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Nous sommes actuellement le 26 Avril 2024, 21:44
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Message Publié : 19 Février 2015, 11:45 
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Inscription : 08 Octobre 2013, 17:34
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For balance a game should work like stone-sciccors-paper and not like beginner-normal-overpowerd-discard.
Even nerfed cards can still be strong like ,

Some cards are even so strong, that they are banned in Amnezy tournament. How stupid is it when you bought an expenxiv legendary or another card and cannot use it in Amnezy? There should exist no ban-list.

So I want to collect ideas, how to nerf cards, that are banned in amnezy tournament (or should be banned in amnezy tournament), to balance them for Amnezy.

So a nerf for some cards is really necessary:


Objects

!
unique
or
"Get +2 Def to your char and +1 Def to your other chars
Sacrifice 2 cards: get +1 def and +1 spirit to all your chars"
(instead of +2 def and +2 spirit for free)


2 turns (instead of permanent)
if this card is thrown on your graveyard it disappears from game


heal less (onlys 3-5) and it is less OP


"sacrifice 2: def = 0" (instead of for free)
"every char, that got hurt by this attack has def -1 for the next 2 turns"
(instead of -2 def until end of the game)


Actions


-2 dmg (instead of -4)
3 turns (instead of permanent)


3-4 Turns (instead of 3 fights)


"Your character gets +2 def and +1 on given damage
sacrifice 1: All your elfine gets + 2 def
sacrifice 2: Steal a card from opponent."
// or "Elfines gets +2 def and +1 on given damage and 1 point direct damge." (and the part with stealing a card kicked from that card)

: "Your opponent can discard up to 2 cards. Discard 2 cards attach to any character, -1 for each card discard."


"Akt, Def, Spirit + 2 and if you have another treeworld charater then opponent character gets Atk, Def, Spiri -1 and your character gets 1 direct damage"


"Action, Mage, Warrior, Marauder. Duration 2 turns.
The character becomes a nehantist. When the holder loses this card it is removed from the game.
Spells with no damage have no effect. Magic damage will be reduced to the half."


Spells

!
"Cannot draw or " (<-- really important change)
"For every card that was drawn this way one of your characters get 1 point direct damage." (<-- to make thunder more tricky because thunder is not fully controllable )
// or "A non-AoE lightning spell from your deck is played" instead of "a lightning spell from your deck is played".
Justification: to awoid situations when a mage kills all the opposing characters with a lot of AoE spells, such as or during turn 1 or 2.


"Sacrifice 3: will be created and played."
(instead of created for free)
or " will be played from your hand or deck."


"Your Area of Effect (AoE) spells cannot be activated after this card. Choose 2 spells from your discard pile and play them.
Compendium: you can play spells without restrictions. A non-AoE spell from your hand is played. At the end of the fight this card is removed from the game."

Astronomie
3 turns (instead of 3 fights)


Characters:


should only do her skill when she is active // or only turn 1-3.
should be no avalonier
(That would be more than enough time for any tempus deck. Her skill is a game-destroying skill because the turn-bonus is very basic in this game and even cards like es ist Zeit cannot break her skill.)


"Your Opponent characters get until the end of the game:
-1 Spirit if all your characters are Noz.
-1/-2 Attack if all your characters Are Sap Hearts.
-1 Defense if all your characters are Stone Linkers."

[edit: I like Oscar_Gomez suggestions but since they are so complete I will not edit them into this posting. So just scroll a bit. =) ]
_ _ _ _ _

[edit: Sorry for some of the german names. But I dont know all the english names. Feel free to correct my suggestions or call other cards, too.]

[edit 2: I will edit your suggestions into this threat. If a card is nerfed I will delete it here. So the developer have a list of players wishes.]

_________________
/\_/\
>^,^<
-/ \
(__)__,
Al hail and glory to the Zil, the living Shadow and the Circus!

PS.: Right now I'm only on for calendar. Not playing activ.
We lost the balance too bad since the damned sacred cards.


Dernière édition par Cat_Wachter le 04 Mai 2016, 11:31, édité 12 fois.

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 Sujet du message : Re: Nerf - Suggestion - Threat
Message Publié : 19 Février 2015, 16:45 
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Inscription : 09 Février 2013, 19:53
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Nothing should be nerfed, insurance does not use those letters and hate. Also before announcing the nerfeos, now do without warning. Please see ghosts where there. And apparently you ensañaste with some guild, no witch hunt begin xD


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 Sujet du message : Re: Nerf - Suggestion - Threat
Message Publié : 19 Février 2015, 17:51 
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Inscription : 08 Octobre 2013, 17:34
Message(s) : 657
Where is hate or witchhunt? These are just suggestions. The cards can also be nerved in an other way.
But all these cards are clear to see OP.
(For example: Thundermages - total oneshot and win with perfect in round 1 ... you think that is OP?
Then you can make a suggestion how you would change these cards instead of me. ;)

You remember the nerf of (-4 atk --> -2 atk) or (+2 per objet --> +0/1 per object)?
Those were changings for a better balance. This has nothing to do with hate, only with balance. I think the "unlimited" growing or too many stealing features are making cards OP.

(something personal:
I dont know, what you play. For me I love all the Zil: Daggers, the pack, shadow mages ... But did you ever try to play zil dagger vs Zap Heart mage, Abara, elfine you always see the same picture:
- mages / fighters have become allrounder profis with high def, high atk and sometimes high spirit
- marauder (normally) still have no def, no spirit, no heal, only the high dmg, that cannot go through such high defense ... and they have too less direct damage to kill with only dd.

for example turn 4 (I really was in that situation)
zil marauder plays + = +12 atk = total atk 21-26
zap heart mage plays + (Was still wearing 2 ) = total atk 32-34 atk (def 9 / spirit 9)
so the mage has even way more atk, than the marauder ... just asking, is there a disbalance? ;) )

So there are 2 ways to rebalance the game:
1) To bring out more and more OP cards, to conter the other OP cards.
2) To filter which cards are most OP and nerf them.

But this reminds me of another one:

"Attack +1 until the end of the game each time one of your Beasts suffers damage points. (max +5)"
(instead of unlimited)

But this threat is not to discuss if we need nerfes, it is about what nerfes we need and maybe how we think cards could be changed. ;)

_________________
/\_/\
>^,^<
-/ \
(__)__,
Al hail and glory to the Zil, the living Shadow and the Circus!

PS.: Right now I'm only on for calendar. Not playing activ.
We lost the balance too bad since the damned sacred cards.


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 Sujet du message : Re: Nerf - Suggestion - Threat
Message Publié : 20 Février 2015, 06:55 
Immortel
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Inscription : 04 Février 2013, 17:01
Message(s) : 6173
Localisation : da world
indeed, some huge mistakes cant be jumped, they need to fix them

marauders are a joke

the infinite bonus is a problem

this isnt a paranoic/rage post, for 2 years the game went downhill, and nothing will change it if the problem is ignored (op cards)

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create a new post if you want to communicate with me, DONT SEND PMs!!!!

CURRENT STATUS: OFFLINE / NOT MODERATING


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 Sujet du message : Re: Nerf - Suggestion - Threat
Message Publié : 20 Février 2015, 22:04 
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Inscription : 05 Février 2013, 19:23
Message(s) : 240
Carte actuelle à modifier: Lv2
Proposition de modification: at the start of round 1, every opposing character gains -1 to attack for each one of your noz allies, spirit -1 for each one of your stonelinker allies, if your enemy is marauder, defense -1 for each one of your sap allies.
Justification: current version is too powerfull. With this change, Lady wount be so strong and she will be a little worse supporter then now.

Carte actuelle à modifier:
Proposition de modification: Your Area of Effect (AoE) spells cannot be activated after this card. Choose 2 spells from your discard pile and play them. Compendium: you can play spells without restrictions. A non-AoE spell from your hand is played. At the end of the fight this card is removed from the game.
Justification: to awoid situations when a mage kills all the opposing characters with a lot of AoE spells, such as Lightning bolts or Spark things off.

Carte actuelle à modifier:
Proposition de modification: "A non-AoE lightning spell from your deck is played" instead of "a lightning spell from your deck is played".
Justification: to awoid situations when a mage kills all the opposing characters with a lot of AoE spells, such as Lightning bolts or Spark things off.

Carte actuelle à modifier:
Proposition de modification: action, Mage, Warrior. Duration 3 turns. The holder becomes a nehantist. When the holder loses this card it is removed from the game. Anytime when a character shold suffer X magic damages, if X is bigger then 6 then he suffers X/3 magic damages (rounded up). Warrior: defense +1 Mage: chain.
(This reduction and checks for damage should be applied after spirit reduction, for example - 1)Tanaer of Arcania (spirit=3) should suffer from deus ex machina, he suffers: 10-3=7, 7>6, 7/3=3, so he suffers 3 damages. 2) Tanaer of arcania (spirit=3) shold suffer from 8 magic damages, he suffers: 8-3=5, 5<6, so he suffers 5 damages).
Justification: This card is really powerfull so it needs to be nerfed. In this variant it would not stop mages from playing spells, so they will be able to cast something protective, but it still prevents warriors from being one-shoted, so it is still a good protection.


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 Sujet du message : Re: Nerf - Suggestion - Threat
Message Publié : 01 Mai 2016, 19:13 
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Inscription : 08 Octobre 2013, 17:34
Message(s) : 657

unique (so the buff cannot be stacked)
-> so it is no longer OP and can be allowed in Amnezy again


3 turns (instead of 3 fights)
-> so it is no longer OP and can be allowed in Amnezy again


2-3 turns (instead of permanent)
if this card is thrown on your graveyard it disappears from game


heal less (onlys 3-5) and it is less OP


-2 dmg (instead of -4)
3 turns (instead of permanent)


3-4 Turns (instead of 3 fights)

_________________
/\_/\
>^,^<
-/ \
(__)__,
Al hail and glory to the Zil, the living Shadow and the Circus!

PS.: Right now I'm only on for calendar. Not playing activ.
We lost the balance too bad since the damned sacred cards.


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 Sujet du message : Re: Nerf - Suggestion - Threat
Message Publié : 04 Mai 2016, 04:53 
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Inscription : 05 Février 2013, 02:40
Message(s) : 243
: Defense + 1. Your Warriors get Spirit and Defense +1.

: Duration 2 turns.

: Your opponent can discard up to 2 cards. Discard 2 cards attach to any character, -1 for each card discard.

: Removes it self from game.

: Turn 1, 2 and 3: At the end of the fight if your character has less than 1 health set it to 1. The card attach to your character are discard and this card is removed from the game.

: Your Characters lose 4 Health Points at the end of each turn.

: You lose 4 health points.

Whenever your opponent deals damage to your character an opposing card is discarded.

: Defense and Spirit +1 when characters die.

: Heal only when she is hit.

: Defense set to 2 and buffs are not permenant. Turn bonus on 1, 3 and 5.

: Defense =1 and Attack 6/11

: Does not chain.

: Archon caste added. At the start of the game if you have only one Archon, Your characters gain a Cor Ruin. Turn 1 your characters gain chain.

: +1 to Spirit, Defense and Attack and no longer chains.

: Spirit set to 3.

: Your Opponent characters get until the end of the game:
-1 Spirit if all your characters are Noz.
-1/-2 Attack if all your characters Are Sap Hearts.
-1 Defense if all your characters are Stone Linkers.

: Only gives Spirit to character casting spell.

: Characters that get daggers lose 2 Health point.

Turn Bonus +2 to damage dealt and suffered.

: No longer gives -2 to stats.

: Deals attack only when an Ally dies.

: Attack and Defense +2 and heal 1 for each dead ally. Attack +1 for each Item.

Spirit +1 for each Noz. Attack +2/+1 for each Dead Dragon Knight. Defense +1 and Heal 1 for each living Dragon Knight. Chain.

: Non-Mulit class Mage Attack -5 after dealing Damage.

: Your Mages have Spirit and Defense +1. Opposing Characters have -1 attack.


Dernière édition par Oscar_Gomez le 07 Mai 2016, 11:49, édité 1 fois.

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 Sujet du message : Re: Nerf - Suggestion - Threat
Message Publié : 04 Mai 2016, 05:03 
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Inscription : 04 Février 2013, 21:44
Message(s) : 2233
Localisation : Peru
I do not want to hate me, well, a bit maybe, but dire, and tired with their nerfeos, I think the only letter that should nerfear urgent is , and seeing more cometary last, even it seems stupid these changes, see there is so much hatred, that even leave trash.

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Message Publié : 04 Mai 2016, 10:34 
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Inscription : 08 Octobre 2013, 17:34
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It is not about hate. The plan is that it is no longer neccassary to ban any card from amnezy tournament. So every card, that is banned, should be nerfed ;)

_________________
/\_/\
>^,^<
-/ \
(__)__,
Al hail and glory to the Zil, the living Shadow and the Circus!

PS.: Right now I'm only on for calendar. Not playing activ.
We lost the balance too bad since the damned sacred cards.


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Message Publié : 04 Mai 2016, 17:03 
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Inscription : 04 Février 2013, 16:56
Message(s) : 750
I can agree that most of the legendarys should be noerfed.
Btw, making korruption of spheres a 3 turn card is rather A buff than a nerf.
I would go with removing the second direkt damage part, and well then its fine.
Stone heart going down to 3-5 seems fine.
And well i cant really see a god way to balance that out, maybe start with NOT decresing your armor and spirit.
And maybe add: your unable to play cards with that equiped.
and well, it removes itself from the game as other legendarys.
That owuld be a good nerf, still viable and strong, but not that every deck every situation op card.

And i dont think sacrifice is a well done concept.... before we start using that on cards again the concept of sacrifice needs to be reworked, because it SUCKS at the moment.


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