Sinist | 2015-07-10 13:49:06 |
Adept of "standart" ways of sorcery. Double-edged style Another class from BladeDestiny 2. Enchanted strike - deals 10 damage to target creature. If it dies, deals 5 damage to opponent 3. Enchanted shield 0/1 - receives no damage, loses 1 hp every turn. Creature which attacks shield gets stunned for 2 turns; its owner - for 1 turn 4. Sphere of haste 0/20 - neighbouring creatures attack twice every turn 5. Enchanted wall 0/30 - when enters the game, heals to owner 25 hp. When dies, deals to owner 25 damage and gives 4 special power 6. Smashing magic - deals X damage to target creature and both players (X = half of opponents current hp) 7. Power crystal 0/40 - when receives damage, doubles attack of random friendly creature for 1 turn and gives to owner 1 mana of its element 8. Mind control - all enemy creatures will attack their owner instead of opposite slot next turn 9. Flash of annihilation - deals 30 damage to all enemy creatures and increases all opponent powers by 1 Modified by Sinist on 2015-09-26 22:23:42 wizard6 | 2015-09-26 18:35:03 |
9) too powerful :(
Wavelength | 2015-09-26 20:40:10 |
A fairly interesting take on the "zero creature value" idea; I especially like what you did with some of the 0/X creatures. You
have to be careful about designing a class who always wants to play the
long game and can usually succeed at doing so - there are a lot of
cards here that will make the game drag on longer than it needs to. 9
and 3 are the worst offenders, but 5 can make the game drag too, and a
well-placed 7 in a losing effort might make the game go an extra 10
minutes that it doesn't need to. I feel like I've seen a few of these cards before - is this an update of an old class? 2) Seems fair for its cost. It's going to see a lot of general use. 3)
Absolutely brutal against spread attackers, in a good way. But it
seems ridiculously powerful, in this kind of class, to cause a 2-turn
stun to all unblocked enemy creatures as well. Basically, you are only
letting your opponent's creatures attack once every 3 turns, so if you
have scaling cards like F11/A6 + E4, you can guarantee yourself a win.
Maybe a 2-turn stun for attacking Shield, but onely a 1-turn stun for
attacking its owner, would be more fair? 4) High-risk, high-reward
support play. Extremely effective against a void slot but allows for a
good amount of tactical play and counterplay. Good design. 5) The
overall ability to block huge creatures while keeping your life up and
returning most of its mana is too much, especially since the best
counter to most of this class' other cards is high-presence creatures. I
would recommend 0/26, +40 (or even +50) life on summon, same amount of
life loss on death, and 2 mana return. This would make it more of a
"temporary save", which I think is your intent. Also, consider an E2
ban - not sure whether it needs one or not. 6) In the current setup
of the class (which has the tools to play very long games), I think this
card is probably broken, since it synergizes so well with the long
game. If some of the other cards are reworked, this might become a fair
and interesting card. 7) I like the kind of "damage me!" mechanic,
but figure out some way to make it less random. Maybe give mana of the
house of the creature that had its attack doubled? 8) This kind of
time-breaking mechanic in a class that already has the tools to avoid
dying from negative board control is absurd. The Time class is strong
but it is not broken because it has clear weaknesses. This card is
basically a Time card in a class that covers all of its weaknesses. I
think you need to replace it. 9) I agree it's too powerful. By the
time the board is stacked and you've got this much mana, increasing
opponent powers by 1 is insignificant. Meanwhile, Golems, direct
damage, and such will shut this card down. Too hot-and-cold. I think
it would work better with much lower cost and much lower damage. This review based off the following version of the class:2. Enchanted strike - deals 10 damage to target creature. If it dies, deals 5 damage to opponent 3. Enchanted shield 0/1 - receives no damage, loses 1 hp every turn. Creature which attacks shield or its owner gets stunned for 2 turns 4. Sphere of haste 0/20 - neighbouring creatures attack twice every turn 5. Enchanted wall 0/35 - when enters the game, heals to owner 35 hp. When dies, deals to owner 35 damage and gives 3 special power 6. Smashing magic - deals X damage to target creature and both players (X = half of opponents current hp) 7. Power crystal 0/40 - when receives damage, doubles attack of random friendly creature for 1 turn and gives to owner 1 random mana 8. Rune of summon - gives to additional turns with free summon of any creatures (but total cost shouldnt be higher than 16) maybe ban with elementals? 9. Flash of annihilation - deals 35 damage to all enemy creatures and increases all opponent powers by 1
Sinist | 2015-09-26 20:57:18 |
Yeah... but we already have death class who enjoys long games. And 7 is actually quite aggresive tool 5) Actually +40-50(!) hp would make the problem even worse, especially vs illusion-forest-golem 6) Usually it would be about 15-20 damage to target creature and both players. Not that much. Though punishes earh 4 play nicely 8) I disagree that time has weakness - the most broken class in the game imho 9) Then 30 damage should be enough. Seems fair compared with hypothetical cost 9 canonade which would deal about 25 dmg P.S. Mana boost is important even in late game with earth 4/elementals
Wavelength | 2015-09-26 21:23:53 |
Yeah... but we already have death class who enjoys long games. And 7 is actually quite aggresive tool
You're welcome! Death class is already one too many classes that draw out the game unnecessarily - we certainly don't need two too many classes that do this! 7 will only be aggressive in edge cases where most of your creatures are high-attack. If you have even one other 0/X creature on the board, it's not an aggro play. More often, it will be a stall to build up to high creatures, I think. 5) Actually +40-50(!) hp would make the problem even worse, especially vs illusion-forest-golem 6) Usually it would be about 15-20 damage to target creature and both players. Not that much. Though punishes earh 4 play nicely 8) I disagree that time has weakness - the most broken class in the game imho 9) Then 30 damage should be enough. Seems fair compared with hypothetical cost 9 canonade which would deal about 25 dmg P.S. Mana boost is important even in late game with earth 4/elementals
5) It wouldn't make the problem worse; it would increase the strategic focus of the card. It will be nearly impossible to kill someone while this card is alive, so the opponent's goal is to kill it and then score the finishing move next turn (unless killing it also kills the opponent). Lower life total makes this easier to do, and lower mana return means you can't continually play another one every time ones dies. You could leave the healing at 35 if you want, I guess - but the life total needs to come down from 35. I do think your rework of 0/30 and +25/-25 is a step in the right direction, but it also weakens the ability to "spike heal" (heal a large amount in one shot to prevent imminent death). 0/26 and +30/-30 would be better, I think 6) Again I am okay with this once some of the other problematic cards are revised. 8) Time is powerful but it also has a very clear weakness - it needs board control to win the game, but it provides very few tools to get board control. You need to use your other houses to earn board control, then your Time cards can lock the game down. Anyhow, if you're not convinced that Rune of Summon is OP, here's one other way to look at it: consider all other "mana conversion" cards in the game - Holy 5, Spirit 5, Sorcery 4, Water 1, Water 3, etc. - they all give negative, zero, or very slightly positive board presence in addition to converting mana, and they cost your turn. This card doesn't cost you a turn (instead it gives you an EXTRA turn, 2 for 1), grants hugely positive board presence, and also converts a metric crapton of mana for you at a positive rate of 2 Elemental mana to 1 Special mana (or even more if one or both of your creatures is a Power Crystal)! Absolutely needs a heavy rework or replacement. Edit: Looks like you did rework it, so thanks for that! The new card (all opponent creatures attack owner instead of opposite slot) looks much better, and also brings this class to an average game pace, which is great. It might be overpowered (think 25-30 direct damage plus 25-30 creature protection, plus a lot of threat value); if people agree it's too good, you could add a cap on the amount of damage each creature does to its owner, maybe 5.9) Cost 9 Cannonade would do about 25 damage, yes, but just because a card's mathematical "formula" looks balanced doesn't mean it would be good for the game in practice. Greater Bargul is a great example of this - the original 40 damage to all creatures and -4 life per turn might have resulted in a ~50% winrate, but it was too gamebreaking an effect and didn't offer interesting counterplay. Therefore, the devs smartly changed it to 20 damage to all creatures and -3 life per turn. I feel that Flash of Annihilation is another good example where the effects are too massive to allow for interesting counterplay. Sinist | 2015-09-26 22:23:13 |
5) Thats exactly the problem; card becomes way too hot-and-cold (deals a bit of damage, kill it and then win the game. Unbalanced vs a lot of spells - death 5, death 7, air 10, sorcery 8, etc). Maybe +4 special power, though 8) Weak board? Come on, time 2, 5 and 8 have very good stats, time 6 is a beast, time 3 annihilates opposition... Chronomancer excels in board control when he wants Huh? I agreed that Rune is OP, thats why I replaced it. Mind control may seem brokenm too... but fair when you compare it with a couple of illusion 3 (which are cheaper) 9) Good points. On the other hand, there is such thing as cannonade dragon...
Modified by Sinist on 2015-09-26 22:24:19 Wavelength | 2015-09-27 05:05:59 |
5) Thats exactly the problem; card becomes way too hot-and-cold (deals a bit of damage, kill it and then win the game. Unbalanced vs a lot of spells - death 5, death 7, air 10, sorcery 8, etc). Maybe +4 special power, though If that's your argument, then it becomes a question of balance instead of a question of game quality - and it's hard for me to argue balance on a very unique card that I've never gotten to see in play. My instinct is that any player who can kill the wall (with something like Sorc 8) and then still has enough damage to kill the player probably deserves the win. But that's all in my head, so I'll back down on this one. 8) Weak board? Come on, time 2, 5 and 8 have very good stats, time 6 is a beast, time 3 annihilates opposition... Chronomancer excels in board control when he wants Huh? I agreed that Rune is OP, thats why I replaced it. Mind control may seem brokenm too... but fair when you compare it with a couple of illusion 3 (which are cheaper) Your heard that right - Time offers very few tools for gaining the board control that it needs to win. This is why Time's matchups against very board-heavy classes (Cult, Beast, etc.) tend to be its worst ones. Let's take a quick look at the Time cards: 1) Very low stats for a special 1; its powerful effect has nothing to do with board control 2) Good stats, but its ability provides negative board control, converting creature damage into direct damage 3) Requires you to already have a strong creature to make use of (and the only high-attack creature in Time is Time 8) 4) Lowest sweep damage in the entire game for a non-Cost-1 spell. Its effect entirely relies on you already having achieved board control with your other houses (and if you have, then this card is mega-powerful) 5) You really think 5/24 is a good stat line for a Special 5? It provides less body than any other Sp5 except Insanian Shaman. Its ability plays with board control in very strange and situational ways that I can't address in a few sentences 6) Essentially an 8/35, yes, this provides average to above-average board control. 7) Very weak body for a Sp7, and takes additional turns to provide any board control - and even then, it's only horizontal board control, not vertical. 8) Yes, this guy does provide a lot of board control. So as far as ability to gain large amounts of board control, Time only offers its 8, while 5, 6, and 7 can do it in much lesser amounts. Time's tools are all built around leveraging board control that you've gained elsewhere - they are not built to actually gain you the board control. I originally wrote the second paragraph before I saw your change to #8, then I added in my edit.
9) Good points. On the other hand, there is such thing as cannonade dragon... One rule I live by in my Spectromancer life: whenever I find myself comparing a card to a Dragon-spell combo, I immediately assume it's broken and I nerf it. Dragon -> <- Creature that went up against Dragon Sinist | 2015-09-27 10:03:41 |
Time 1. It allows you to summon pwoerful creatures earlier and get board advantage Time 2. Excellent stats! And only for 1 turn. And that 1 turn grants you amazing health control! Time 3. Yet it is imbalanced when combined with any of high attack creatures - very spammable and universal Time 5. So now it is suddenyl not the best card in the game? Time 6. Average??? It is very biased view. Better than any other creature of its level. Can easily become 10 or 12/35 btw Time 7. Sure, it is not like it doubles effectiveness of any spam... I am pretty sure, judging by my experience, that Time is one of the best board controlling classes And very broken, too
Wavelength | 2015-09-28 02:07:42 |
Time 1. It allows you to summon pwoerful creatures earlier and get board advantage Time 2. Excellent stats! And only for 1 turn. And that 1 turn grants you amazing health control! Time 3. Yet it is imbalanced when combined with any of high attack creatures - very spammable and universal Time 5. So now it is suddenyl not the best card in the game? Time 6. Average??? It is very biased view. Better than any other creature of its level. Can easily become 10 or 12/35 btw Time 7. Sure, it is not like it doubles effectiveness of any spam... I am pretty sure, judging by my experience, that Time is one of the best board controlling classes And very broken, too
I sense you are "reaching" for evidence that is simply not
there, which is a sign you are too personally invested in your belief. There's no other way you would make claims such as: * Chrono Hunter is a great tool for obtaining board control * "Health Control" is a reliable tool for obtaining board control * Timeweaver can't be a superb card if it doesn't have a big body * My opinion is "biased" because I don't agree with you about Priestess of Moments * Priestess of Moments provides bigger stats (or possibly more board control?) than Chastiser and Goblin Raider I like discussing ideas and cards and strategies with you, Sinist. But here, I don't think we are going to be able to have a productive discussion. Let's shelve this for now and maybe in the future one of us will realize we were wrong about this one thing.
Modified by Wavelength on 2015-09-28 02:10:19 Sinist | 2015-09-28 08:42:17 |
Says guy who is convinced that timeweaver is the best card ever Sure, Priestess of Moments is often underestimated. Oh well, nevermind... |