Time to break Altruism - post builds and discussion here.

Discussion in 'Card Hunter General Chat' started by Blindsight, Aug 24, 2013.

  1. Blindsight

    Blindsight Ogre

    This is my sad excuse for an Alturism deck that can certainly be optimized. I encourage others to post suggestions and their builds as well as their experience with them just to have a record of how problematic this card may be.

    While I'm not at infinite draw I'm certainly on the large draw side of the fence and if it gets going it can devastate the other team. Certainly when my opponent has played all of their cards I can just go to town.

    Certainly high on the list of not fun decks to play -- and play against -- as well.

    Saint
    Level 17 Human Priest

    Savior
    Level 20 Human Priest

    Turador
    Level 18 Elf Priest
     
  2. Unlucky Scarecrow

    Unlucky Scarecrow Goblin Champion

    I think it might be worth sticking Inspiring Presence in there if possible. Especially on weapons, although I think it takes Legendaries or Epics to get Inspiring Presence on weapons, but they usually come with a couple other holy cards. They would go a long way towards breaking a triple priest Altruism combo. (Each inspiring presence would draw 3.5 cards by itself).
     
  3. Challenge accepted. altruism broken.jpg
     
    karadoc and Neofalcon like this.
  4. And here is the build. The goal is to draw 13 cards on moe, so she has all her dead noncycle cards in hand. Then just cycle dwarven cry or inspiring presence until you have enough cards on the other two.

    Helga
    Level 20 Dwarf Priest

    Hilga
    Level 19 Dwarf Priest

    Moe
    Level 20 Dwarf Priest
     
    dmar314 likes this.
  5. Keyser

    Keyser Goblin Champion

    So much for the talented healer nerf being the last big change, I guess. I'd be psyched to see turinturamba's suggested change to altruism: no roll, but it only triggers when you target an opponent.
     
  6. dmar314

    dmar314 Goblin Champion

    I went infinite draw with this 3 human priest build and also won the game with it in multiplayer (against a rank 1500). It only goes infinite sometimes though, so it's probably not as reliable as turinturamba's. I don't actually own any cards with inspiring presence; but if I did I'm sure this would be far more reliable. It uses a lot of demonic feedback and has exactly three nimbus in the decks so by the time the decks cycle, all three priests are invincible and no longer take feedback damage. Then the opponent has little chance of stopping you when you go for the kill with sprint/flight aura. I also have only two advanced flexibility, two focused piety, and four demonic charm of the 2nd circle so there are some non-optimal cards there.

    Coraline
    Level 1 Human Priest

    1 x Charge
    1 x Bludgeon
    2 x Leadership
    1 x Slowed
    1 x Mail
    3 x Altruism
    1 x Weak Chop
    1 x Loner
    1 x Block


    Lorjerr
    Level 18 Human Priest

    2 x Bash
    3 x Altruism
    1 x Fright
    1 x Slowed
    2 x Loner
    1 x Leadership
    1 x Mail
    1 x Sprint


    Meledien
    Level 1 Human Priest

    1 x Sprint
    2 x Minor Heal
    1 x Slowed
    2 x Leadership
    2 x Altruism
    1 x Loner
    1 x Block
    1 x Mail

     
  7. Unlucky Scarecrow

    Unlucky Scarecrow Goblin Champion

    Another important thing to keep in mind when considering if this combo is OP; If we can already create these kinds of combos and chains with the amount of tokens we already have, what happens when the game scales to higher levels? I've gotten characters to level 20 in the campaign and those characters have 2 more blue tokens than the ones in multiplayer.
     
  8. Assussanni

    Assussanni Ogre

    Is it really Altruism that's broken? Would the problem persist if you couldn't get high numbers of Inspiration cards into your deck? Is it simply (I say simply...) the interaction between Altruism and Inspiration that is the problem, rather than either of the individual cards?
     
  9. Heretiick

    Heretiick Goblin Champion


    Problem is that altruism makes inspiration a 1 for 1.5 trade, effectively gaining you cards instead of just replacing them. If you had a full inspiration deck without altruism then you would only be replacing the card and not gaining massive card advantage.
     
  10. dmar314

    dmar314 Goblin Champion

    Yeah I like inspiration as a card because you can either cycle yourself or "give" a card to an ally. Imo, it's a perfectly balanced draw card that is still fun to use and creates interesting tactical opportunities. (Compared to unholy power which gives straight no-drawback card advantage but is at least more difficult to get on gear). As long as inspiration isn't paired with any additional card draw (like altruism) it really isn't a problem and doesn't need a change.

    You... you can get level 20 characters in the campaign? That's mind blowing!
     
  11. HD23

    HD23 Orc Soldier

    If card drawing spells are not holy, does that solve (or at least go a long way towards solving) the problem?
     
    Ineptie likes this.
  12. karadoc

    karadoc Hydra

    You're right that Altruism alone isn't enough to cause the problem - it can only cause a problem when it is combined with other cards with draw effects such as Inspiration. In a different thread, Jon said this about it:
    In my view, the balance effects of Altruism can be controlled through careful item design and careful choice of which cards should be classified as 'holy'. But if Altruism is not changed, then I think it will be an ongoing chore and the balance will always be fragile. Every time a card or an item is added to the game, and every time a card or item is changed, the designers will have to consider again how the new cards will interact with Altruism, or else they risk another infinite draw problem.

    If the designers are happy to deal with that, then that's fine. But if it was up to me, I'd be inclined to remove the card drawing effect from Altruism so that designers can relax a bit and have a bit more freedom to add/change things without having to worry about upsetting such a delicate balance. (In this post, I tried to describe why card drawing effects create a unique problem for balance and thus need to be treated with caution.)
     

  13. The problem of infinite draws would (probably) not persist, but the real lesson of an infinite draw build is to show that a card is overpowered. Even if Altruism draws you only ~3-4 extra cards during its duration (because inspiration is not available and you have to use heals for your holy spells) then it still is a vastly better trait than any other unless you make all holy spells underpowered.
     
  14. Unlucky Scarecrow

    Unlucky Scarecrow Goblin Champion


    Characters still earn EXP when playing modules lower level then themselves. The highest level modules are 17, which means 17th level characters will get 10 exp and eventually be 18; 18th level characters will get 4 exp each and eventually be 19; 19th level characters will get 1 exp each and eventually reach 20. Of course, when attempting to play a 17th level module, the game will force your level 20 characters to scale back to 19, so you never actually get to play with that extra blue power token, but it's still on the character sheet when looking at them at the Keep or in Shops, plus you still have the extra blue token rewarded at 19th level to use.
     
  15. Blindsight

    Blindsight Ogre


    To some degree yes. Altruism is a known suspect card and has been used in the infinite draw decks, Inspiration, or the interaction of the two, may very be the issue but part of trying to break Altruism is to see what cards it does interact with in unwanted ways.

    It may be that just limiting the number of Inspirations you can have in your deck will make Altruism just fine. On the other hand, dose the potential to use other holy cards as cycle cards bring it anywhere near to being a problem?
     
  16. Oberon

    Oberon Hydra

    My two cents.

    I don't think inspiration is the issue, only in combination with altruism does it get problematic. Honestly , it's not all that powerful of an effect, until you pair it with altruism. Even if your removed it, I think inspiring presence would be the next issue (though I think it takes multiples of certain legendaries to make that noticeable). Eventually they'll add another holy spell that draws cards, or more powerful items with mass inspiring presence, and that will probably be an issue too.

    To me the issue with Altruism is that it shouldn't trigger with card drawing effects, ever. Altruism triggering with card draw is something we continue to break. My suggestion would be to make ALL card drawing spells unholy, or create a new third designation for priest spells if you must. This change would continue on future cards as well, no holy spells get to draw you cards. Limiting altruism to triggering off heals, purge, nimbus and other effects. That leaves altruism as a powerful effect, but it should limit the ability to chain it into massive card drawing.
     
  17. Jon

    Jon Blue Manchu Staff Member

    I thought you would break Altruism and it looks like you have.

    My guess is that we will have to remove it's card drawing effect. We should have known better. :(
     
    Keyser likes this.
  18. Have you thought about the idea to let it trigger only when you target enemies? (And remove the die roll) Should be fun and not breakable.
     
  19. Jon

    Jon Blue Manchu Staff Member

    That's an interesting idea for a card but I think it's not what we want for this Trait. We need a basic trait that boosts play of Holy cards.

    Targeting enemies with Assists is definitely an advanced play technique - the UI for it isn't clear, for example.
     
  20. Unlucky Scarecrow

    Unlucky Scarecrow Goblin Champion

    "Whenever you play a Holy card on an ally, that ally may Slide 1"?
     

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