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Message Publié : 19 Février 2015, 13:39 
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Inscription : 08 Octobre 2013, 17:34
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The big bonus of marauder chars was the high attack. But at the moment it is very easy to stuck high def for fighter very fast ( and even zap heart mages can easy get an attack bonus of 32 atk in round 1-3 (as if they where merodeurs) , or high direct damage with elfine.

So marauders are now the weaklings (normally they dont heal, have no def and no spirit ... they went to be the weak preys in Quilingo)

So here are some suggestions, to give the marauders (maybe bound especcially Zil, Eklipse and Raven some conter cards and make the attack of them stronger again)

marauder actions:

- Zil, Eklipse, Raven, double the attack bonus of the card in chain and dived the def of the opponent character. chain actions and objects

- "cutting their legs" reduce the def of the opponent character to 0

- reduce the def of the opponent character to 0, your char gets 3 points direct dmg, chain marauder card

- reduce the def of the opponent character to 0, -3 atk and -2 def, chain card of your guild

- double atk, sacrifice 1: heal half of your base atk at the end of the fight

- get 3 points direct damage and all your attak will be turned into direct damage, chain marauder action

marauder objects:
- dagger, Zil, Kotoba Raven, 2 fights, +4 atk, and dived the def of the opponent character, chain dagger and shadow spell

- "Abominations axe" axe, the pack or circus, 2-3 fights, +3 atk, reduce the opponent def to 1, take 1 point direct dmg, sacrifice 1 steal a card from one of the opponent chars
(I already suggested a remake of Abomination, too.)

- "bag over the head" other objects, 4 turns, get 2 points direct dmg, then the object binds to the opponent char. He has 0 def and loses an permanent object that was bound at him. Uh, who has turned out the light?!

_________________
/\_/\
>^,^<
-/ \
(__)__,
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 : 21 Février 2015, 16:43 
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Inscription : 25 Juillet 2014, 11:37
Message(s) : 200
what actually made most fun in eredan was the "fighting back"... the game was decided in round 4-6 sometimes even afterwards...

since quite some time already and especially since the introduction of menancing sky the game is decided in round 1-2

that is where i see the problem... once you see the startup.. in 80 % of the cases you know whats going to happen

specially with all these cards thining out decks up to a point that you HAVE to draw you combo cards in first or second turn...

suggestions which aim to "balance the game" should attack at this point... make the game slower (even by nerfing cards)...

you suggestions are not doing the contrary... they make the game even faster in which case the warriors will claim they need another bigger helm to cover themselves... this is not a good way


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Message Publié : 22 Février 2015, 04:05 
Immortel
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Inscription : 04 Février 2013, 17:01
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that helmet isnt balanced at all, because is permanent, and +4 def, then a marauder weapon only 3, temple guardians heal themselves, that isnt good too (helmet + heals)

isnt fun at all having characters with 10 def

also cards like settlement destroyed the mage archetype

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Message Publié : 22 Février 2015, 12:39 
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Inscription : 25 Juillet 2014, 11:37
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these cards you mention are answers to the powercreep... an answer to the answer is not good... you are feeding the beast...

in my opinion its senseless to make countercards to counter the countercards... a marodaur which can boost +8 attack and even deal magical damage of 15+ is as powerful as any item which grants an appropriate protection against that...


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Message Publié : 22 Février 2015, 19:11 
Immortel
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then why powercreep is ok, and an answer to it is also ok?

menacing sky is "op", we have settlement, now settlement is op, how scores is fair and sky isnt?

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Message Publié : 22 Février 2015, 19:54 
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Inscription : 25 Juillet 2014, 11:37
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i m not saying that the sky is fine... or that even the marauder with 15/19 in first round is fine, or the warrior with 12 defense in round 2 or what have you...

i m just saying that we turn in a circle if we always answer with a counter...

maros were strong once... they dominated the mediocre game for a while... it was answerd with the helm and several other equips... now the warriors took over and dominated... then the mages, then the maro again... then... then.... then....

meanwhilst the game which at first was decided in round 6 and beyond... is now decided in round 1 or 2... this is what we got from always countering

instead of bringing out cards which "restore" an old glory, we should either "slightly decrease" the counters which are strongest or we should develop totally new ways

sometimes feerik could develop a new way... like discard, courts with direct damage, nehant no-hand and sometimes feerik awesomely managed to design a certain caste, or guild... like temple guards, healing and protection... or the crows with magical attacks...

but most of the time feerik overacted or overreacted... some nerfs rendered cards useless... some buffs overpowered the setups...

we all know that a single card can have a huge impact on the gameplay... thats why i suggest this card should not be a card that "restores the attack strength of maros" like the author suggests... it should be a mixture of methods like a tiny nerf here and there and a new card which helps... but only a little...



lets say we decrease the bonus of the helm by 1... means +1 def and spirit for all warriors... or we make the sky a zone magic.... these things will help in reastablishing a game atmosphere in which not only the setup of the chars allowes you to see who will win... but it will create a longer fight with twists and turns... and fighting backs like rocky in the movies...

i remember playing wich lodir, malika and the sphinx... using cards which healed me for 1-2 hp but they made the difference... and i remember matches in which the opponent then sent me a message after round 11 that he thought he almost had me down but i fought back and even turned the thing around

of course i know we aint going back there all the way... but we can go back a few steps and see


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Message Publié : 26 Février 2015, 02:07 
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I admit, that nerfs are a better way than big conter cards ... but when I see the last releases I see more an more "unlimited" chars ... who still bring in more and more op ... so many of the just released cards should be nerved, too:

- - Minimum Atk 0 in every turn (maybe even when he is not active)? (in older acts he would have those only in Turn 1,2 or 2,5 or something like that)

- - every turn, even when he is not active?

- - goes permanent? Even only to double (up to 8 turns) would be strong enough

- - every turn, even when she is not active?

- - unlimited growing by damage to animales? Why not set a max of +5 (like the pack had in older acts)

Just to mention some of the very new cards...

And the marauders lost in Quilingo Topurnament some good cards like so the last 3 conter cards they have are
- (which also means suicide the char and no chain),
- (but dont work with the new mage, because char function is stronger than actions function) and
-
And these are truly not the stronges help vs op chars and absolutely op deck combinations. ;)

_________________
/\_/\
>^,^<
-/ \
(__)__,
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 : 26 Février 2015, 09:18 
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Inscription : 25 Juillet 2014, 11:37
Message(s) : 200
i understand your sentiments but you also got to understand that not every single job/race/caste/guild is playable and competitive at all times in every occasion... that was, is and never will be possible... so adding to the chorus of demanding a bigger gun for this and that reason wont help anybody

assume feerik will give you a nice card which makes marodaurs the top class for the next month... then someone will open a post and ask the same benefit for his beloved... priests...

the new compendium char to me seems like its going in a direction of a 'new' gameplay again... some interesting options are opening... and remember he also has this very wide attack range and never was really useful... this char reminds me of him


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Message Publié : 26 Février 2015, 16:00 
Immortel
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Inscription : 04 Février 2013, 17:01
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what i feel (and know) is we have a tier 1 deck and in order to beat it we must play with the anti tier (not a good choice to win a tournament) or put specific cards, but if this cards created to help you against your worst match up obliterate the opponents deck, we need to add a card to do the same to fix again the same problem, this is what is happening is the never ending story

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Message Publié : 26 Février 2015, 21:08 
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OP cards should be nerved and many of the new cards count to this type and need to be rebalanced.

But a game should not work like "big gun"-"bigger gun" ... it should work like stone-scissiors-paper. Every class should be good vs another class but also bad vs another class. That would be true balance ... so there should not be allrouder with high def, high spirit, high attack and specials like discard, too

So first we should nerv the strong allrounder-cards ...

And there are many classes in this game, but the 4 core-classes are mage, warrior, marauder and priest. All of these should be playable at any time (non-pirate-craftsman and bersercs are weak anyway).

Old strength of the core classes was:
mage - high spirit + spells
warrior - high def
marauder - high atk
priest - high spirit + heal

so stone > scissiors > paper works like for example mage/priest > warrior > marauder > mage/priest or something like that.

_________________
/\_/\
>^,^<
-/ \
(__)__,
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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