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Treim

Alpha & Beta Tester
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Everything posted by Treim

  1. Yeah for the first few days maybr. When devs fix the people dcinn all the time there will be way more quest conpleted which will more than make up for it. Also time works for the market in that cad
  2. While I think you are right that prices for some cards are heavily inflated - not only PvP cards but very useful cards in general, i don't see how you could resolve that conflict and this is simply the result of players already knowing before the game launched which cards are/will be highly sought after which results in very high demand and way to little supply. The market will stabilize once there are a few more copies of those cards flowing around in the market. Also Huricane and Motivate are only slightly more expensive than in the original game (hurricane ~180-200, Motivate ~100-110) while Home Soil was around 400 for a long time.
  3. __________ ___________ __________ ___________ | | | | / | | | | | / | | _________| |__________| / | | | | | / | | | | | / | | |_________ |__________| / |___________|
  4. @BurningWorld There will ALWAYS be so called op cards. Those are generally the meta cards or a part of them. That doesn‘t however mean that at least 1/5 of all cards is pretty much unplayable or that you at least have no real reason to pick them up. That doesnt mean that everything needs to be equally strong but i dont see a reason why you wouldnt want more choices of cards. Give them different strength and focuses so every or at least a vast majority of cards can fill at least a niche which they can be used for. Not everything needs to be meta, but having so many cards be absolutely useless is very underwhelming. Also having more choices on cards which can cover up weaknesses or enhance strength of certain playstyles would just advance the depth of the deck building aspect and by that also the strategic depth of the gameplay. That doesn‘t take away of the progression as there will always be cards that are optimal to a players needs. There are already some niche cards that can help PvP players when struggling against certain enemy factions. Those are by no means meta and you generally sacrifice something else for it. Why dont we try to enlarge that pool of cards and maybe add some cards as actual options to cards that are considered core now. Also your argument about rare cards being super powerful and op is kinda not true considerig cards like LSS being uncommen and op while a lot of UR‘s are kinda underwhelming ?
  5. Ha i am 1337 now. I'll never post again on this forum. :kappa:

     

    1. Eddio

      Eddio

      You already failed

    2. Treim

      Treim

      I just couldn‘t hold back. 

      But i did this to go even further beyond.  

      (reference intended)

  6. Maybe something to add: i think the first cards that should be focused on are the ones that can be made (semi-) viable or at least can fill a niche with relatively easy to implement changes should be focused on first. Focusing on cards and adding some stats to them just so still noone plays them is kinda pointless imo. Pick out ones where you can make a difference by simple stat changes of base stats or ability stats. I actually discussing tweaks to those cards can be worth actually worth even at this stage as it is something that can change the game for the better and is least something that is in sight and devs are sure they can manage. Which units CAN be made relevant is up for discussion as well though I'd propose to first to go over the more obvious choices as picking which cards is (obviously) based on opinion. No need making it hard early on when you can simply start with the easy choices and work your way down Reworking abilities on a grander level like (even just) tweaking mechanics slightly should be left to a later date in my opinion - if at all possible. P.s. Not even sure if anyones interested in a discussion about 1 or 2 cards at a time and what scale of changes would be appropriate exactly.
  7. There is 1 anti air tower used in the game. Blaster Cannon has its niche in speedruns against Lost Vigils for rPvE lvl 10's I think the Revenant's ability is inherently flawed in that it only activates when you die which is exactly what you try to avoid and as a last stand type of ability it is just way to costly. If you want to keep going with the Revenant type thing i think it would be way better making it either a passive ability or very cheap and change the duration of the effect similarly. So f.e. 20-60 power costs (depending on the unit) and then duration 10 seconds. Or if you make it free go for 5 seconds or diminished stats. or something. I still dont think its good game design to have an ability that requires you to die when that is totally counter intuitive. A complete rework might work better. I think f.e. it would be nice to have an ability that would give the units a power up for a period of time but would leave them weakend permanently afterwards. Something like, by offering part of their Souls they can get extra stats/abilities, but afterwards (due to their Souls being incomplete) they can never reach their former peak. That ability would be quite similar to frenzy for shadow but less dramatic which would fit its mixed style of being a splashed faction of frost and shadow. I think with Twilight you could do something with a lot of switching forms, which could make their units super versatile. I think that fits the theme of "Mutants" which they are quite well and could offer a lot of strategic options to the faction. Obviously both changes would probably require stat changes, the Twilight one more so than the LS one, but still. I think working on balance changes in the future is best done in tandem with the community. Maybe let the community decide on a few cards via watch list and then work with high level/experienced PvP and experienced PvE players on changes for those cards (and maybe a few extras). I think that could work quite well.
  8. The biggest problem for pure decks i see is that rPvE is way more popular than PvE, with maybe the exception of Bad Harvest. In rPvE however you need to have speed which all pure decks lack due to varying reasons: Nature is safe due to a lot of heals, but has limited void manipulation and very expensive units and no notable damage spells with maybe the exception of Thunderstorm( and that is still far from great, especially in t4) Frost has similar issues, they are relatively safe due to a bunch of protection and damage reduction spells and abilities but lack the damage generally on top of having no void manipulation except for the shrine of martyr which only helps once you amassed a lot of void, so kinda nice but not overly useless. They have damage spells but can only use them sparingly due to that. Fire has insane damage with spells and argueablythe best void manipulation in the game units and even tankiness with Moloch, but has no way to support a lot of units due to the limited amount of slots for Unity. No heals so you gotta fall back to Viridya or Moon which kinda sucks as you either have to heal up after a fight or have to waste a Unity slot for them. Shadow is probably the most viable faction for rPvE as it is still the best balanced, even though you dont really use the 4th shadow orb at all - so why bother really? It has good support with frenetic assault and infect, heals with Blood Healing and Overlord ability which is generally enough, decent damage with frenetic again and a well placed soulshatter can do a lot. Also Grim Bahir's little underlings adds to the utility as a distraction and a bit of damage. It is overall the most well rounded faction if you consider they also got CM+ FoF void manipulatioin, but you could also play that deck without the 4th shadow orb as Shadow worm can hardly be sustained with just bloodhealing and Overlord. And not using its ability, well then why use it at all... I agree with the list overall, even though i doubt it would be hard to find 50 more cards that could need a buff.
  9. @Chibiterasu I like that you graded your own work 2866
  10. 2860 Stop looking here is nothing more.
  11. 2587 Stop looking, there is nothing more in this post.
  12. While i agree it shouldn't be to fast to gain cards and upgrades it should neither be to slow. The major issue i see is that PvP and to a degree speedruns are that balanced around fully upgraded and close to fully charges decks. Especially some decks require quite a few UR's to be playable at the highest level. Speedruns have similar issues to a lower degree as often only a handful of UR's need to be fully or close to fully charged on most maps. There is a lot of maps though and while some cards are played in multiple that is still quite the variety of cards in addition to "normal" decks. Same goes for PvP -i doubt most players are fine with playing only 1 deck (especially towards the top end of the ladder). Finding a balance is key between not making it to had but also allowing the competitive scene getting to the point where they are actually meaningful and playable in any way in a reasonable time. As we are still pre Beta there is a lot of time to figure this out for the dev team together with input from the community and as similar threads (for both directions) were made aplenty before the dev team knows about finding the right balance
  13. 2583 Off-Topic posts do not count towards your post counter in your profile. Also i am just posting here since recently. i doubt you find more than 25 posts in the first 90 pages of tis thread
  14. and the magical moment was over 2851
  15. And it‘s not like they ever cared about Image loss by shutting down games or community projects....or any other way to screw players over.
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