are 5, down from 6
Cull :  cost reduced by 1 


UNDERWORLD
Delusion: +2 timer
Mind Transfer : Steals highest cost card, not random
Albino Cave Slug:  doesn't destroy items but dissolves cards in opponent's deck
Darkling Snatchers : Steals most expensive item, not random
Underworld Elixir : remove ability cost
Kobo Tunnelrunner: does its ability each turn, not when played
Burrowing: +1 cost
Shadowdragon: +1 health
Essence Exchange : 1 less cost
Tentacle from below : much more useful. Can choose any item in play
Deeper Darkness: now has regenerate ability, like Octopus
Wall of Stalagmites : +1 health
Reply | Threaded
Open this post in threaded view
|

Re: Card Changes - upcoming

Jambo(75)
These changes are so good, particularly those improvements to the Air faction which I've found very difficult to win with against the high-health other factions!  I can't wait... in fact when can we expect to see these? :)
Reply | Threaded
Open this post in threaded view
|

Re: Card Changes - upcoming

Jamie(75)
What do people think about the freebie action of the Triton Aquamancer? To constantly steal a hitpoint each turn is very powerful and it can completely shut down many Air creatures. And it's a free action!
Reply | Threaded
Open this post in threaded view
|

Re: Card Changes - upcoming

D3v222
They're 1/1 when you summon them. They're not a threat at all until you ignore them. That's what I think anyways..
Reply | Threaded
Open this post in threaded view
|

Re: Card Changes - upcoming

Jambo(75)
It'll be interesting to see if these cards changes, when they arrive, go far enough in making some of the lower costing cards more viable.  one of the things I notice is that small cost cards just leave your hand empty and rather limited for options. Maybe if there were more 'draw' abilities among the lower cost cards, we'd see this work a little better.

I notice that as the campaign gets progressively harder, a large part of this is lumping in more of the big 4 or 5 cost creatures.  Perhaps this is also why the campaign battles against the Air faction are far and away the easiest to win.  

In terms of online, I've obviously come up against some of the highest rankers here, and got suitably smashed. Both decks were loaded with Hydras, Dragons, Lava Giants, and the various fire damage spells like Meteor and Flamespike.
Reply | Threaded
Open this post in threaded view
|

Re: Card Changes - upcoming

Jambo(75)
An example of a great card in my mind is the Dragon Fish. Really strong but with a considerable drawback to make you think about playing it.

In contrast the rest of the biggies are simply play 'em and watch them rule. Dragons are super powerful with super powerful abilities. It might be different if you had to save your power to play them, but that's not the case, you can just play one each turn. In a few turns lanes are covered so anyone going mid range is going to need to find some miracles to prevent their creatures dying rapid style. Case in point was against the AI where its opening cards were sea dragon, sea dragon, ruby dragon, ruby dragon. Tell me how you counter that with an average deck? Only reliable one is pretty much the same, so that means load the deck with biggies and throw in some meteors to free space for the biggies to inflict damage.

Maybe the biggies are just too good and some need to take a leaf out of that awesome Dragon Fish....?
Reply | Threaded
Open this post in threaded view
|

Re: Card Changes - upcoming

SteveGoblin
Lots of cards mentioned elsewhere will shutdown a biggies deck: Psychic Vortex, Lost, Living Maze, Siren,etc.
Seen biggies decks obliterated in this way.

But yes, we think some smaller stuff wasn't cheap enough, hence the changes, which now number over 90 at last count. Although each change might be quite small,  I think everyone will be pleased and game balance will be improved.



Reply | Threaded
Open this post in threaded view
|

Re: Card Changes - upcoming

Jambo(75)
Yeah, I'm really looking forward to these. I have a triton army deck that's quite good against the AI but gets absolutely creamed online. The thing is, living maze and sirens just get taken out by meteors and flame spikes, which are very commonplace. Maybe if these spells were not so effective against barriers, they'd be be more niche and less cure all? I'm really glad to see some of the barriers get improved, though only time will tell if the changes above are enough.

There's no doubt the best counters lie in purple.
Reply | Threaded
Open this post in threaded view
|

Re: Card Changes - upcoming

.Confused.
In reply to this post by SteveGoblin
Goblin Steve, hear me please!

Unlike Jambo, I think the big craze right now is a variety of decks revolving around the Triton Aquamancers (with energize spells & potions, fire direct damage, underground minion disappearance acts...). Players just win on the basis of getting them out asap and it's not difficult, they cost 2! They can even cost 1 with the Triton ritual. The card definitely merits to be dowsized a bit: Higher cost of 4? Cost of 2 for the ability? A time counter of 6? Anything that you fancy, really!

The fact that everybody (of higher ranking) plays them is driving me away from PvP play. It makes the game dull, finding yourself with your hands tied after a few turns. I have started surrendering to such decks, preferring to get going with something more pleasant elsewhere.
Thank you for hearing me, I don't know what everybody else thinks.

.Confused.
Reply | Threaded
Open this post in threaded view
|

Re: Card Changes - upcoming

Jambo(75)
This post was updated on .
It's not unlike me. :) Look at the 3rd post in - I agree with you or you agree with me. ;)

I do think it's a potential problem card. If it survives a round (less if they're using energise of course) and gets that second hitpoint, it's nigh impossible to stop it.  Its ability is powerful and it should cost!
Reply | Threaded
Open this post in threaded view
|

Re: Card Changes - upcoming

markturnergoblin
In reply to this post by .Confused.
I think aquamancer can be dealt with in many ways.If they are winning because they have just put them out before you ,then change stratergy to allow your deck to defeat these. They can be easily dealt with by such cards as liquify(cost 1),living bonb(cost 1),barkskin(cost 0)decay,flamespike,firerain,primal flame,detonation,lost,taken under,darkling assasin,crows,giant voltas,crushing waves,  and many others.
When I make decks I usually consider this:  Can it deal with large minions. Can it deal with the low health forces that can control the game if left untouched such as aquamancers, living maze,sirens ect.
Reply | Threaded
Open this post in threaded view
|

Re: Card Changes - upcoming

.Confused.
Point taken, Mark.

Situationally, I get so happy to play others than Bulldog (though I love the guy!) (but not in that way  , I'm very much married, thank you) that when every single person shows up with aquamancers, it gets too much. Bulldog is one to have very diverse decks, so do you. So playing 4 guys above my rank that morning and all play aquamancers... That was just too dull. Although, from what I read on the glassboard tonight: tweaking & testing decks. That's encouraging!

I stand by my idea, but do know i might stand alone. If nothing comes out of it, I'll just keep on having fun playing and suck it up like a man!

Cheers,

.Confused.
PS: Jambo, sorry for putting you in the spotlight, I was referring to your more recent post about big creatures and skipped over all other posts you made. Apologies, if any are needed.
Art
Reply | Threaded
Open this post in threaded view
|

Re: Card Changes - upcoming

Art
I agree that aquamancers is a strong card but Mark is right, many cards in every faction can deal with it, even most quick monster can kill it right away.  

Let's play some games sometimes and I will not use blue if u are tired of that, or maybe u can also think about strategy against blue.

Gc I'd:  [_]orange[_]

I got frustrated too when I lost too many games because of the same card (stitched golem).  Hang in there, your lucky day will come.
Reply | Threaded
Open this post in threaded view
|

Re: Card Changes - upcoming

SteveGoblin
This post was updated on .
A more complete list.


AIR
Pulser : added Elusive
Air Pressure : Reduce timer to 10
Chronochime :  -1 cost
Chronomancer :  -1 cost
Gravity Well : extended timer
Doomcloud : extended timer
Silverhawk : +1 health 
Tornado : extended timer
Time Loop :  -1 cost
Stormship:  -1 cost
Storm Fiend : +1 health
Spellbook : -1 cost
Spell Leech : -1 cost
Arcane Thief: added Quick, -1 health
Cloud Fey: added Quick
Spellstorm : includes barriers too (e.g. Mage Tower counts)
Astral Armour:  -1 cost
Whirling Djinn : extended timer
Power Dive : -1 cost
Mage Tower : -1 cost



FIRE
Flamespider : added Elusive
Pyromancers +1 health
Siege Cannon : -1 cost
Ashes: added free draw card when played
Catastrophe : reduced cost
Implode : -1 cost
Feral Elemental: added self-destruct ability
Lavaworm Ravagers : +1 health
Dragon Whelp : added quick, -1 health



FOREST
Faerie Enchantress : remove ability cost
Dragonfly : added elusive
Heart of the Forest: altered to gain 1 life if minion played. Added timer
Chanting Druids : 0 /2    cost 1 [possibly]
Nobbling Warden : +1 cost, +1 strength
Nobbling Elder : ability cost reduced to zero
Ant Swarm : Improved ability to gain +1/+1  not just +1/0 , stats 2/1
Wall of Webs: -1 cost
Deepwood Fey: added Elusive and new ability: remove immunities from random enemy as played
Glade Fairies : Added ability, will grant +1 health to a minion as she is played. 
Heart of the Forest : reworked. Gain 1 life when you play a minion.
Horde of Animals : +1 health
Reemergence :  -2 cost
Tree of Life:  +1 health
Absorb : can now target auras too , but cost increased
Giant Owl : added elusive



OCEAN
Triton Ritual : removed timer
Drifting Jellyfish +1 health
Triton Hunters : -1  cost
Whirlpool  : -1 cost
Pirate Raiders : -1 cost and -1 health
Ocean Mist : -1 cost
Dragonfish: Removes a card from deck in addition to doing 1 damage
Water Elemental : new ability to reduce opposing minion's strength, -1 health
Sea Snakes: 1 extra damage against players
Triton Waveriders :  remove elusive. added quick, +1 cost



SWAMP
Shadowfiend:  -1 cost, added Elusive
Ravenous Ghouls +1 health  
Miasma: affects highest cost card, not random
Screaming Skulls : affects highest cost card, not random
Grave Robbers: +1 health
Stitched Golem : -1 maximum strength and health, base health +1
Necropolis: -1 cost
Cull : -1 cost
Doomsong :  -1 cost
Ancient Ghost:  -1 cost
Heart of Darkness: -1 cost
Eternal Knight: +1 health
Zombie Mob:  -1 health, -1 cost



UNDERWORLD
Delusion: +2 timer
Mind Transfer : Steals highest cost card, not random
Albino Cave Slug:  replaced item destroy ability with "destroys 2 cards in opponent's deck"
Darkling Snatchers : Steals most expensive item, not random
Underworld Elixir : remove ability cost, +1 to play cost
Kobo Tunnelrunner: does its ability each turn, not when played
Burrowing: +1 cost
Shadowdragon: +1 health
Spore Form: +1 health
Essence Exchange :  -1 cost
Tentacle from below : much more useful. Can choose any item in play, pay 1 power, and take it to your hand.
Deeper Darkness: now has ability, like Octopus: Regenerate 1 health if under 4
Cave Rats:  added elusive
Wall of Stalagmites : +1 health
Deepspawn : -1 cost, -1 health
Reply | Threaded
Open this post in threaded view
|

Re: Card Changes - upcoming

Jambo(75)
Looking good Steve!  

Are these changes final and winding their way to us soon? :)
Reply | Threaded
Open this post in threaded view
|

Re: Card Changes - upcoming

SteveGoblin
Pretty much final yes. Just a little bit more testing, then we can hand it over to Apple.
We need to test the in-game chat system too,


Reply | Threaded
Open this post in threaded view
|

Re: Card Changes - upcoming

BourkeStreet
In reply to this post by SteveGoblin
What I've noticed now is that in an overwhelming number games people will play strategies revolving around Aquamancers or Tank Rebirths (discarding 4 or 5 cost minions and reviving them by playing rebirth [cost 2], effectively summoning a Tier 4/5 Minion with 2 power. These 2 strategies are beatable but they're still pretty overpowered and repetitive. They're possible to beat but it's quite difficult, you'd almost need to have certain cards against them. Aquamancers and Rebirth need a nerf; probably a higher cost would do. It's just too many games are revolving around these cards and forcing you to change your own strategies to conform to them. It's what I think.
Reply | Threaded
Open this post in threaded view
|

Re: Card Changes - upcoming

Quintavarium
This is likely my weakness as a player, but I'm not sure I see the problem with the cards BourkeStreet flagged.
 
Aquamancers are a very potent threat -- in part because they become increasingly difficult to counter over time.  But many cards are like that: pyrohydra, sky hydra, deepspawn, deepsea thug, blood vapour, ant swarm, sea urchin, necropolis, spore farm, web come to mind.  I do agree that cost 3 or dropping evasive might help balance them  - but I'm not sure I trust my judgement here.  It is nice to have a small card that can play a significant role in a game.

I'm not sure I see a problem with tank rebirths at all.  To discard requires accumulating over a full hand -- which can happen naturally, especially with cards that bring other cards, but usually it requires either not playing a card some turns, or spending power points to draw extra cards.  If a player does this, the cost of rebirthing a 5 cost minion is effectively 4 power points and two cards.  There are circumstances where this might be useful, but I don't see how it is overpowering.  Am I missing something?

I must say that I agree with BourkeStreet in at least some ways.  While I don't get enough PvP games to really notice, basic economic theory would suggest that if large numbers of good players opt for the same cards and combos in nearly every deck, those cards/combos probably tend to generate positive results, which in turn suggests they are overpowered.
Art
Reply | Threaded
Open this post in threaded view
|

Re: Card Changes - upcoming

Art
I think every faction do deserved some good cards.  They all have good cards IMO.  they are built for different players and their different play styles.
Reply | Threaded
Open this post in threaded view
|

Re: Card Changes - upcoming

--cwc88--
In reply to this post by SteveGoblin
Anyone else think the "highest cost" clause of cards such as Miasma/Mind Transfer will make them too powerful?
12