Cards that need adjustments....

Discussion in 'Feedback and Suggestions' started by Krizmn1, Dec 14, 2013.

  1. Krizmn1

    Krizmn1 Mushroom Warrior

    Advanced Battlefield Training

    Rarely if ever used in pvp. Maybe 4 in 6 chance to draw another card?

    Maze

    Also another card that is rarely used. Maybe make it so it moves 3 squares so it's more viable.

    Illusion Wall

    This is a card I want to use so bad, but it sucks... Make it last 2 turns.

    Acid

    All acid spells should be 5 damage. It's just to weak to use at 3 damage at the moment.

    Toughness

    A bit over powered. Maybe a 2 in 6 chance to draw another card.

    Volcanoe

    This card is revealed to all players.


    Post your own ideas of cards that just are not viable or overpowered in pvp or pvm scenerios.
     
  2. Martin K

    Martin K Goblin Champion

    Agreed. Either add a card draw or cantrip. Right now, it's a waste of space. Human skills with similar gold quality Leadership or Forward Thinking are much better.
    Of course, in PVP they still can't beat Dash, Team.

    It's paper quality so it's not supposed to be good.

    Yes. Absolutely this.

    I disagree. Acid also creates difficult terrain and removes armor cards. This is its main function, the damage is just bonus.

    It's somewhat balanced by the fact that it's a one-time effect and you can't have more than two in your deck (and that costs a gold token). In addition, it can be sniped by armor removal cards. However, if it worked like other armor cards with a 2+ trigger, it would still be really good.

    Mhh. And then? Pass while you still have move cards on each PC? It would create a game of chicken where one opponent doesn't want to move while the other still has Volcano and the other doesn't want to play Volcano while the other still has move cards.
    Besides, there is quite a bunch of cards that counter Volcano, such as team moves, Resistant Hide and Dimensional Traveler.

    Here is my candidate:

    Gob Of Flame - This card is a silver rare, the same category as Nimble Strike. The initial damage is low enough that it triggers Flimsy Block. By the time it did its full damage, combat is usually over.
     
  3. Sazanami

    Sazanami Orc Soldier

    I disagree on the assessment of Gob of Flame. First of all, comparing any card to the supposed quality of Nimble Strike is unfair, but secondly and more importantly, Gob of Flame encourages alternative builds. The damage potential is fairly high for a card that appears only on arcane items and is definitely a key card for any fire build. The only problem I think it has it that it tends to appear alongside cards of which it is not directly apparent what the use is for builds that would benefit greatly from Gob of Flame. If I ever see a Smoag's Bucket Of Pitch for sale in Randimar's, I am definitely being one though.
     
  4. Martin K

    Martin K Goblin Champion

    Until the day Nimble Strike is nerfed, I can and will measure all silver rares by it. It may not be "fair", but it sets the opportunity cost for cards on weapons, divine weapons and even staffs.

    Gob of Flame discourages alternative builds. I want my enemy dead this round, not in three turns. He'll draw 4 more cards in the meantime, enough to kill me. He can purge the attachment or push it out. He could draw Resistant Hide, Solid Mail, Toughness, Impenetrable Nimbus or any other card that will negate my damage. He can heal in little doses and hog that Victory Point.

    Gob of Flame is not a key card, it's overpriced baggage on builds that rely on Ember Burst and Firestorms to get the job done.

    For a silver ranged damage card, I'll take Sorcerous Blast any day.
     
  5. Sir Veza

    Sir Veza Farming Deity

    Glob Of Flame shows up on a lot of things, and if Barge (also subject to Flimsy Block) can be silver, it qualifies too. ;)

    It's great for stacking with other attachments, even the much-maligned Ember Spray. Three small fire attachments with Firestarter can deal a lot of damage.

    I only play SP, and it rarely runs 3 rounds there either. I usually use it toward the end of the round to finish off opponents with 4 HP or less.
     
  6. neoncat

    neoncat Feline Outline

    Illusion Wall does seem a tad underpowered, but I think it would become crazy-OP if it hangs around for another turn. Most certainly, I would rank a 2-turn Illusion Wall far above both Smoke Bomb and even Wall Of Stone (both already fairly powerful silver cards), because Illusion Wall has asymmetric effects. Do you really want those dwarven control wizards to plaster the map with illusion walls?

    The point of acid isn't to do damage, but to stop opponents and get rid of armor. Acid Blast sucks because one square usually isn't enough to stop opponents. Acid Spray is quite decent, except that should be more available on staffs. (Of course, staffs are generally underpowered, but that's an oft-commented-on problem...)
     
  7. lol volcano
     
  8. Sazanami

    Sazanami Orc Soldier

    Although I disagree with your post in its entirety, I'd like to clarify just this point I was trying to make:
    Glob of flame can be found only on arcane items.
    The cards you are comparing it with (Sorcerous Blast, Nimble strike) appear only on weapons.
    Weapons tend to have more powerful cards than arcane items.

    Of course I would rather have Sorcerous Blast on my arcane items, but I don't see that happening any time soon. I suppose Glob of Flame's color code is debatable, but the power level is what I would expect from a card that is meant to appear on arcane items.
     
  9. Martin K

    Martin K Goblin Champion

    Not really... Card power depends on their quality, and staffs have the same quality of cards for their level as arcane items. Staff cards aren't more powerful, they just tend to have more direct damage while arcane item cards focus more on utility. But that's a tendency, not a rule. There is usually at least one staff for each arcane card.

    Even if you just look at arcane items, they still have Big Zap. And Flame Jet, which has shorter range and duration but can hit several targets. It's much more effective and only counts as bronze.

    Anyhow, that's my 3rd post on how much Gob of Flame sucks so enough from me. Use it if you think it's worth it.
     
  10. Lusus121

    Lusus121 Goblin Champion

    Bearson Onyx likes this.
  11. Krizmn1

    Krizmn1 Mushroom Warrior

    Lateral Thinking

    Under powered and a worthless card. Use the card, get rid of another card, draw 1 card. So you are wasting 2 cards to draw a new one? Imagine if you drew another lateral thinking? You'd be tossing out your entire hand for 1 new card.

    New proposal.

    Lateral Thinking change to Lateral Tactics
    Range 2
    Target enemy player. For every card visible in hand, draw a card.

    Most of the time you would get 1-3 cards if they have movement or armor showing. Combined with an elf, you could utilize it. But it would be rare and take some luck.
     
  12. Sir Veza

    Sir Veza Farming Deity

    I think it's definitely low-powered and not worth the silver rating, but not worthless. I don't think many people realize that if it is the only card in your hand it will discard itself and draw a card, like a 'range zero' inspire. (This may be a bug, but if it is I hope it isn't fixed.)

    I disagree with your proposal. Playing 2 cards to draw a card is weak. Playing a card to draw a card is fine. Playing a card to gain two or more cards should be rare. Playing a card to gain several cards in one round is imbalancing and should not be allowed.
     
    neoncat likes this.
  13. neoncat

    neoncat Feline Outline

    The devs (thankfully!) fixed draw-spamming just a couple releases ago. There's no need to resurrect that corpse any time soon...
     
  14. LudicSavant

    LudicSavant Mushroom Warrior

    I feel like balancing *cards* rather than *items* is not quite the right mindset. Cards are linked to items, and items can offset fantastic cards with weak draws or crippling drawbacks, or alternatively cripple otherwise decent cards by making their opportunity cost too high. For example, the Battlefield Training cards, while decently useful as is, have the cost of items that have them set as if they were much more valuable cards than they are.

    - Advanced Battlefield Training could use more range, or the ability to target through walls. Or cards with advanced battlefield training could just have less token costs, or be reworked to have other, good cards along with the battlefield training cards.

    - Toughness is a dwarf thing, and any changes in it should consider the racial balance as a whole (or its balance against other dwarf racial items).

    - Volcano doesn't bother me too much. There's already a fair deal of counterplay for it and other lava cards, and it's not like it comes tokenless (as far as I'm aware).

    - Agree with illusion wall lasting longer.

    - I also think acid is generally overpriced for a fairly weak effect.

    - Twin Heals seems generally overvalued.

    - LOL, Oversized Pick.
     
  15. Mirkel

    Mirkel Goblin Champion


    The devs have repeatedly said that balancing cards is the best way of doing things given how their game works - apparently it automatically assigns item level and rarity based on cards. If we take Battlefield Training cards as the example, the problem is mainly that they are a silver and a gold card even though the effects are weak. Since you can't change their color or the levels of the items the cards are on, the easiest way would be to balance what the cards do.
     
  16. LudicSavant

    LudicSavant Mushroom Warrior

    You *can't* change their color or the levels of the items the cards are on? I'm rather skeptical of this. Nevertheless, if that is a constraint the devs would like to work within, then we can discuss that. However, I'd want to see an official source for that.
     
  17. MagicLance

    MagicLance Mushroom Warrior

    Fabulous thread idea. I mentioned such before and started similar ones on other game sites that turned out quiet well.
    Some of the cards mentioned here do not have an entry in the wiki.
    I follow the card link, get a hit to the name on a page, but there is no information there and no card picture.
    Is the wiki unfinished or have these entries been removed?

    LudicSavant wrote: I feel like balancing *cards* rather than *items* is not quite the right mindset.
    That is indeed something to consider but I am with Mirkel on that changing the cards be a lot more effective for starters.

    Advanced Battlefield Training Somewhat weak. I agree that it could be better. At the moment it only serves me to give my wizard a powerful melee card when he is in trouble or for some other reason up close.
    Give it "Draw another card" would be good.
    Maze OK as is but a move of 3 would be good as well.
    Illusion Wall ... Make it last 2 turns. Seams OK but I do not have much experience with this.

    Acid This cards is good as is.

    Toughness I made another suggestion thread to this one.
    A bit over powered. Maybe a 2 in 6 chance to draw another card.
     
  18. neoncat

    neoncat Feline Outline

    People have been linking using the item macro rather than the card macro. Look at the url, and if it says "items", replace it with "Cards".
     
  19. Lusus121

    Lusus121 Goblin Champion

    All cards should be in the wiki. A couple tips:
    1. Make sure the spelling is correct (including spacing and capitalization)

    2. Make sure you use the correct wiki labels
    'item' for items (Green Sphere Button)
    'card' for cards (Card Looking Button)
    'wiki' for wiki pages (Arrow Button)

    Here are links that I saw above that weren't done correctly
    Toughness
    Acid Blast
    Volcano
    Big Zap
    Flame Jet
     
  20. Mirkel is correct. Card Hunter uses a system that automatically calculates item color and level. It was put in place so that devs don't have to manually assign colors and levels to all million+ items, which makes sense, but it also seems like they are unable to make changes manually even if they wanted to, which makes less sense. The issue is of course that we have a "system" that is incapable of using common sense or taking card synergy into consideration, basically making decisions that have a huge effect on game balance.
     

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