Discussion in 'Card Hunter General Chat' started by Flaxative, Nov 19, 2015.
Yes, that version can be implemented without problem. But I'll point out that Push The Button is cheaper and doesn't discard half your hand.
Back to the discussion of countering Vengeance, the problem I see is that people can put several copies in a deck so any counter has to either last a couple rounds or be useful when your opponent doesn't have any Boosts. Remember when they added healing to the cleansing cards to get more people to use them? It didn't work because extra movement is just as effective against terrain and is also useful when there's no terrain.
I considered a card that attaches a Hypnotic Beacon effect to a char, but Path Of Knives (which is easy fill a deck with) turns that into a first-round kill if the target drew Vengeance and doesn't have any purge effects.
So how about this:
Silver, Rare, Attack
Range 4, Damage --
Cone. Affected characters discard all Boost cards in hand and all cards attached to them.
Purging Burst is Bronze and has longer range and more control over targeting, but this can potentially affect more chars besides the unique Boost destruction.
That could be very punishing if it hits multiple targets at the start of the round and they have traits in their hand. The potential card advantage makes me iffy, I don't think there's any player cards in the game currently that can force the opponent to discard several cards at once, let alone make multiple characters do so. But I also am looking for a card that would have some impact and this definitely seems impactful.
I suppose the question comes down to whether it's worth adding such a powerful effect to counter a select few powerful boost cards regardless of what that means for other boost cards. And whether it's fun to start a round with your opponent using that card when you happen to have drawn a few traits. I'm leaning towards no on those questions.
Actually I kinda like it, it's a trait itself, and can discard things like Officer's Harness. Theoretically it can up the card quality in your hand, and it can even discard handicaps you just drew before they cycle...hey, why isn't this a card already!
Rather than discarding Boosts, why not simply "target discards their oldest Attack card"? Every threat is going to have some kind of attack, so it's not a dead card in any matchup, though it can still be played around.
Alternatively, what about "target discards their oldest revealed card"?
Acid Spray? And Purging Burst is sort of capable of removing up to nine cards, but that's not really card advantage.
That's an interesting idea. I was focused on Boosts so it could also counter Ready To Strike and any future Boosts that are useful. Balancing it would be difficult as we found out with Elven Trickery and Short Perplexing Ray (2 cards was too strong, 1 card is too weak).
What about discarding revealed boost cards only? That way you can’t just use it to nerf a hand on the off-chance, and it becomes a matter of using it only once a boost has (probably) been triggered.
Gives a nice synergy with cards which reveal hands (which aren’t terribly favoured) and makes any cards which reveal attacks in hand more of a risk for Vengeance players (for example Blind Rage).
As for card advantage, what about counterspell or boiling armour?
Exactly. I still like the idea of discarding boost cards because it's something we don't have yet, and boosts have definitely become more powerful. I think a boiling armor variant for boosts (single target, discards all) would be niche enough to sometimes be basically useless, yet powerful in the right situation. A primary rule of AA has to be, "Don't introduce anything OP." This would introduce the mechanic into the game for further evaluation.
Nothing currently in the game discards revealed cards of a certain type. Should I make a post examining all the different discard components?
My idea is now a wizard card (they need it the most) and it will do damage, so I'll have to discard immediately to avoid triggering the move. How does this sound?
"Linear. Affected characters Immediately discard their oldest 2 Boost cards."
@SceoMyntan I liked the old version better. (It was my favourite entry.) The new one doesn't combo with Wind Dancer and doesn't work by itself as a Walk. Why the change?
Yeah, I liked the old version better too, and thanks for choosing it as your favorite. Unfortunately, I don't think it would've worked considering @Kalin's card components thread. It would have been based on the AdjacentEndMoveComponent and the DiscardThenDrawComponent—but those are both components. It doesn't look like you can have a component depend on another component, like having your discard number depend on the number of enemies you land next to.
As I understand it, if I wanted to use AdjacentEndMove, I'd need an effect that was already one of that component's parameters— someone, correct me if I'm wrong about that, because I'd like to switch back if I could.
While it doesn't combo with Wind Dancer anymore, it could get some good situational card advantage and be quite amazing with some flight or teleportation in singleplayer.
I don't remember exactly what the old version said, but counting things doesn't have much support and is only used for damage adjustment (and Healing Dash and Positioning Move).
Components do inherit a list of affected chars/tiles from previous components, though. Not just the obvious components that select targets, but I noticed Irradiated terrain (Radioactive Goo and Radioactive Spray) say "radius=1" for damage but not for the handicap attachment.
Ah, that's too bad. I wonder, would a simplified binary version work? E.g., If you end adjacent to an enemy, you may discard one then draw one, and otherwise you do nothing?
Do you think this would work, @Kalin?
The old version basically said you could Leadership as many cards in your own hand as there are enemies next to you when you end the move, but it sounds like counting is out.
The following was my idea of a way to dump drawbacks.
In hindsight I might rename it: Greek Gift or Hold this...
I don't see any way to discard based on adjacent enemies, but Positioning Move exists.
What if there are more than one adjacent chars? And none of the cards that test adjacent at the end of the move have any components after that to show if the adjacent chars are added to the target list.
@Maniafig & @tolkien
If "Heightened Senses" (or whatever the name) were a Move card, you'd better believe I'd love to put a die roll on it for fun! $X^ b In fact, I considered tolkien's move-the-die-roll effect before he said it, heheh. However, like Energize Move, the moment it's played, it's technically out of hand (right?) and won't boost itself, thereby losing fun/flavor points (assuming one or at most two per deck -- see below).
If attachable (as a Trait), some nice advantages to the owner would be 1. better likelihood of equipping multiple copies in a deck -- consider the difficulty of getting reliable Armor 4 via Enchanted Harness x2 (nevermind other Armor cards to receive such boosts, besides Officer's due to Free Card and cheap level/token costs) -- and 2. if used with something like Hard To Pin Down it'd of course make it harder to get purged. $;^ J
However, a problem I realized after hearing from you two: I saw the coded possibility for boosting a Move card's die roll from in hand; I did not see it via attachment. I'll go look again soon, though.
Hm, yep, looks like no attached card can boost a specific card type's die roll -- unless I straight-up ask Flak in the main discussion thread if CH is programmed for attachments (like the two Un/Bad luck cards) to accept other parameters like the Harnesses' modifiers, which I'm uncomfortable doing, all things considered. I just might, though... Until then, maybe just a singleton non-Move Free Card in deck after all...
Also, "Steady Footing" or "Stable Footing" sounds more appropriate, but I hate to say "Heightened Senses" might just sound cooler, ha ha ha ha. Oh, and come to think of it, Steady/Stable doesn't match the flaming-elf-boot artwork. Hm. "Fervent Moves" !!! $:^ b Now that I like...
Blazing Reflex, or Smoking Reflexes maybe?
Edit: What makes you think that's an elf boot?
Reflex(es) is interesting, yes, but just the fact that a Move by itself or any other hybrid (like Laser Thrust) and no telling what may (eventually?) come in the future, I don't super want to rely on reactionary wording. I do like Blazing Reflexes, though, especially for the card art, and how the boot would connect to the Move aspect. ~nodnod~ We very well might have a winner here. $;^ P (At least for me. No telling with Aloyzo.)
My memory tells me CH always depicts elves (and only elves) with the pointy frill thingies on their boots.
That got me curious, and I had trouble finding any kind of boot with a frilly cuff. There are two boot items with it, but they use human and dwarf move cards. For figures I only found one elf and an ooze (human). I couldn't find any cards.
What quality should we assign to a card that causes your opponent to skip their turn? (Twice actually, because otherwise it would just balance the turn you wasted playing this card.)
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