MArcomage

Free multiplayer on-line fantasy card game

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Sundancer on 17:42, 1. Jul, 2008
I think generals army is way to strong.

If a player draws generals army in the first 30 turns you may call it a victory.

I suggest it should just give you +9 recruits, or maybe recruits production x2

thanks for listening ;)

ps: I know my english sucks :p
Mojko on 18:51, 1. Jul, 2008
Yes, I agree - the Generals army is too powerfull. Many players already suggested changes upon this card. Some want to raise the cost, others want to change cards that this card summons or cancel recruits bonus that this card provides. This card will be balanced in the third and last part of this update. The exact balancement of this card is not yet known at this time.
Cassiraa on 23:42, 2. Jul, 2008
General's Army itself isn't overpowered, Specifically handing a player Heavy Cavalry with 4 charge cards on hand is overpowered. A rebalance is in order, certainly.
Sylonus on 09:08, 3. Jul, 2008
I think an adjustment of what cards it summons is in order, as changing the cost would kinda make it less like other cards of it's category. As would making it give less recruits.
Sundancer on 12:03, 3. Jul, 2008
What about reducing the Heavy Cavalrys basic attack power from 22 to 14 or 12 so the charge effect won't be triggered so easily?

( I'd really like a privat message under each of my posts :) )
ps: I konw my english sucks :p
DPsycho on 22:41, 3. Jul, 2008
You mean you'd like to assign a signature message to your posts?
Sundancer on 12:45, 4. Jul, 2008
yes :p ^^
Mojko on 12:50, 4. Jul, 2008
Signature messages... interesting. Yeah I saw that on other forums. It could be configurable in settings section.
AlexEvil on 15:28, 4. Jul, 2008
This card is overpowered. Yes. I think that it should be with no recruits bonus at all. all becouse of cavalry. 50 damage for 25 recruits is to much
amaster on 14:30, 8. Jul, 2008
> What about reducing the Heavy Cavalrys basic attack power...
<-- But this change will make Heavy Cavalry weaker itself, making this card less interesting. After all this change only make this card slightly less overpowered. Don't forget the cost of playing this strong card. The cost of this card IS NOT zero. It's actually +15 recruits. Play a free card and you gain +15 recruits for FREE, together with a strong set of army.
amaster on 14:50, 8. Jul, 2008
Suggestion:
(1) Set a cost to play this strong card. I never see a strong card can be played for FREE / with bonus. No recruit bonus at all.
(2) Depending on the cost of the card, you may or may not change the content of the card summoned. Option: High cost + strong content (no change); Middle cost + weaker content; Low cost + much weaker content.
Note: BTW don't forget another monster - Necropolis ;)
DPsycho on 01:23, 9. Jul, 2008
Maybe the recruit bonus should be conditional? Let it be, "If Recruits < 20, +15 Recruits" so the ammunition is only granted to those who would be discarding without it.
NG_Beholder on 08:10, 28. Mar, 2011
How about replacing Heavy infantry with Warhound? I can understand Royal dragoons nerf, but 49 + 15 damage from card that costs 40 recruits is kinda bad. 57 + 15 would be better, and overall attack/wall gain/recruits cost of this card would remain almost the same.
Lord Ornlu on 11:12, 28. Mar, 2011
well you got a point there, but don't forget though that with General's Hand you essentially cause 49+15 damage with 20 recruits, not 40 recruits. Dragoons is a strong card by itself if you get it without using General's Hand, and it's easily summoned with Draft or Stables, as well as it's supporting Charge cards.