[Suggestion] Some minor changes to release 2.39.0

Discussion in 'Feedback and Suggestions' started by j3st3ri, Aug 25, 2014.

  1. j3st3ri

    j3st3ri Thaumaturge

    Most of these suggestions are basically to change the feel and flavor of some items/cards.

    Telekinesis
    - Teleport doesn't make sense in this card. Either change the teleport in to fly or change the cards name. (e.g. Blink Other)

    Whirlwind & Whirlwind Enemies
    - Now that these move characters limited amount, I don't think it's too much to ask that Path of Knives triggers with them.

    Winds of War & Force Cannon
    - I'll never use Winds of War anymore and most likely no one else. Increase the range from 1 to 2. (it's perfectly normal that some cards are better than others)
    - Slide Back in Force Cannon should be nerfed. (from 4 to 3)

    Nimble Strike
    - I like the addition of fly in this card, but I think it's still lacking. I'd like to see the damage increased slightly or the step increased from 2 to 3.

    Ulrin's Scuttling Socks
    - I like how some items that had Wall of Stone and now Flash Flood also had their names updated. (e.g. Mind Stone Ring is now Mind Water Ring) Ulrin's Scuttling Socks should be changed also. I suggest the new name to be simply Ulrin's Leaping Socks.

    There's also Robes of the Crab that is also a bit weird, but since it looks the part (with the pincers) I don't see the point to make any changes. Still, does anyone know any jumping crabs?!?
     
    UiA likes this.
  2. neoncat

    neoncat Feline Outline

    "Blink Other" sounds nice. I was puzzling over this same question, but couldn't figure out a good name since Teleport Other is already taken.

    Lolno. Make Whirls a 3-6 dmg replacement for firestorm that also messes up your positioning?

    http://forums.cardhunter.com/threads/suggestion-renaming-items.6290/
     
  3. j3st3ri

    j3st3ri Thaumaturge

    I didn't mean that they do damage. What I meant was that if someone is cursed with Path of Knives, they would receive damage when moved by Whirlwind/Whirlwind enemies.
    Nice!
     
  4. Pengw1n

    Pengw1n Moderately Informed Staff Member

    Dislocate Other?

    Also, Neoncat isn't the firestorm comparison is a bit off - since this would be a 4 card combo to pull off (if you're looking to affect all enemies at least)? As long as there's no masscast PoK I'd say it wouldn't be close to being competative in mp either way. Sure, if you somehow manage to PoK and play several whirls that could be troublesome.

    (or I misunderstood your interpretation of the op's post - which seemed to me to be a request for whirls count as move rather than place. )
     
    Last edited: Aug 25, 2014
  5. Scarponi

    Scarponi Moderator

    For this to work they would have to be changed to a move dynamic. Currently WW/WWE don't "move" characters, they place them in a new location. If they moved characters then path of knives would triggers, BUT then a lot of other things would all of a sudden come into play also (can't move through or over blocked or impassable terrain, move slowed by encumber, move effected by zone of control, etc.).
     
  6. UiA

    UiA Ogre

    hmm that makes me think of some type of wicked bone manipulation necromancy not movement :)

    I agree it is perfectly normal some cards are better than others, so I'm fine with gusts of war being the better one now :D ... but anyways you do get a longer cast range on winds so that does differentiate it a bit

    don't know if they'll ever make a step 3 they seemed pretty adamant on step 2 max for attacks, but sure, why not bump the dmg up to 5

    overall though agree with you some stuff could do with a renaming, and you brought up an excellent question regarding crustacean mobility or lack thereof. In fact I believe some crabs, like the hawaiian ghost crab, can jump !
     
    j3st3ri likes this.
  7. Sir Veza

    Sir Veza Farming Deity

    I hope not. It isn't just for use against step warriors. It can knock spell casters out of range, and the damage is low enough to move allies around. Please don't reduce the utility!
     
  8. Lord Feleran

    Lord Feleran Guild Leader

    SCA and Pushback Parry got their movements reduced. Force cannon can move people too much now compared to everything else.
     
  9. j3st3ri

    j3st3ri Thaumaturge

    This is easily fixed by changing it into move and adding Fly to them. It doesn't make sense that these card can move characters through walls.
     
  10. Scarponi

    Scarponi Moderator

    That would avoid most but not all issues, regardless you're starting to make a lot of changes just to get PoK to be triggered by WW.
     
  11. j3st3ri

    j3st3ri Thaumaturge

    That is true, but I can dream.
     
    Last edited: Aug 26, 2014
    Scarponi likes this.
  12. I think Nimble strike damage is very poor, i think 5 or 6 dmg would be better. Volcano is still OP, it would be more balanced with range 6.
     
  13. Jade303

    Jade303 Thaumaturge

    Volcano can be range 4 if you want, as long as it makes every tile within range into Lava. :p

    I wouldn't say Volcano is super strong, it just requires a player to make smart moves and not strand their characters on lava with no movement options.

    Wimpy is absolutely brutal on a warrior, that's for sure. Nimble Strike is neat on some maps but the low damage really limits how many you want in your deck.

    I strongly dislike the buff to Triple Heals from Heal 2 to Heal 3.

    3- Twin Heals: Heal 3 to 2 targets, may self target. (Heal 6 total)
    3-Triple Heals: Heal 3 to 3 targets, may self target. (Heal 9 total)
    6-Team Heal: Heal 3 to yourself and all allies. (Heal 9 total, unless dead)

    That's right. Triple Heals is practically Team Heal with half the cost.

    Honestly if Triple Heals was still Heal 2 to three targets it still blows Twin Heals out of the water since you can always target enemies for block fishing. Or at least, you could make a choice rather than just grab Triple Heal every single time.
     
    Last edited: Aug 26, 2014
  14. One day my opponent (Abbus) casted 2 volcanoes in the first turn, i managed to get all my units out of the lava, but they became in the range of his wizards, so then wall of fire and winds/gusts of war. The next turn a lot of deadly sparks and punishing bolts. Volcano it's a strong card because that, it **** your VP for 2 turns and make you move and get your units in the range of the enemy wizards.

    Or another viable option is to lower the duration of the lava from 2 to 1. That would be a good improvement.
     
  15. Jacques

    Jacques Hydra

    Not at all. Twin Heals doesn't have range and doesn't require los, meaning that it will always heal 3 to all of your allies and yourself, which makes it much better than Triple Heals.
     
  16. Jade303

    Jade303 Thaumaturge

    You mean Team Heal. Yes, I understand that Team Heal doesn't have range or LOS requirements; However, it can't target enemies (which is a downside!) and for all practical intents and purposes, they are the same card otherwise.
     
  17. Sir Veza

    Sir Veza Farming Deity

    To me, the range and LOS requirements make a big difference. I rarely use heals to fish for blocks, but I see your point.
     
  18. Make twin and triple heals unblockeable please.
     
  19. Jade303

    Jade303 Thaumaturge

    Make Telekinesis Fly , not Teleport. I know the flavor text has been re-written but Please.

    Also, I really miss Improved Telekinesis. Great flavor, very useful for 1 HP quests. Now Gusts of War rips off the image and kills my guys. :*(
     

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