New human build that is unfun to play against

Discussion in 'Feedback and Suggestions' started by CecilAlucardX, Jun 8, 2013.

  1. skip_intro

    skip_intro Ogre

    The root problem of these 'infinite draw' decks is that you never 'deck out'. Churning your deck constantly by wound/heal/draw/repeat has no penalty to the player. Perhaps only allowing you run through your deck once a turn might slow things down.

    Decks built on the basic principle would still be hideous to play against, of course, unless the damage is only triggered by your opponent as discussed.
     
  2. Ultreos

    Ultreos Mushroom Warrior

    Infinite Draw capacity can be limited in one of two ways really. Only allowing a person to cycle through their deck one per character per round. Or Limiting the number of draws possible on spoken card. Or only allowing damage that activates said card come from a specific source.

    One of the problems with this combo however is the versatility of a mage in so far as mobility, and accessible powerful cards are a bit high, I use the draw two card quite regularly myself and it has led me to some outright obliterating rounds on warriors and mages.

    However the focus should more be on not letting a card combo last for 5 minutes because it creates for unfun scenarios, and not to mention likely unwinnable games. It is the only combo in the game that can guarantee a win essentially first turn it seems, with no other deck setup similar.
     
  3. PorridgeGolem

    PorridgeGolem Kobold

    Any opinions on this? Reposted from upthread:

    Whenever a character has to shuffle their deck, every character on the other team gets to draw a card.

    It gives you some crucial counterplay against a heavy cycling/card drawing strategy without completely shutting them down.
     
  4. Evolved

    Evolved Mushroom Warrior

    I am personally against adding any kind of extra rules to the basic function of the game and all for changing cards so that their interactions are not broken in the first place. That said I'm not against changing the basic rules if it's a better solution, but i think adding more should generally be avoided. There are already a few suggestions about how to address the issues with Martyr Blessing and the previously fixed healing talents. So far these have been the only abusable ways of drawing cards.

    The remaining potentially abusable ways of drawing cards are Unholy Power and Demonic Feedback since they more than replace themselves instantly. One of these is rare (gold banner) and has a small cost and the other has a large cost, 5hp. If these cards do prove to be imbalanced it is already obvious that tweaking the costs is the simplest way to balance them, either by increasing the damage or making the damage unpreventable.

    While many other cards allow replacement there are only a couple of other that a capable of doing more than just replacing themselves, Accelerated Thought, Unholy Energy, Consecrate Ground and Bless. While these cards can generate up to 3 cards, they come slowly, once each turn. In addition they have counterplay, opponents can use this time to kill, purge or cleanse the target or their square. They also have downsides, the first two involve taking some damage (telling us how best to tweak them if necessary) and the second two can be stolen by clever opponents.

    All in all I think that drawing cards is a very powerful tool in Card hunter and it will need to be monitored for abuse constantly, but since we are already aware of the major issues and have ideas for how to address any minor ones that may occur I don't see it ever becoming a long term problem.

    PS- Well these are the cards I know of. If there are any I've overlooked please let me know.
     
    Rorre likes this.
  5. Baelnor

    Baelnor Kobold

    Card Draw has always been a very powerful aspect of CCG's, that and tutor effects.

    The best place I have ever seen this dealt with is the A Game of Thrones LCG. In this game, each player draws two cards per turn. However, the game puts a hard cap on the number of cards that can be drawn in any one turn to 4. So the most you can draw is 4. There are a few effects that live outside of this such as "Place 1 card in your hand" but these effects are very powerful and limited in availability.

    So if this were applied to CardHunter, it could work something like this.
    * Start of turn, each character draws 2 cards.
    * Each character may draw a maximum of 2 additional cards per turn. All other card draw effects would fail to draw (You cant abuse "cycle to discard")

    I could live with that effect.

    The game play wouldn't change that much either. Drawing cards up to 2 per character would still be very powerful (2x the number of options/turn) but you would remove some of the crazy combo effects that you can get in CCG's.
     
  6. Rorre

    Rorre Orc Soldier

    Just to add another suggestion, Martyr's blessing could also be balanced by limiting it's availability. Right now you can get it on a single talent divine artifact, so you can put a lot of them into a deck. Contrast with something like Talented Healer, which is also very powerful, but is only available as a divine skill, so there is a fixed limit (3), and also an opportunity cost (you can have Talented Healer *or* Altruism, but not both).

    I don't think moving Martyr's blessing into the divine skill slot would be enough, but I think it would seriously soften the incoming nerf for a card that is really very interesting.
     
  7. Jon

    Jon Blue Manchu Staff Member

    In the next build, Martyr Blessing will only draw on damage that originates from an enemy controlled card. This should substantially change the ability to create these sort of infinite draw engine builds.

    To give some background as to why this problem occurred - when Martyr Blessing was created I fully intended for it to be exploited by damaging your own characters for card draw. Obviously, this was a potential exploit that could create some very un-fun builds to play against, but, at the time, there weren't really enough options to create self-damage for this to be a big problem. You could use attack cards to draw another card, but that was generally a one-for-one trade. Yes, there were some exploits with two Martyr Blessings and a Chop card and that sort of thing, but these were relatively hard to take advantage of.

    Path of Knives was a relatively late addition to the card set and adds a very obvious path to self-damage that we didn't consider. In hindsight, it was perhaps inevitable that we would break the self-damage/drawing combination like this. To be honest, I did expect that Martyr Blessing would be broken and that I would have to fix it - I just liked the idea of self-damage and wanted to see if it could be contained.

    We could fix it by other paths, but I think the lesson here is that anything we do is going to create problems unless we take the whole problem off the table.

    I'll be interested to see what happens after this change.

    A couple of observations:
    • Enemy controlled terrain overlays (Hot Spot, etc) that do damage will trigger Martyr Blessing, since the game considers them to be cards and they are controlled by the enemy.
    • The same applies to enemy controlled attachments.
    • I've reworked the feedback so Martyr's Blessing will now trigger and pop-up each time it activates, where it used to silently draw cards. This slows the game down a bit but provides better feedback. I think the effect is significant enough to warrant this.
    Let us know what you think!
     
  8. MikeF

    MikeF Kobold

    Yippee!
     
  9. Oberon

    Oberon Hydra

    Nice, should still create lots of interesting play options.
     
  10. Blindsight

    Blindsight Ogre


    Great! Now hopefully can get over Blessing churn and see if they can still churn using leadership etc.

    That said, I really liked the casual interplay with blessing and things like misguided healing during the campaign. It was certainly a fun mechanic to play with.
     

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