As we all know, spectro has a lot of luck. even top players will loose some games against the worse players. Undefeated recently made an alt and only got 35-2....
Why is that?
Here's my theory
First, some cards are clearly weaker than others. I don't see how you can compare elven healer to nature ritual, or wall of fire to fire drake.
Secondly, SYNERGIES. Some cards can be very powerfull, but in combos. Example: Minotaur/forest sprite
So obviously, if you get lucky and have cards who go well together, it helps.
So i think it would be a good thing for the game to fix those 2 things, because at the moment, i feel the luck part is too big when playing people close to my level
Heres a few suggestion:
#1 Goblin berzeker
Goblin is fairly dependant on synergie with ice golem and turtle. Heres what i think would reduce luck:
Increase his life by 1 or 2, but make it that, if the allied unit next to him block his attack (ice golem turtle), goblin gets 2 damage instead.
#2 Fire drake
This one is not synergie dependant, but i think it needs +1 attack and -1 or -2 life. I clearly prefer wall of fire over fire drake....
#3 Bargul
I suggest raising his mini stone rain effect to 6. I think minotaur or inferno are clearly better
#4
Sea sprite
Theres no problem with this card, except its nice when you have good healing cards (ice guard fairy sage reju etc) and its bad when you have bad healing cards
My suggestion is not touching the card, but adjusting the heal cards drawing mecanic
I suggest getting at least "one strong heal card" out of fairy sage, ice guard and rejuvenation every games, + at least one other healing card from another element. I don't have statistic but i'm sure people who draw elven healer+master healer as only healing cards don't have very nice win %
I know some people like wiggin argue that healing cards are useless if you go for the attack, but i disagree, i think good healing cards can greatly help your attack, since you dont have to block ennemy creatures as much
You also gotta think of the weak players who need those healing cards :P
#5 Fairy apprentice
This might be too strong, but maybe make it into a mini dragon that gives +10% damage to spells?
Or maybe give it +1 attack
At the minimun, +1 life, because its clearly worse than griffin and call to thunder
#6 tornado
This card is clearly too powerfull in my opinion. I would add a small negative effect to it, such as hurting creature in front of the tornado, or hurting yourself 1 damage, etc
#7 elven healer
i would just add one effect to it: Give owner 1 life when entering play
#8 nature ritual
Nerf it a little, maybe give just 7 life to target creature and owner instead of 8. clearly one of the best card in the game.
#9 i would completly rework lightning cloud, hydra, forest sprite, minotaur and orc chieftain. These cards are too synergie dependant in my opinion.
Hydra Cloud and forest sprite could see their effect changed into something similar as ornithroper and balanced accordingly. The objective is that they remain approximetly the same, except they won't get ridiculouly overpowered in company of fire 5/7. I don't like how fire 5 is really good in combo with them, but kind of weak whitout them.
Orc chieftain/minotaur could get a small boost to compensate
Its like game makers realized these kind of combos were unbalanced, but only fixed the worst one (forest sprite/ fire 5)
And finally, If such a change was made, ice golem, which is already overpowered, would clearly need a nerf since it wouldnt get hurted by them... maybe - 1 attack and +1 life
#10 stone rain
Well stone rain isn't broken in itself, but the info that your opponement does not have it is really usefull. i think its clearly worst than earth 7 8 10, and needs a small nerf. Maybe hurt caster of 1 damage, or reduce caster earth power by 1 (forcing you to do it mostly when you have 9 earth power)
I know some topic like this has been made before but felt like bringing some good ideas i heard before together :P
Modified by Floofy on 2010-07-21 14:09:51
I think that its awesome that I can still be (and often am) beaten by low level players. It means that every game has the potential to be exciting, for both players. Being luck based is not at all a bad thing. There are still plenty of ways for good players to distinguish themselves. You'll climb the charts pretty fast with even a sixty percent win rate.
Also, while there are some cards that are slightly stronger than others, I don't think that's where the majority of luck comes into play. Sometimes the opponent simply has the cards that will counter your plans. For example, sometimes you'll look at the game and realize that you are way behind in board control but that your opponent only has a 25 percent chance of having an instant healing card that will save him from a double lightning bolt attack, so you go ahead and cast the first bolt. Then it turns out that he has rejuvenation after all and you lose. But that doesn't mean you made the wrong move. You still maximized your chances of winning, even if you could have won this particular game by playing a different sequence of cards. Still, you're going to lose 25 percent of those types of games. It's simply how this game works.
That's a pretty extreme example, but every card (even the strong ones) can be countered. If your opponent has the perfect counters to even two or three of your plays you could be in serious trouble, even if you are a much better player. You can try to get around this by employing an ultra-conservative strategy that tries to avoid any and all plays that can be hard-countered, but conservative strategies are often slow to unfold and can themselves be occasionally beaten by all-in damage rush strategies.
I would go as far as to say that newbie players who perfect the art of beat-down damage rushes (which is merely one facet of this surprisingly complex game) will win 10 percent of the time against even the best players. But if they don't know how to employ any different strategies (or harder still, if they don't know when they should employ different strategies), they're still going to lose the vast majority of their games and will never climb the charts.
That's how this game works. It's different than the way a lot of other games work, but that doesn't mean there's a problem with it.
Modified by Kaylee on 2010-07-22 06:27:31