[Feedback] Upcoming Balance Change MEGATHREAD

Discussion in 'Feedback and Suggestions' started by Questor, Jul 29, 2014.

  1. The Run

    The Run Mushroom Warrior

    the harness change does not break the game at all, it just changes the meta and makes acid terrain and other armor removal relevant which isnt a bad thing at all. very good change imo.
     
  2. Robauke

    Robauke Guild Leader

    I dont see it as gamebreaker either, these cards don't come out of nowhere, and an armor draw always is a dead draw in the movement and offensive departement. Trying to go that route will cost you, and it does by no means promise immunity to damage.
    I guess i will have to register for a test server account after all.
     
  3. Soltis

    Soltis Goblin Champion

    The changes to Whirlwind will probably be welcome to some degree tho they could actually make it more viable. Since it removes the only real danger in the card that is dropping their warrior right on top of your squishy caster. Still it is probably worth the change not to have all your characters flung to the far sides of the map and it also makes it less likely your caster is going to be dropped right next to their warrior so probably a net positive :D

    Firestorm is going to be a little painful more for single player than multi player, at least for me. I never really packed more than two in multi anyhow, tho it was always nice for finishing off their (insert class with 4-6 HP) that they had run to the other side of the board. Not so nice when it was a bunch of dwarves(for the higher HP) buffing the damage and hitting for 8 across the whole board and pretty much killing your whole team from across the board before the match really started. So I guess that is sorta a net neutral.

    Can't say I am a big fan of the changes to step cards.

    It did always annoy me that dwarves got full use of them which to me made it really easy to negate their only racial disadvantage with semi decent gear. However this change seems to punish everyone because Step cards gave Dwarves a serious advantage in mobility on top of their natural advantage in HP. Making the blanket change to everyone leaves you in the same boat, dwarves are still as mobile as everyone else (everyone is now just less mobile) and they have the HP advantage.

    I will be honest because I main elves so I am probably a little biased but I relied on step cards instead of big damage cards because I need to be able to position myself for a strike because I don't have all the extra HP to act as a buffer if something goes wrong. This change means I'm going to have to get right up in everyone's face before I can launch an attack which will leave my elf warrior exposed to far more damage. Not to mention the fact that now pretty much any card that conveys encumber is going to negate virtually every step move in one shot.

    Personally if I was going to make changes to step cards I would do so racially
    Keep the cards the way they are but implement conditions like
    Dwarves: step -2
    Humans: step -1
    Elves: step -0

    Which means that Dwarves would get step 2 from nimble strike, humans would get step 3 and elves would get step 4. Tho I would probably weight it to some degree to make sure step cards always had at least 1 step move for every race.

    Short perplexing is a card I just started using and I only have one It has saved my mage on two occasions where she probably otherwise would have been slaughtered, It has also on many more occasions stopped my warrior from being able to attack a mage. It would be nice if I could continue to rely on it to save my mage in the future but on the other hand it would also be nice to not get to a mage and "magic" you can't do anything. So net neutral?

    Wall of stone changing to flash flood I would really need to see how that works out. tho I can say that there really aren't enough reliable teleport/flight cards to make those a viable counter. It is still going to for the most part prove a fairly impassable barrier for melee attackers. net neutral, except their wizard can probably still attack you :p
     
    Last edited: Jul 29, 2014
  4. peonprop

    peonprop Thaumaturge

    Quick Scuttle seems great at first glance but we've had access to Quick Run (elves especially) and I haven't seen anyone break it yet.

    Will Cause Fumble block from behind for the card holder too? That seems pretty insane for a 50% block.

    Acrobatic Flip sees so little play because it's so narrow. I think the new change is a good move. Plus, you'll still be able to have an unblockable attack on a wizard if you are within three spaces.

    I was all excited to see Ill-Fitting Armor getting a boost so that Mauve Manticore Supplemental #3 stage 2 wouldn't be so soul crushing when you draw it. Then I remembered step attacks were getting hosed.
     
    Squidy likes this.
  5. Squidy

    Squidy Hydra

    Gonna complain about those too now.

    Telekinesis: pointless change. Teleporting 2 can barely be used in wicked waterways and can't be used to pass a Wall of Stone (new version or old one). Plus if you need to be able to see the destination as I assume it, it can't even be used to pass a blocking terrain.
    I am fine with the other changes of the family, not a big deal anyway.

    Surging/Htpd: first thing I read that doesn't leave a nasty taste in my mouth.

    Counterspell/Forgetfulness: didn't analysed the items yet. Was it needed? Are you aware of your changes and want to spice up the 3 wizzs against 3 wizzs battles? Of course everyone will play 3 wizzs with your changes, so the range 3 SPR was too OP but the range 8 one that only removes the useful things isn't? I don't get your logic.

    Bashes: 1 more damage. why not, but I don't know if this will make those valuables. Theyr'e not meant to hurt, you can't chase the ennemy after each bash.

    Spark: "they ignore armor" but not resitant hide. still good for them though.

    harness: lol? don't forget that each harness can be a bullet for Savage Curse or Leadership. Will you change those too?
    And also, the best/cheapest way to deal with a warrior full of harness is... yes for a change a wizz and it's boiling armors.

    Scuttle: isn't it too strong now? Actually no, my bad. You can't have that + the new energising move, can only be used with quickness aura. And frost jolt kills it. too bad the bludgeonators would have loved this. Actually still good with quickness aura, I am glad I bought those triple scuttle boots at randis for collection (also had the idea it could become handy if a league shows up with many diffucult terrains)

    Vamp attacks: no comment.

    Drawbacks: lol, you made them worse. Usualy those are used on your own team mates in order to get ride of them and you increased the damages XD
    And Staff of Chask owners give you a great thanks for Slow. Actually all items with slow were allready good enough, but now with staff of chask you can turn in the right facing to use the blocks the come with it!

    Advanced Battlefiled Training: if it's not UP TO two cards then I don't like the change. And those talking about Ooozeball has a point, battlefield is allready very strong there so if this is adopted a change in the league is needed.

    Arcane Shell: great, I am the proud owner of two Hylithia's Robes. Give me a Skull Of The Savage Iljin now please. Wizzs didn't have enough firepower right? You had to buff that too? Actually I like the change, just wanted to make a point again about the wizzs only thing.

    Unholy Energy: even more damages for my wizzs who can have the most attacks in a deck! yay
    Plus this gives 3 cards for one, not just a +1 advantage, my bad 0 now, for a SPR.

    Stuck Arrow: I like it but maybe 3+? Parry, specialised for melee, is 2+ and doesn't encumber yourself.

    Cause fumble: I would have said it was OP now if not everyone will be going to play 3 wizzs.

    The others I skipped: no opinion, or I don't care or I like the changes.
     
  6. Soltis

    Soltis Goblin Champion

    Not really a fan of the change to Hard to Pin what with it losing the main reason I used it. That being the extra mobility after a block. Which wouldn't be such a big hit if all the step mobes weren't also being nerfed into the ground :/

    The changes to Scuttle make it both interesting and potentially devastating since now it means you can get behind any enemy and deal a guaranteed shot from behind in one turn.
    The change to the harnesses is going to be interesting to say the least not sure if that is going to be good interesting or interesting uhoh.

    Nice to see Shrug it off getting cantrip. It would be really really nice if Elvish Insight had cantrip, because it doesn't do much good to play a card that lets you see an attack coming if you can't avoid the attack because you took the turn playing the card.
     
  7. Pengw1n

    Pengw1n Moderately Informed Staff Member

    The "Teleport" keyword doesn't require LoS Squidy.
     
    Squidy likes this.
  8. Scarponi

    Scarponi Moderator

    Sorry if you took this as a comment on anyone's post, it was not. I was not trying to in anyway speak poorly on those who posted quickly. I was merely identifying that I personally chose to step away and not lay down a wall of text of the many reactions that I had initially, but try to give it some time to think through what were legitimate concerns and what were just initial reactions that I had because I hadn't thought much about it. It was merely a comment on my process - not intended to reflect on anyone else.
     
  9. WhiteSorcerer

    WhiteSorcerer Guild Leader

    Do something about officer harness, it's completely overshadowed by leather hasness now
     
    Last edited: Jul 29, 2014
  10. Scarponi

    Scarponi Moderator

    I for one am quite worried, the level 18 adventures were intended to be hard, but they were tested with the current item pool, I wonder how they will play with the new changes, but I'm taking a wait and see approach for SP - though FS changes also worry. As far as smoke cloud and illusion they don't stop a creature with fly like wall of stone does!
     
  11. Lord Feleran

    Lord Feleran Guild Leader

    We can use Surging Shield Block like we used htpd before, it simply moves 1 less. And I don't think that WWs are absolutely pointless now. Would have been OK for me to remove them from game, too, so can't get worse than that :p You can still sit somewhere far in safety and remove all opps from victory squares without the need to have LoS.
     
  12. The Run

    The Run Mushroom Warrior

    no one has mentioned twin heals yet, i think it is very good now ;) it would have been meh if it was just buffed to 4 but now being able to target self makes it very good idd.
     
    Last edited: Jul 29, 2014
  13. WhiteSorcerer

    WhiteSorcerer Guild Leader

    God, people are b1tching too much
     
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  14. Soltis

    Soltis Goblin Champion

    Corian's boots are pretty much the worst boots now :p
    Quickstep doesn't get you much save for maybe stealing first turn next round (maybe) and the two harnesses are just magnets for all the add X damage to this attack for cards in targets hand, cards. Which makes them too much of liability because of the harnesses especially when there are so many other boots with arguably better cantrips.

    I remember when I was thrilled to have found them lol

    Also sorta miffed that someone reminded me I sold my Ulrin's Scuttling Socks quite some time ago because three scuttles for a gold power token was so worthless and I needed the cash. Now between the nerfs to step and adding cantrip to scuttle they will be better than all of my best step attacks when combined with just about any high damage card (which are in no short supply). Unfortunately I just don't play enough to have stacks of extra legendary items just laying around.
     
    Last edited: Jul 29, 2014
  15. Soltis

    Soltis Goblin Champion

    WWs still have a point like you said they are still useful you can use them to push the enemy off the point, just not OMGWTFBBQ (╯°□°)╯︵ ┻━┻ abusive like they used to be.
    On the other hand htpd is officially dead to me :/
     
  16. The Run

    The Run Mushroom Warrior

    hawlic's is the new slippery hexagon is the new twisting and i see potential in granwick's with the changes to weak parry aswell as surging.
     
  17. Scarponi

    Scarponi Moderator

    I could see the harness change going either way. The immediate thought is obviously that warriors just become tanks, but as always they are susceptible to armor removal (acid, boiling armor), but it also means that I can see punishing attacks getting more play and making a harness strategy more risky. - I actually somewhat expect that the meta will have to pendulum swing 3-4 times between harnesses and punishing attacks before it settles down to know how this one plays out.
     
  18. WhiteSorcerer

    WhiteSorcerer Guild Leader

    I think quick scuttle is better than scamper and on par with quick run now, so it should also be a gold quality card.
     
  19. Huey Laforet

    Huey Laforet Orc Soldier

    With 2+ Enchanted harnesses and a heavy armor you pretty much negate any extra damage from the cards, so it's not really a problem.
     
  20. The Run

    The Run Mushroom Warrior

    after some testing i can say harness stacking won't be effective :p it just makes them not junk and having 1 or 2 ok. and even if they were super op and wrecking the meta sundersong would just become the new VP and get 4 for 1 super value ;)
     

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