[Feedback] Demon charm of the second circle needs a nerf

Discussion in 'Feedback and Suggestions' started by turinturamba, Oct 16, 2013.

  1. progammer

    progammer Ogre


    Thanks, I actually forget about them, even though I have one too. And we got to see a prime example: Both demonic feedback and inspiration on an item without a token costs. This need adjustment.
     
  2. Gerry Quinn

    Gerry Quinn Goblin Champion

    Maybe this idea is a bit strange - but Card Hunter is a computer game, not a game played with real cards, and does not have to follow the same rules.

    So what if cards that draw were forbidden from drawing other cards that draw?

    You could use them to draw cards when you get them on your turn normally, but they would not have an exponential effect when you have many in your deck(s).

    And on the plus side, the power cards that from a simplistic point of view they are intended to help you draw will come up faster. Draw cards will still work to 'shrink' your effective deck size.
     
    kogi and Flaxative like this.
  3. progammer

    progammer Ogre

    Something like that has been suggested before for talented healer before it got changed (ie draw a card, if it is a heal card, discard it and draw another). It may get too complex if it has to say something like: Draw x cards, if it is Demonic Feedback or Unholy Power, discard it.

    Actually a better idea is to include these rule on Unholy Power/Demonic Feedback itself. "If this card is drawn as an effect from another card, discard it."
     
    Aiven likes this.
  4. Flaxative

    Flaxative Party Leader

    That actually seems BRILLIANT to me, Gerry Quinn!
    Draw spells could ignore draw spells the same way Pathfinding ignores all non-moves, seems legit.

    Alternatively, draw spells could auto-discard & replace themselves if you draw them after you've drawn your normal cards for the turn.
     
  5. Forduc

    Forduc Orc Soldier

    Currently theoretical maximum is 11 cards in hand before normal draw. So that would make 14 as minimum that wouldn't interfere with normal card draw. 2 cards kept, 6 xOfficer's Harness and cards from Accelerated Thought, Unholy Energy and Bless

    Highly theoretical, but something as high as 10 could still run into problems with Harness. Nerfing cards is easier and has less unintended consequences. No need to limit to damage increase, there's plenty of other alternatives suggested.
     
  6. karadoc

    karadoc Hydra

    While we're brainstorming for potential nerfs, here's an idea that I've been sitting on for awhile:
    Change both Unholy Power and Demonic Feedback so that they stun the character who uses the card for the remainder of that round. That would prevent the player from chaining a heap of those draw cards together, because each character would only be able to do it once per round. (They couldn't purge away the stun effect, because it isn't an enemy card. They could try to push the stun effect off using other attachment cards, but that would be impractical.)
     
  7. Bandreus

    Bandreus Thaumaturge


    I believe it's only natural to assume Officer Harnesses and other similar cards shouldn't count up to the theoretical cap for your hand just as much they don't count when it's time to discard.
     
  8. If people run leadership in this combo, then officer harnesses are just another tool they can use to swap about abilities as well (having 3-4 base cards each round is hilarious too once you start cycling cards in).
     
  9. pliers

    pliers Goblin Champion

    Officer's Harness would not count towards your hand limit, just as it does not now. Presumably the cap would be done so as to limit the number of cards you can force yourself to draw, since parrying an enemy attack, or them casting a dwarven war cry, etc, should not penalize you, so accelerated thought/unholy energy/bless/etc would still all be allowed to operate, regardless of the number of cards in your hand at that moment.
     
  10. Flaxative

    Flaxative Party Leader

    Max hand size is a far worse suggestion than Gerry Quinn's or karadoc's. Just saying.
     
  11. pliers

    pliers Goblin Champion

    Instead of "just saying", how about elaborating?

    I think a stun is severely over-penalizing.
     
  12. Bandreus

    Bandreus Thaumaturge

    I would just like to point out, finding "good" solutions to this kind of problems is not as easy a task as one could think.

    We're basically throwing around random ideas but ultimately we have, you know, several professional designers with multiple AAA games under their belts. Something tells me they might be able to find a working solution, if we ever happen to fail ;)
     
  13. pliers

    pliers Goblin Champion

    Our job is to identify problems and - to a lesser extent - make arguments for why we feel there is a problem. Coming up with actual solutions is a subsection of explaining what we feel the problem is. They are better qualified for fixing the problem, but we are better at identifying when there is a problem.
     
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  14. progammer

    progammer Ogre

    I'd have to go with other people here, sorry pliers. Arbitrary hand limit is what the devs has stated that they do not wish to do. Some additional rule written on the cards itself that do not get too confusing (im looking at you altruism) should be elegant enough.
     
  15. pliers

    pliers Goblin Champion

    That's fine. I think there should be one, to avoid absurd results, but if the rest of the issues are fixed, it's certainly a lesser issue, and I said as much initially. Max hand size is a minimal debate compared to the nerfing of tokenless divine items and nearly penaltyless card drawing.
     
  16. Flaxative

    Flaxative Party Leader

    I didn't think I needed to elaborate because the suggestions had not been responded to, sorry yo.
     
  17. VNSAramaki

    VNSAramaki Mushroom Warrior

    How about Demonic Feedback makes the caster unable to attack for one round and Unholy Power gives the receiver Encumber 2 (or Encumber 1 ) for 1 round plus 1 round for every attack card they draw.
     
  18. Jon

    Jon Blue Manchu Staff Member

    We've been talking about these cards internally and, yes, we agree that they are problematic. I'm not ready to say what our solution is going to be yet, but we talked about all of the points you have all raised.
     
    Jaded Jasper, Aiven, kogi and 5 others like this.
  19. Zarcuthra

    Zarcuthra Kobold

    After some more discussion on card draw with Heretick today, I realized that just increasing the damage on the draw cards and making the damage unpreventable will not stop the problem. As the game grows, and we level, we will have more and more HPs, so even if we boosted the damage to say 7 or 8 unpreventable on each draw card, they could still be abused at higher levels than we have now, and we'd see this problem again. To fix the card draw conundrum, it's going to have to be either a mechanic on the cards themselves, or an overall rule. The only other option I could see would be scaling unpreventable damage, such as "take/deal X unpreventable damage equal to the number of cards in the targets hand"
     
  20. kogi

    kogi Ogre

    This needs to be nerfed, but I don't want to decrease it's usability in SP. Perhaps steal another mechanic from CCG. A "Limited" item, where a character can only equip one copy of.
     

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