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Message Publié : 10 Septembre 2013, 16:41 
Duelliste

Inscription : 04 Février 2013, 23:42
Message(s) : 36
I don't care about specific nerfs and really i don't think nerfing is ever the answer, but i didn't want to start a new chain as its all related really. I don't know if the staff take any real notice of these posts but this is a message to them and aimed to be productive.

New cards in general are getting way out of hand, last week it was Zil Marauders, this week Immortals and its been like this, each week for ages... i get this is a business and its probably v.good business sense to release super OP cards each week so that customers are almost forced into buying packs to stay competitive, and i spend a lot on this game and so own the decks of the week. I can join the hundreds of Immortals this week too.

But why should we have to? Why has a system been created now where only a hand full of decks are being used in tourneys. I wrote into my clan chat today that i was falling out of love with Eredan for this reason, because i'm always Vs. the deck of the week and it was unanimous, everyone felt the same. FEERIK you are ruining your game! Balance it out... Immortals especially were more than decent before, why buff them? Because of the story line? You buffed Demons recently, so write a story where you buff Demon Hunters to a usable standard.

Its no fun loosing, its even less fun knowing you never stood a chance. There are too many decks that stand no chance against these few but very accessible decks. Sort it out dude, because i love your game but people are getting sick of it...


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Message Publié : 14 Septembre 2013, 21:16 
Néophyte

Inscription : 06 Février 2013, 21:37
Message(s) : 19
MajinMan a écrit :
I don't care about specific nerfs and really i don't think nerfing is ever the answer, but i didn't want to start a new chain as its all related really. I don't know if the staff take any real notice of these posts but this is a message to them and aimed to be productive.

New cards in general are getting way out of hand, last week it was Zil Marauders, this week Immortals and its been like this, each week for ages... i get this is a business and its probably v.good business sense to release super OP cards each week so that customers are almost forced into buying packs to stay competitive, and i spend a lot on this game and so own the decks of the week. I can join the hundreds of Immortals this week too.

But why should we have to? Why has a system been created now where only a hand full of decks are being used in tourneys. I wrote into my clan chat today that i was falling out of love with Eredan for this reason, because i'm always Vs. the deck of the week and it was unanimous, everyone felt the same. FEERIK you are ruining your game! Balance it out... Immortals especially were more than decent before, why buff them? Because of the story line? You buffed Demons recently, so write a story where you buff Demon Hunters to a usable standard.

Its no fun loosing, its even less fun knowing you never stood a chance. There are too many decks that stand no chance against these few but very accessible decks. Sort it out dude, because i love your game but people are getting sick of it...


+100000
(90000 for the Demon Hunters)

I´m moved bro (for real)


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Message Publié : 14 Septembre 2013, 23:11 
Aventurier

Inscription : 12 Février 2013, 18:49
Message(s) : 96
the cards are fun, the game mechanics are nice. the game overall is crap because of those frequent releases. I just play adventure/ dailies/ events for the cards. but I think it is stupid to pay a single dime to a game that the cards I will buy are good for a week. really?


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Message Publié : 12 Novembre 2013, 13:57 
Duelliste

Inscription : 04 Février 2013, 23:42
Message(s) : 36
I just want to go back, as i had a proper moan, and say an honest thanks Feerik, what you've done to the Quilingo tourney will go a long way to solving this issue.


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Message Publié : 17 Novembre 2013, 02:45 
Néophyte

Inscription : 06 Février 2013, 14:59
Message(s) : 2
menacing sky.. is.. seriously?
end of story. if u survive til the 3rd turn, lucky u.


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Message Publié : 18 Novembre 2013, 07:01 
Guémélite

Inscription : 05 Février 2013, 02:40
Message(s) : 244
tempuramen a écrit :
menacing sky.. is.. seriously?
end of story. if u survive til the 3rd turn, lucky u.

I'm seriously surprised Thunder Stroke and Lady Izandra haven't been nerfed already.


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Message Publié : 26 Novembre 2013, 21:10 
Immortel
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Inscription : 04 Février 2013, 17:01
Message(s) : 6173
Localisation : da world
Hello!!! its bible time!
if only 1 guy (not a mod, because they work is read whatever we want to say) read this and make a useful feedback, im going to feel great
Read the whole post (if someone have guts to do it :P)
this post is interesting, its about the story of the nerfs

some things could be wrong typed or incomprehensibles, let me know that, english isnt my native

oscar, as u can see, thunderstroke isnt the problem, in the FTK (first turn kill) "ultimate noz thunderstorm deck" you cant see a single thunderstroke in this formation, why? its simple, you have ONLY the "sky" card, and the "AOE" thunder spell cards, you play those cards => you could win in 1 turn (please dont try to refute this syllogism)

now, you have another thunder deck with just a bunch of thunder spells

tell me, which thunderblast is the deck who can win faster (faster isnt always better) then, which is the deck who can beat more decks?

since all of you (and i think) a lot of people and me started to testify this list of the cards released in the last 3 acts (why since act 8? because that act started the 2 new tournaments, and act 8 is where people started to cry/scream/criticize with-without- logic some of the cards, maybe some new guys dont know about this but some people began to question the effect of some cards in acts 4, 5 and 6, then they had to change some stuff for balance's sake)

****THIS IS A FACT!!!! PLEASE REMEMBER IT!!! if a single card destroy the whole strategy of any deck, even only 1 deck (like shape of a dragon crush nehant and shadow spells decks) that card deserves a nerf, the deck who can stomp almost every other deck with only 1 card or a chain of cards, deserves a nerf, long tale short: do not be fooled, if something sounds too good to be true, it probably is****

****welcome to eredan.itcg's nerfs history****

Citer :
act 4 nerflog with some explanations

is fun to see the fact of where are those people who wants a nerf came from, noz blast (m-m pilkim) was released and 2 mages decks (tempus and wild buds) were the fashion of the week (or months :P) also a lot of people started to play with multirace (see act 5 nerflog) and eclipse, because they were cheap and effective. i was a tempus fan since the deck was completed (aging/celerity update) days in wich no one could kill the eternal in his first and/or second fight, i dont liked too much the days where everyone started to play tempus just because was easy to win with them, but this happened a lot of times

just think about it, cheap decks doing great (became popular), shaking the ground of the most expensive deck of the game, like noz blast in that moment
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Harshness:
Spirit = 0 and Attack +2 by a living Mage. The opposing character has Spirit = 0. Chain. "Sol’Ra Avatar" : Permanent.

time to screw mages, badly. everyone liked to play with mages, and who cant afford those decks, simply constructed a counter deck. cards like dobule clay in some mage decks are just useless, if a mage plays a card that raise +4 def they lose the chance to play a card that causes damage, playing a card that deals 0 damage in an offensive mage deck is pointless, maybe in discard, wild buds, and tempus, double clay could be the answer but not for the whole universe of mages, then the enemy plays this card, 6 damage max in round 1 and 0 spirit, BANG! your mage is dead. let me just say this, with that card the eclipse deck owned every single kind of mages
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ectasy:
Duration: 3 turns. The other "Ecstasy" in play are discarded. Each time one of your characters suffers damages, one of the opposing characters suffers 2 direct damage points.Chain

well this was a dumb card, first of all because this card had no enemies in that time, no paranoia, no circle in A minor, nothing (the only thing was obesity and a lot of just cant add that card to their own strategy). the only way to beat this deck, like almost every single op cards decks is or killing the holder of that card (in this case because this card is equipped) or trying to ignore that card, but if you do it, with dissidence, the enemy have 2 extra (or 3 with void) cards to play.
2 direct damge point is too much, why? because every time the enemy takes 1 or more damage, you take 2 damage, then playing only 4 cards in 3 turns you could win (this is important, the magic number "4 to win") if you played ectasy, and a direct damage aoe (cards like storm) in the first 3 turns, you won (scragh wasnt there for save us)
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heartrending dilemma:
If you have less than 4 cards in Hand: at the end of the turn, the turn counter advances from 4 additional turns. Otherwise, choose an opposing character, he suffers X magic damage points where X equals the current turn number +2 and 4 cards from your Hand are discarded.

great nerf, like some later nerfs, this is not a balance, they destroyed a whole strategy (see put-up job)
like a tempus player have to say that first, the game just speed up, some games ended at round 4, tempus needed dilemma badly, why they nerfed this card? because of haters, they never played with tempus, they dont know how this deck works, in the days of the 4 extra rounds dilemma, if you initial hand contained 2 copies of this card, you had secured more than 50% of that game (some just run away when they see that 2 cards played in the first fight), people started to complain about that, in extreme cases you could get around 18-20 in a real round 2-3, that is the argument chosen by which always or nearly always lost against tempus. true fact is (the next list contains some of the popular/op decks, but also they are the most updated and played ones, so i cant compare tempus with another decks like golems), eclipse just rape you every single game, same with sitar deck, compendium crystal storm, ectasy, noz blast (i had to put mental prision in order to defeat another mages), even with those dreamlike hands, why? cause dilemma give you nothing else than potential damage, no defense, no debuffs, absolutely nothing (visualize 3 pure mages playing cards that do nothing) you had to play safe the first 2-4 rounds until you draw 2 dilemma. the haters never thought in the inverse situation, what if dilemma isnt in your initial hand? what if you only have agings/celerities in your first 2 hands? no. they just got sick of play 2 of 4 games against tempus, 0 ideas to counter them.
also, the damage nerf, the idea of dilemma is just to be used as a turn magnifying, but in some situations, some counters like obesity, or the prestige destroyed the finishers of my deck (yeah, i can play 10000 dilemma, but im lack of celerity/aging) i lost some games because they ignored dilemma, some others ignored the finishers, having at least a situational card to finish enemies (with a high cost of 4 cards discarded) the second thing tempus needed, but now with the damage cap, the only character who can kill the tempus with that card is flamara.
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Wild buds:
At the end of the fight, X magic damages are spread amongst the opposing characters alive where X equals you character's Spirit +4. World-tree: each opposing character alive suffers 1 additional magic damage for every Nature Spell in play (+5 maximum). Permanent.

germination made this deck annoying, you have the fastest deck of the act? then this deck could cripple it even faster. this deck became another one of the list of the 4 cards to win (2 germination+2 wild buds, also you could play the other side of the coin with 1 or more wild buds equipped for more fun)
the strategy is play as fast as you can every nature spell from your deck, complementing that strategy, there is another strategy, the root one (and double clay), in the first 3 fights at least 1 of my characters got always equipped with roots, then i have to choose what im going to play, i can play a single card until my character dies or remove that card, i used to play dks in those months (sometimes tempus), even with a clumsiness and a dissidence a lot of games ended in round 4 when the character equipped with 1 wild buds played another one, the problem of this decks was that combo, high def+universal counter "root"(no zombies in that act)+high damage aoe (and a permanent one, 2 or 3 times of wild buds were enough to beat non-mage decks) lot of decks were unable to fight against those 2-3 fronts.
as result they nerfed the max damage of wild buds, no more easy games for them
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fatal countdown:
Attack +5, -1 for each card in the opposing player's Hand. The opposing player draws 2 cards less during the next draw phase.

hand deny isnt not my favorite, but at least the fatal countdown spamming does not guarantee a win, even with cutting all the ties spamming too (this is because only 2 of the 3 characters were nehant guems, the last one was hate). people started to play with mages, some guys understood the idea, they dont decided to create viral post of X is op, if you cant beat them, counter them (?), then a rain of this kind of deck took to the level room, then, mages users started to complain (i started to play with elfines and dks :P) but at last, they made it, feerik nerfed the card

<just as a personal thought, today a new kind of hand deny with the scourge is worst than this old one, you can lock the enemy hand for up 9 turns without playing ANS, and at the same time bulk up the scourge, making impossible to beat him with physical attacks, even a monkey can win with that deck>
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weapons at will:
Attack +1 for each Weapon in your Discard Pile. The first Weapon in your Discard Pile playable by your character is played immediately after the cards have just been played and activates immediately. Chain: "Weapon Throw"

a guy won amnezy with the weapons at will demon hunters, first time on centuries of a warrior with a simple strategy who can beat the power of the mages, then feerik said, "this is a copy of the IHAS deck" we need to change it. and then it was. not sure why they made that decision, but nobody care about it
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Citer :
act 5 nerflog with some explanations
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Sol'ra Eclipse:
All the opposing characters have Defense -2. Duration 2 turns. Priest: Additional Duration of 2 Turns. chain

why? dont know why eclipse, some releases later they made a similar card: transmission of knowledge (?)
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Reinforce the Faith:
Your Marauders gain Attack +1 for each of your living Eclipse characters and an additional Attack +1 if "Solar Eclipse" is active. Eclipse: Duration 2 Turns. Marauder non multi-class: Chain Action.

time to do maths: attack+1*living eclipse+1*sol'ra eclipse= +4 attack x2 rounds (with 3 chars alive, 1 eclipse in play) and a -2 debuff to all enemy characters x2 rounds (min.) = up to 12 damage, playing 2 cards, very nice (remember this is act 5, zil marauders still playing with assasination like his best offensive action :P)
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Sol'ra Avatar:
orignal attack 11/11. prevents all healing effects until the end of the game.

OMG dont you see that thing coming, right? even with the friendly fire of the avatar, some masterminds made a deck with scragh and this one, plus the effect of 0 heals, and the generous attack and hp, made abuse of that deck
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Living Nature:
isnt unique

maybe a little bit pointless nerf, this card like the whole multirace cards gives some buffs*number of races, for the warrior keizan, the unique nature guem of the multirace deck, put in play 2 times this card was a bit unfair (9 dmg in the popular multirace). when everyone started to play this deck, i got sick of them because of their nukes, but the first thing that I did wasnt cry on the Forums, i started to use the antithesis of that deck, corruptions
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Brothers in Arms
have a chain

+4 damage and a chain, looks like multirace have its own assasination, cards of low rarity with better effects than the most expensive ones, thats the reason of the nerf of the multirace deck, every multirace card gives you a min. of 4 dmg (in those days)
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Starboard-port:
remake

this 2 cards had a big fat bug, they just remade those cards because of that bug, making them useless
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Citer :
act 6 nerflog with some explanations

(sometimes some cards are modified because they make a powerful combination with other cards)
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Ourenos:
Old level 3 Ourenos: Spirit: 1 Attack: 8/10 Defense: 3 Life: 16
Gain Chain if you play a weapon or an armor.
At the start of the fight, "Ourenos" gains the Elfine and the Hom'Chai races until the end of the fight. If one of your allied character dies "Ourenos" deals a physical attack on an opposing character. Turns 2, 5 and 6: can play Sap Heart cards without restrictions.

whats wrong with the old ourenos? great stats, he hardly can be 1 shooted down in his first battle (eltarite heritage/corrupted + dagger), at least in that act,
he can play with ANY 2 characters (the extra attack skill works with non-saps)
even with this nerf some players won amnezy with the multirace version, (centorium was in the ban list), with the mind game update, the homchai version destroyed the multirace one, in fact they nerfed the most pointless thing of ourenos, only 2 attack points. the real problem of him its the ability of snowball with the extra attacks, if you dont have a high def deck based/attack damage control, you have no chance to win, he gets more score than u, and a good ourenos player will protect(eltarite/obesity/)/buff him if its necesary before his first fight, if tomorrow ourenos could combo with a card that raise in 1000 the attack damage, he can deal up to 3k damage, making a team suicide
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Compendium secret:
Rare. Mental Spell. Mage. Spirit +1. At the end of the fight, this card is withdrawn from the game. Compendium: your character can play Spells and ignore their prerequisites. Choose a Spell from one of the Discard piles, it is played

this is a video of the old compendium http://www.youtube.com/watch?v=gQOfPB6Uyv0 (this is a best case scenario video, showing 2 games of how powerful can be the deck)

the problem of compendium's secret was the combo with arcania (even now, its hard to 1 shot compendiums with arcania) some smart guys playing in elo with crystal storm(s)/thunder spells from the discard and the only thing you can do is watch how your characters start to lose life, those games where pathetic (4 cards to win :P), they where just like going to a slaughterhouse (at the start of the round 4 your characters were in negative hp), the only way to win against that kind of deck in that moment was (control cards) sitar hero deck, and this one was banned in elo. arcania's skill -3 damage to all compendiums in rounds 1 and 2 grants 2 rounds of you cant kill me, comp' secret (screw the rules i have a secret :P) playing 2 aoe crystal storm in the same char, if you discard it, then they can pley them from the discard again with comp' or the thunder combo of the video

this is for the thunderstroke's haters: before thunderstroke was released things like this could happened Image
then in a time between the penultimate (100k volts/spark things off) and the last update of thunder decks (thunderstroke) some decks changed making impossible for any mages win elo (the hardest/most competitive tournament, with decks created only to beat the largest possible number of decks), then thunderstroke was created and more and more people started to play again that deck. why? because the previus deck couldnt beat anyone anymore only with the existent thunder spells.

what happened now? something very interesting, a new card was released (sky), someone just decided optimize/update the thunder deck, but how? we just need to remeber .... "mmmm, long time ago, when thunderblast was op, i could win in round 1 with xtreme luck, round 2 with some luck too always against 0-1 spirit characters, and no healers/counters/damage reductions (the pack with some luck), now thats almost impossible!!! a lot of decks have greater spirit scores than before.... wait a minute, i have an idea!!!! i need to reduce enemy's spirit and i have the card: izandra, she can combine with the marquis, but who can fit in the 3° place? if marquis is the only pirate character and for some reason he cant play the combo, im screwed, i need another pirate who can be the "joker", "joker"? the doyen ;P, then you fill your deck of aoe thunder spells + sky + izandra's debuff = first turn kill

then long story short: thunderstroke? no thanks
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Lost scroll from Kan-del:
Uncommon. Scroll Item. Pirates, Mage, Warrior. Choose a character, he loses up to 6 "Powder" Tokens. Your character gains Attack +1 for each Token lost. Mage or Fire Guemelite: Attack +2.

whats wrong with this one? a lot of people complained about the early (1-2-3 rounds) 2 scroll combo, you could select 2 different characters (even enemies) (this combo its only possible with some golems and al, and its only effective in a deck with powder tokens generation [al its a must on that kind of decks]) this grant an easy 1 hit k.o.
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General fray:
Defense +2. Your allies from "The Pack" have Attack +1. Duration: 3 turns. If your opponent is not a Warrior, his next card is ignored. Chain.

its fray's turn: no negative effects, this card is useful even against warriors, before the nerf, this card had a normal chain effect. general fray was an unpredictable card, you could chain 2 of these cards even in round 1, with the nerf was easier to fight against that deck, sometimes a game could end in 1 round, then is impossible to chain a general fray. pack lovers were murdered in hands of some abusive dragon's breaths until the release of that card, but in fact, with this single counter, the pack climbed high in elo, owning not only mages. i suffered myself that card (my favorite deck was witchblade in that moment, no problems against pack until fray, and starting to lose because a single card is just... annoying)
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Eltarite Heritage:
Rare. Action. Sap Heart. Warrior. -2 to physical and magical damage suffered. Elfine: the next opposing spell is ignored. Hom'chai: -2 to magic damage suffered for each one of your Hom'chai (dead or alive). Chain.

a little more balanced card than fray, in an homchai deck is -6 to magic damage, if this is the first card played, you could reduce a lot of magic damage, but if ourenos is the user of this card, just forget about deal some magic damage or play spells that fight, if he cant play the corrupted + dagger combo, with an heritage fix that problem, i had the same problem with general fray against elfines, sometimes they just won a match spamming this card
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Put-up job
dutation: 4 turns. Choose a character and attach this card to him. He is untapped and can no longer chain cards. Your characters have Defense +3 and gain Chain if they play a Destiny Theurgy.

this card is one of the most hilarious cards of the set of nerfs of the act, i remember some guys saying "wow i beat ourenos with this deck" (actually he won because this card was broken). since the nerf of this card no one played again zil priest. they killed that deck with that nerf, they dont fix op cards, they just destroy them. like everyone, i suffered this deck too, the only way to stop this card was dissidence, yeah, that card you have x3 in your deck and you always can play before a card like this is in the opponent's hand
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Entropy:
Rare. Nehantist. Nehantist Spell. Mage. Mage: two Nehantic Spells from your Discard pile are played. Necromancian: two Undead Actions in your Deck become Necrosis until the end of the game.

whats wrong with this card? the spamming. in a zombie deck with mages this card is played the first time, then you can select a new spell, which can play a necrosis. next time, new entropy => old entropy => necrologyx2/necreology+cutting all the ties => Insensibilityx2/insensibilityx1, then, u know, repeat the loop (break the second chain please)

the consequence of this is 0 damage to the enemy in 2-4 rounds and/or no cards to draw. when the spamming became just a question of luck the people stopped with the thing i call "the bad behavior" (abuse of some spamming/op cards-combos). again you need dissidence, anathematize (if you can draw them, even if u do it and kill 1 or the 2 mages, they can play fake death and try to do the spamming again)
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Tar and feathers:
The new text: Choose a character, he gains 4 "Powder" Tokens. If it is one of your characters, he heals 3 Health points. If not, he has Attack -2 and Spirit -2 until the end of the game.

this is a very little one, but against some multiclass mages decks was too much

------------------------------------------------------------------------------


Citer :
conclusions:
if a card have a low rarity and its better than some of the rarest cards of the game (or a single card can beat a whole deck(s)), it will/must be nerfed
if a deck beat a lot of decks playing 4 or less cards, it will/must be nerfed
if a lot of people start to complain about being owned in 70% or more battles with 1 deck, and that people also play with expensive decks, that cards could be nerfed


Citer :
***im not going to talk about spells like disintegration, sorry but if i have to do so, then i have to do the same with teslarms/settlement of scores and that kind of bullsh*t***


now the retarded cards of the last 3 acts

thunderstroke: reduce the damage done, makes only 1 copy can be attached to an enemy character. really i dont care, this card isnt the problem and only now you can see it thx to the new noz thunder deck, but if u want to nerf it go ahead

menacing sky: op only in the noz formation (ty izandra) i dont know what to do with this card, throw some ideas

izandra: at least remove 1 debuff point everytime a team member dies

beyond death: i dont like this card at all, must be removed from the game just like fake death

night run/eclipse's curse: (retarded cards, worse than general fray/halo of light/in the hands of god/the god of evil/feast) or take off the bonus/chains or the counters stuff

ancestral wrath: up to +6 attack/def/heal and +2 extra attack maybe O.o (reduce the bonus plz) this one and mind game are dumb, the developers decide to nerf ourenos because of their godly stats (1 spirit 8/10 dmg 3 def 16 hp) right? now look the damage of cards of the homchai deck, better than marauders, i remember a old fight with ourenos(not ex) in homchai deck (updated), with this cards ragnor, ourenos, keep the totems, (a 3 single fights match) first fight, ourenos, hit for hit + brambles prick => squasher (like 8 direct damage to out of combat characters), then again the same combo (like 6-8 dd to out of combat chars) then the last fight, was over anyway, lost by score

shape of a dragon: op, like the zil shadow spell counter, maybe if another shape of dragon is in play, this card cant cancel any card

bokken: the X min attack = to spirit is insane, the spirit debuff is just another troll of the designers, this card needs a complete new version

dk armor: add a cap to def bonus

i cant remember anything in this moment, but i think its enough

_________________
My (outdated) decks

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CURRENT STATUS: OFFLINE / NOT MODERATING


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Message Publié : 29 Novembre 2013, 10:34 
Eminence
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Inscription : 04 Février 2013, 18:55
Message(s) : 1106
Localisation : Narnia
man your post is filled with incoherences and wrong ideas:

dilemna was nerfed because no matter what you did it always won vs equipment deck since in 3 turn it could get to alevel of damage higher than any other deck (even if they were being totally screwed by fast decks...). It just needed the survavibility. The staf nerfed it because tempus is basicly a deck that says: If you plan a 6 turn game, you loose...)

's release was a good idea. Since it was noz blast and wild bud time. However, they gave it to a completely broken deck at the time. Making mage disappear from the top and eclipse overrun everything

: nothing to say, this was a little dumb... ^^

was horrible when paired with utkin tourment,shadow and extasy... Nowday's hand deny is only based on . It is a win in almost 90% of the case if youre playing zil dagger since you basicly start with 4 att more than them...


: you're basicly complaining about one of the few cards that really had a good modification instead of a basic "kill the card" nerf.
They reduced the max att. you could have with the card, however they gave it a chain (not that usefull I admit, but still this was something... ^^)

You can't compare now and then. At the time eclipse was completely broken, gaining 8 att and debuffing your defense, able to strike out of combat. They wer almost invincible. (sol'ra's avatar and eclipsed was on the top until scargh arrived...) Besides removing the chain made the broken combo eclipse+supernovae a lot harder to play...
Giving back the chain today would make a lot of cards designed by the staff meanwhile useless...

How could one disaggree with 's nerf. It was a broken card with kei'zan: gaining defense, and hitting extra hard. Especially when they just had to chain it into brother in arms It was almost always a kill with kei'zan.

about : the video is with the actual version not the old one... ;)
It was completely broken, basicly played two zone spells while not being one itself..
The new version plays spells randomly and this make it a lot harder to abuse it.

lost scroll was broken beacause admiral could chain a card giving 7/8 att too easily...

was nerfed because not only was it one of the best counter at the time, but it also gave bonus stat to All your characters. That was a little too good mixed with the good survavibility of the deck at the time... (good decks were extasy and AOE decks...)

main problem was with until the end of the game. This made the card a little too good.

Conlusion: rarity has nothing to do with being nerf: a card is nerf for being OP by itself or with a combo a little too easy to spamm (which was the case with living nature and brother in arms...)
Or by screwing totally (like almost 0%chance to win) a particular gameplay....


OP? O_o?!?!?! What have you been smoking dude... ^^ Only usefull against shadow spells. So just a stat bufffer against every other deck, it may counter a lot of spelles, but it has to be played in a particular manner to be effective since it has no chain...

You're completly misdjudging the OP card? Broken card in tracker is , not . and I think will become worse.... Bokken is the ultimate counter to zil's b(r)okken card ^^'

And how come you don't speak about which is IMO the insaleny broken card (after the lithning set up izandra thunderstroke menacing sky...)

How come you forget about Seriously, is this card really allowed with a mage at 7 spirit on his order? O_o

and let's not forget another really stupid card the one that allow you to spamm tornado with a +3 damage bonus .

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-espèce d'enfoirés!"


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Message Publié : 29 Novembre 2013, 12:08 
Guémélite

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Pretty sure some of the cards he listed were just cards he didn't like. But overall in the past those cards were nerf because they did so much for so little cost. We are seeing a trend now that basically pumps stronger version of pre nerfed cards now. Either way, Feerik is too dumb to balance hence why Hit by Love exist.

Feerik balance team: "Hey guys make a card that makes it so you can't play any cards the next fight. That would sure be balance since all they can do is sit there and get hit."

Feerik: : "Fucking brilliant!"


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Message Publié : 29 Novembre 2013, 18:44 
Immortel
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first of all, i tried to do a list of why the company did that nerfs, i tried to be as objective as I could, the only nerfed i suffered was dilemma

im not blaming at all the nerf of the cards, just telling the story

i played with tempus before the nerf. the idea of the deck is that, if you have a slow deck you cant win, what did you try to say with that skadooosh? of course tempus is a slow deck killer, if they even cant beat slow decks, they are useless, tempus was crushed at the same time by the aggro decks of that time, so you are saying a noz blast who in that time could play x3 the dragon's breath and x3 rain of death, and kill your slow deck in 3 round its okay?

the old hand deny, beat almost every kind of mage decks, direct damage courtiers, and nothing else, like i told you before every warrior decks or even some marauders with the initial hand could beat the old hand deny (in the no ectasy version) only a few guys had ectasy in that deck (and torment) im telling you about level room, where everyone played with the cheap version of them (ties+countdown) and killed every mage/courtier deck in 90% of games played

weapon at will (im not complaining), but tell me, weapons at will was a gamebreaking strategy? compare that strategy with the rest of the other nerfs




well, now this

shape of a dragon: so you say settlement of scores is op because you shutdown mages for 2 rounds and shape is okay? a deck/card isnt op only because can beat every single kind/specific class of deck, like i said before, a card is op when a deck loses a game because 1 single card and cant counter that card (black witch against mages [get the idea of what op means for me])

the no chain stuff, well a lot of decks can abuse of cards which cant chain (ardrakar/chantelain/saphyra/centorium/arckam/doyen/zahal etc). and dks have no problems chaining cards at the moment. when you release any card, you have to watch at least of how that card interacts with the universe of cards released (this is the work of developers and testers)

what should i do with corruption/shadow mages/guem crows decks against shape of a dragon spamming dks (& ardrakar)?

bokken: yeah i can handle zil marauders with bokken, i feel like a boss, so im going to use that card against every physical aggro deck (this cards makes the physical fight against trackers a Russian roulette [with 2 rounds of duration and can be recycled too]). seriously, you can deal from normal damage to 0, up to 2 times, yeah very balanced

and that is not all, you are not a physical fighter and this card can screw you (with the antibuff skill), nice really nice

tenebromancy: could be a problem against some decks, im agree with that, is even better than the extra attacks of quick draw cards (but deals magic damage, so sometimes is useful, sometimes not), and sometimes i played that card instead of master assasin, i do not doubt of that, sometimes is better than assasination style cards

desintegration: forgot that one

and academic lesson (is that one?) or elemental might: nerfed to +2 (3) magic damage of non-aoe

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