Hakunin -> RE: =OS= Balance Discussion Thread (7/24/2013 14:08:37)
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Corruption is too powerful for its cost Not sure if this is true when you put it in a DECK. quote:
heals are not as energy efficient as shields Uhm, first this is not true (block is 3/5, Greater Heal is 1/2, Renew is 1/2), second: who cares? You have to check things in DECK, and the defensive + offensive cards' power TOGETHER. quote:
when you're fighting enemies with over 5,000 health, 500 unblockable damage doesn't make much of a difference Actually it DOES. Because against block-heavy enemies you don't cast a single 500 unblockable, but a load of it. And you don't use regular damage cards when you use piercing. quote:
greater heals ... wait 2 turns Blood and honor, the supposed 1 turn delay (written on the card even) would be welcomed for start! quote:
I feel like refresh is still really underpowered because you have to use it with a shield. True. quote:
Fresh Start is also somewhat UP -I mean 2 cards, really? Absolute true. 2 cards plus the Fresh Start itself means the Water Creature should spend 10+ charges from 2 cards, but the best they can do is spend 8 charges, and even that barely. The only card Fresh Start can work with is Power Flow, but you either weight down your deck with too many Power Flow to be able to use the combo, or you'll have too low chance finding the two together. And if you try to hold back cards, considering all the low cost of water-cards will mean you won't spend your charges, making Water a very weak element. quote:
Life Drain needs it's energy cost lowered to 7 because it only makes sense No, it doesn't. Life Drain got already balanced making its combo with Sacrifice to Fireball for Shadow. Shadow is already powerful enough, no need a buff. quote:
Blood Rage needs either to health or energy cost lowered by 1 why? quote:
I feel all piercing cards should all have their energy costs lowered by 1 Big no. That'd make them OP in face of regular damage cards. Pierce should always be a BACKUP option. Pay the price if the card does more than the others. quote:
Frostbite should really be lowered to 4. Or just turn all cards into a 1/2 efficiency? Come on, Frostbite does damage every turn, it is not a Shatter! And don't forget it needs to be weaker then Poison, because it is supported by a) heavy blocking b) freeze. quote:
Incinerate is still overpowered even after the added energy cost and should have it's damage lowered to 500. According to you. Now what I would like instead is some maths showing this whining to have any validity, because I strongly disagree. Same for your Meteorite complaints. EDIT: I made some math at home, and even free cost Incinerate was not OP when compared to "best way scenario" with other element's characters, just a somewhat more trustable, because being direct damage. Any rise in cost will make Fire UNDERpowered. quote:
Greater Heal is much too effective compared to Healing Spring and should either cost more or heal less. You make false comparsion. Greater Heal is a Legendary Card, and isn't avaiable in CC. Healing Spring is a simple CC card. quote:
But they already have Energize and don't have any very high costing cards. Well, Energy currently have 2 cards that make ANYthing: surge and Storm. Energy suffers from "too many combo cards" feature and "too little attack cards" feature, making it a HORRIBLE element constantly getting stuck. Energize should be used by any card, Charged should get an efficiency-raise, and I can't notice how small amount of Energy characters exist, almost all being duplicate of each other, and the only semi-functionals are all SG-only. They also lack Legendary character - add more characters! -------------- My own thoughts: #1 All elements should have a handful of characters. Water and Energy lack the amount of characters compared to the others. Fire also needs more variety on their deck (eg. a character what can actually rely on pierce instead of normal damage, or one what can rely on DoT without CC - like Burning Mage was supposed to I assume - would be a start). #2 Less clone-characters, ESPECIALLY less character which have the same deck as special offer / seasonal / rare characters. #3 Legendaries to all elements. Free useful legendary for all elements (hint: not like Ogre Mage). #4 When charging secondary elements the charging achieved should remain if changed to another element. Eg. if I charge light for 3 charges per turn, then switch to Shadow, then change back to Light, Light should still be on 3 charges per turn. Maybe even by hitting the main charge button, all secondary elements spent a turn on, should in all turn gain 1 charges too or something to make dual-element characters more avaiable and not rely exclusively on energisations and free cards. #5 Free charges for Neutral characters too. All other element start with 4 free Neutral charges, thus Neutral shall be compensated for this. #6 Characters for Chaos element. Chaos lacks all support!
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