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bosunga
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Publié : 16 Août 2013, 20:55 |
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Inscription : 20 Février 2013, 13:28 Message(s) : 200
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In my opinion (and almost everyone's opinion) the game is beginning to lose the balance it used to have long time ago (when it started).
When the characters were first designed, their atributtes were fit to the game, since they had 13-16 HP and it was a bit complicated to deal 17-20 damage (13-16 HP + 1-3 defense/spirit + any bonus) and kill a character right on the 1st turn. Now, with all the cards that were released, it is possible to deal almost 30 damage in the first turn (and also deal 20 damage each following turn), and yet, the Characters still have the same attributes they had when they were first released.
So, the characters are being made with the same type of attributes (in average, 1-3 spirit max, 8-11 attack max, 0-4 defense max and 13-16 HP max [18 if nomad]), and yet, the cards released are making it really easy to have +10 attack right on the 1st turn/fight of a character. The problem here is that the characters aren't being adjusted to the cards that are released each week, which, in the long run, will probably mean that: Marauders and Blast Mage decks will only be beatable by their own, and every single deck that relies on control or defense will eventually be the worst around and ending up having no chance of winning agaist decks that can deal +10 damage each turn with any 2 cards (5-6 cards if you are a mage or a Tracker). In the end, the winner will be the one that can deal the most damage in the shortest amount of time possible, because no character would be capable of being alive in the end of a match, since average damage being dealt per fight would be ~20.
My thoughts on how to maybe fix this: Adjust the health (and/or attributes) of all characters in order for them to keep up with the cards released, or adjust all the cards that make this possible.
So, what's your thoughts on my opinion and what's your opinion on this current issue?
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mangg
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Publié : 16 Août 2013, 21:30 |
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Inscription : 09 Avril 2013, 10:43 Message(s) : 45
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bosunga a écrit : In my opinion (and almost everyone's opinion) the game is beginning to lose the balance it used to have long time ago (when it started).
When the characters were first designed, their atributtes were fit to the game, since they had 13-16 HP and it was a bit complicated to deal 17-20 damage (13-16 HP + 1-3 defense/spirit + any bonus) and kill a character right on the 1st turn. Now, with all the cards that were released, it is possible to deal almost 30 damage in the first turn (and also deal 20 damage each following turn), and yet, the Characters still have the same attributes they had when they were first released.
So, the characters are being made with the same type of attributes (in average, 1-3 spirit max, 8-11 attack max, 0-4 defense max and 13-16 HP max [18 if nomad]), and yet, the cards released are making it really easy to have +10 attack right on the 1st turn/fight of a character. The problem here is that the characters aren't being adjusted to the cards that are released each week, which, in the long run, will probably mean that: Marauders and Blast Mage decks will only be beatable by their own, and every single deck that relies on control or defense will eventually be the worst around and ending up having no chance of winning agaist decks that can deal +10 damage each turn with any 2 cards (5-6 cards if you are a mage or a Tracker). In the end, the winner will be the one that can deal the most damage in the shortest amount of time possible, because no character would be capable of being alive in the end of a match, since average damage being dealt per fight would be ~20.
My thoughts on how to maybe fix this: Adjust the health (and/or attributes) of all characters in order for them to keep up with the cards released, or adjust all the cards that make this possible.
So, what's your thoughts on my opinion and what's your opinion on this current issue? I agree with everything you've said. It is retardedly easy to first turn kill a character, especially if you are playing a marauder deck nowadays..
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Nekkrofear
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Publié : 16 Août 2013, 21:36 |
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Inscription : 04 Février 2013, 21:52 Message(s) : 180
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Please add more hp!!!! That would be great
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Mang Isko
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Publié : 17 Août 2013, 05:24 |
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Marchand |
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Inscription : 05 Février 2013, 02:49 Message(s) : 569 Localisation : East, always into the east. . .
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Nekkrofear a écrit : Please add more hp!!!! That would be great remember back in the old days, mages and marauders having only 12-13 hp, now we have marauders with 15 hp (non-nomad)
_________________ Every 5 seconds a prinny is thrown.
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bosunga
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Publié : 17 Août 2013, 06:26 |
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Inscription : 20 Février 2013, 13:28 Message(s) : 200
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Mang Isko a écrit : Nekkrofear a écrit : Please add more hp!!!! That would be great remember back in the old days, mages and marauders having only 12-13 hp, now we have marauders with 15 hp (non-nomad) Having an increase of 2 hp when we can deal +10 more damage than before doesn't really help anything. But hey, I think adjusting all the cards would be the best solution, however it's something that can't be done when we have new cards coming every week, that's why I said that adjusting the attributes could also work, even though I hardly believe it. Adjusting all cards (or the cards that disrupt the balance of the game) would mean that these cards would probably have different effects than those they have today (I mean, how can someone balance a card that allows you to play 3-4 extra cards from your hand while giving you huge bonuses [Trackers for example] without changing it completely?) I think Eredan is now a "giant ball of snow". They released some good cards, then they felt the need to release some great cards, and so on, until someday they released cards that are extremely OP, specially when paired up with other great/OP cards. And since then, the only way they thought of that could counter those OP cards was to release even more OP cards, and so on (just like a giant ball of snow when going down a hill of snow). You can't really fix something that has reached this point without doing some drastic changes. However, neither Feerik nor most of the players would want to have the cards completely changed just to have a chance of bringing some balance to this game (even though most of the players complain about something, they really don't want it to be fixed. Society is kinda like this. When faced with the possibility of having something better, they always ignore it, specially if it means that there would be drastic changes). So, as for now, I can't see anyother future than the one I described (marauders and blast mages being the top, while other being rubbish). Well, maybe I'm wrong and the game will eventually end up balancing itself, with the release of counter cards that also give you huge bonuses like the ones we have today.
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Mang Isko
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Publié : 17 Août 2013, 08:25 |
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Marchand |
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Inscription : 05 Février 2013, 02:49 Message(s) : 569 Localisation : East, always into the east. . .
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^ they use to follow a set of rules when making characters back in the day. like mages and marauders having low hp because of their damage output. but now it's just may "ion blaster trumps your cannon" game.
_________________ Every 5 seconds a prinny is thrown.
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DalarasCroft
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Publié : 17 Août 2013, 15:46 |
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Inscription : 12 Février 2013, 18:49 Message(s) : 96
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Another idea would be introducing the concept of damage reflection. Such as cards that say: "during this turn, you can deal no damage, but you reflect 70% of the damage you were supposed to take. The concept is similar to the card that reverses healing, I can't remember the name but is a trophy. This would be a surprise factor of 1-hit-kill decks.
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