MArcomage

Free multiplayer on-line fantasy card game

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Mojko on 11/3/2010, 7:27:17 AM
I wanted to try out a new addition to our system - effect based not on number of some keyword in hand, but rather sum of the keyword values (in case of keyword with a parameter like Charge).

The new version would be something like this:

Attack: 30 + N
N = sum of all Charge values in hand (maybe add some max limit)

This way commons would provide smaller damage bonuses compared to uncommons and rares.
NG_Beholder on 11/3/2010, 8:10:06 AM
Let's see: Royal Dragoons plus Imperial Army plus Heavy Cavalry plus Light Cavalry. 30 + 15 + 45 + 18 + 9 = 117 damage and Charge (now 70).
After General's Army: 30 + 15 + 9 + 3 = 57 damage (now 60).
I think that it will be a buff. Does a card that weaker than Undead Host only because its specificity really need any buffs?
Mojko on 11/3/2010, 8:12:53 AM
As I stated above, we could also add a upper limit to it's effect (currently N is limited to 8, obviously).
NG_Beholder on 11/3/2010, 8:38:47 AM
Yeah, that's what Royal Dragoons needs. 45 would be fine, I guess.
Lord Ornlu on 11/3/2010, 10:55:54 AM
I think it's not a bad idea to convert it in such a way. I would prefer if we increased the cost instead of capping it though. General's Hand would be useless otherwise. Make it something similar to Orc Regiment
Vauceene on 1/4/2011, 8:09:33 PM
With the significant buff to the charge keyword, combined with it being much more common, this card is a game-winner. The possible damage output is 125 and not that hard to pull off. Most of the time you are happy to play this with an imperfect hand anyway.

I suggest lowering the secondary effect to 5 or 7 per charge keyword in hand.
Mojko on 1/4/2011, 8:19:54 PM
You can use common skirmisher cards to easily discard it.
Vauceene on 1/4/2011, 8:26:02 PM
Sure you can, but in a deck with as many charge cards as you can fit in, you will likely have trouble discarding the right card. Also, the chances of drawing a new charge card is pretty good.

It does keep the rare charge cards in check somewhat. But RD is uncommon.
DPsycho on 1/5/2011, 12:26:40 AM
I had this played against me for 100 damage and 15 lost resources yesterday. It really is pretty ridiculous right now.
Noak on 1/5/2011, 1:30:21 AM
admittedly you'd have to design your whole deck around doing just that
Mojko on 1/5/2011, 8:18:55 AM
Maybe I should remove the charge from this card completely?
dindon on 1/5/2011, 8:31:13 AM
I like the idea of it being a card of above-average strength, but which is unusually easy to discard. Getting rid of charge would end that.

I'd rather reduce the base damage (to maybe 15?).
Lord Ornlu on 1/5/2011, 11:44:26 AM
Vauceene wrote:
Sure you can, but in a deck with as many charge cards as you can fit in, you will likely have trouble discarding the right card. Also, the chances of drawing a new charge card is pretty good.

It does keep the rare charge cards in check somewhat. But RD is uncommon.


Actually chances are this is going to be the one discarded, since Skirmisher prefers discarding highest rarity cards. If you play a common (discards only Uncommon and Common charge) then RD will definetely be discarded since it's the highest costing Uncommon Charge card, therefore the highest rarity "discardable" card.

I think leave RD as it is. Although I lost numerous times to it (because Sol keeps playing it, damn you Sol!!!! :P ) it's a good killer card and can be discarded very easily. If you change its rarity it won't be discarded so easily by Skirmisher but it will be easy to summon it using Stables, therefore you create more problems than you solve. One good nerf for this card might be to increase its cost (slightly) since it gives such a high damage output if the situation is right, or cap the amount of Charge cards that can support it (e.g. max. N = 4 => Attack = 70 + 15 Charge for 40 Recruits, similar damage/cost ratio to Orc Regiment and Undead Host)
DPsycho on 1/5/2011, 6:29:13 PM
I wouldn't say that it's the most likely to be discarded. When I had it used against me, it was one of three or four Uncommon Charge cards in hand. The process of accumulating both the necessary resources and a considerable number of Charge in hand meant that the Commons were the ones being played or discarded while the Uncommons gradually increased in number. You would need to be playing Skirmisher regularly, even before this one is drawn, to prevent there being more than just a couple Uncommon Charge cards when the need to discard this arises.