The Death Angel
Member
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quote:
Yes, you can weigh the strength of a card based on other cards, this is actually the core idea behind "balance." But I think you're talking about context, which I also explained. What makes an ice character "amazing(ly) defensive"? Is it the ice walls and defends? Because those are present in Earth as well. Freeze? It's a 2-turn stun for 7, but with an Earth-equivalent, petrify, 6 for a one turn stun and 500 damage. You are correct in the fact that ice lacks healing, but like you said, it's already "amazing(ly) defensive." 70%? Where'd you get that from? The number of cards, the combinations, what? Iron hide is an insane stalling card, making "perfect scenario(s)" unnecessary; as long as you can stall, you're going to get the card you want sooner rather than later. Neutralize gives you energy for a card, which ice also lacks. Combine these together with a "double-shatter" equivalent of corruption that does 500 every turn, "pressure", of 10 for 2000, and you get a sense of how balanced shatter is. You can use neutralize as soon as it appears or save it for corruption, which, as I have stated, will come eventually with the constant iron hides. "Counterplay"? You might as well use attack cards then, as 6 for 800 DoT over 4 turns could be considered inferior to 8 for 1000 instant attack damage. 200 more each, per energy spent. "Crowd control"? Since when did OS gain a multi-player mode? Earth is my basis on which I want to buff frostbite. Mountain strike 6 for 1000 damage in 2 turns, coupled with petrify which stuns for one turn. You might consider multiplying the turns by two due to freeze for ice. Even then, what I'm suggesting isn't 1000 over four turns, it's over 5 turns, 200 each. Still 6 for 1000 but taking freeze into account, turning it into a 5 turn, low damage, DoT. I think you're under the impression that the longer the DoT is, the more powerful it is. I suggested something, you discussed it, and I obliged. We can continue this in the balance thread if you want. There is much of what I've said, which you sort of misunderstood, but I'll continue this discussion for the sake of discussing I suppose. I totally agree that Earth can do almost everything that Ice can do, and even more. I'd actually go ahead and say it here in this thread that Earth is currently the strongest element by a huge margin if you ask me. I'd probaly want Earth to be tuned down a bit, but thats something for me to talk about another day. Balance isn't defined by how strong each card is to another card. If we want every card to be as good as another, why not just rename them all Poison and give them the same values? Problem is, every element in this game is supposed to be different and is supposed to capitalise on different aspects, like defensive play, offensive play, using crowd control(I'll get to my usage of the word Crowd Control later in the post) to defeat the enemy, whether it be by healing, shields, stunning, all out 5 hit combos etc. The 70% is something I pulled out of my "rear" (please don't ban me). It wasn't supposed to be understood as 70% chance of you drawing the cards, more like 70% chance of you winning your battle, IF you drew those cards, as it is a very dangerous and strong combination. Btw there are 11 characters with Neutralize, all of which doesn't actually have corruption in their own deck. That sort of intrigues me, because you can get corruption from Custom Cards and I honestly believe Neutralize and Corruption in the same deck is a tad too strong, so by just looking at all characters decks, you can pretty much conclude that even the Devs would indirectly agree. By counterplay, I didn't mean the card. I meant the counterplay as in, there isn't much you can do against that type of card combination/character. To me Crowd Control isn't a word that defines a multi-player mode. I normally use crowd control to describe stuff like Stuns, slows, silences etc. I guess me playing a ton of games prior to OS has made me think of the word in the wrong context. Frostbite is in a perfectly fine place to me. If Ice chars had strong dots + strong defensive, I could imagine the horror. A 5 round lasting DoT might as well last forever against most characters, as 5 rounds is a lot of rounds to have a DoT rolling, though Electric Arc does that. I'd like to think of Electricity element to be a DoT/power up element. Focuses on making your attacks strong, or Dotting up your enemy with everlasting DoTs and really strong ones too. The Jop pretty much displayed to me how great Electricity element is at Dotting you to death. Trust me, it was a painful processs. To sorta sum it up for the Tldr. Ice char works with Frostbite, making frostbite stronger makes it work too great with frostbite. I try to correct misunderstandings etc.
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