Howdy all, i have some ideas, for the upcoming builds/expansion if you will. Just thought id post them here for some consideration or discussion. 1 Frost Jolt, Chilling Rime and Cold Snap- I would like to see the damage of all these cards increased by 1, its that simple, nothing else to add to these. Ice needs to be playable once again, the increased damage for freeze was generous, maybe 6 instead of 7 would be better, so lets adjust the other ice atks accordingly. 2 Inpeneterable Nimbus- I know i spelt that wrong, anyway, everyone's favourite card to talk about. I would like to see Surestrike Blessing provide immunity to nimbus, and that would be enough for priests to counter as they already have the purges/strikes to counter it, but whats a wiz or war to do? Well for the wars, it seems to me, that almighty hack and obliterating bludgeon were hit hard with the last changes, perhaps if we also include that damage for when the card is blocked, as the same scenario for someone who is equipped with nimbus. For the wiz, i think they need a purging equivalent, seems to me that maze is something we could utilize as it is a rather weak card on its own. So whether a purging aspect could be incorporated there, or maze could be changed alltogether might be an option. 3 Leap- Is a silver quality rare card, exactly the same as nimble strike, yet nimble strike does 4 damage? How strange it is. Those legendary socks with 3 leaps for one major token, might indeed be useful if leap had its movement increased from 2 to 3. 4 Nimble strike- We have seen that this is still a strong card, but i maintain 5 damage instead of 4 would be appropriate here. I think this would also encourage more human and elf warriors to use it, as opposed to the majority of dwarves with blind rage. The other plus to this, is that it make lochaber axe a playable weapon again, that extra damage on the 3 nimble strikes is small, but enough to improve it so it sees play again. 5 Specialty alla grimm- Allright, those were all serious suggestions, and this one is too by the way, its just a little left field. Im no great shakes when it comes to programming and the like, so i don't have the comprehension of how long something like this would take to initiate, but just imagine on the maps, random squares which provided bonuses or handicaps to the player who entered them. Kind of like mariokart in a way (Huge fan), im not suggesting copying that premise btw. Examples: A player ends in a square: Sinkhole- Player loses 10 health and must halt for a turn. Payday- Player gets to choose 1 of 3 random silver quality atks based on their class, example for a wiz, sizzling bolt, glob of flame, or deadly spark. The alternative to this, could be a card for either a priest or a wiz, that sets a trap on a terrain square (uninhabited at the time). that the opposition cannot see. With effects similar to sinkhole. I think it would be fun. Anyway, just some ideas, i commend Blue Manchu on most of the changes they have made thus far, and am obviously still a big fan of the game. Let me know what you think.
I like the idea of random, single turn powerups appearing on the map as a way to reward decks that have a good balance of movement cards. It would also encourage players to not quit on games early. Maybe my single remaining character can get to a powerup square and gain enough card advantage to take the fight up to my enemy's three wounded characters again, etc. How would the powerdowns work? If they were invisible and only triggered by movement ending in that square, it would be infuriating. If they were visible, then who would willingly step on them? Perhaps the ups and downs could be in the same square, i.e. step inside and 1 or 2 = powerdown, 3+ = powerup (a ratio to reward people actually using a movement card to enter the square). Trap cards would add a level of complexity to the meta. Is that character baiting me to move into attack range and trigger the trap? If I'm setting the trap, do I set it at range 1 or range 2 from the bait character? Of course, maps with a single VP would become trapspam levels. Then there might be cards, even trait cards, which detect traps.
This should be in Feedback, true. Before rushing to change a card like Impenetrable Nimbus on the grounds that it thwarts certain builds (a team of warriors was your example) look to games like MTG, where you have camps of people that HATE counterspells and land destruction. Discard also has it's own hate group. There are many schools of thought about these sorts of cards -- which is a good thing. But basically, the thing about denial strategies is that they are designed to frustrate the all-guns-blazing player. You need thorns in your card mix to keep builds thoughtful, else the meta just becomes a mighty bludgeon bullrush...which it, one could argue, already kinda leans toward. Cards that help deny certain strategies (like land destruction vs big spell costs [or] nimbus vs berserker violence) are essential to keeping players engaged in build-strategy. And it's a GOOD thing that your ace deck gets trumped when its nemesis shows up unannounced. Balancing the damage or scope of a mechanic is sometimes essential, but sometimes the better fix is the introduction of a new mechanic that changes the field. Yeah, you can pack a lot of nimbus in a deck. But nimbus is fleeting. And there are a LOT of ways to deal with nimbus.
Yes, this should be in the Feedback thread. Maybe a mod can move it? Comparing Leap's quality (a movement card) to an attack is a bit off. Leap could maybe use some love, but having it be move 3 might be a bit off. The problem with Imp Nimbus and Martyr's Blessing is that there's no real counterplay except to wait them out. That leads to stale gameplay and inaction. Yes, there should be things to counter the "guns blazing in" builds but I don't think that Imp Nimbus or Martyr are good solutions for that. At least not in their current state.
I respect your response, but i would have to disagree with a lot of it. There are not a lot of ways to deal with nimbus. And keep in mind here, i am not talking about someone using a nimbus blade or two, i am talking about that person whom often with 2 priests spams multiple every turn. Incidentally i did not want this to turn into a whinging rant about nimbus anyway, we have all been there in the chat and the forums already. However you mention MTG, which im not to familiar with. It seems to me that in any of these games what you want is a variety of decks to be successful, which fortunately we seem to have at the moment. There should not be one all awesome build, and likewise, some decks should do better against others. But it should not mean that some builds are incapable of beating others because of cards like nimbus. As for the mighty bludgeon bullrush, i dont think that is the case at all, even on the smaller maps.