MArcomage

Free multiplayer on-line fantasy card game

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dindon on 01:50, 28. Aug, 2010
First of all, let me say that this is probably the best balance changeset ever. I can tell that the statistics section definitely had a great effect on determining which cards were underpowered or overpowered. Also, I love that we got rid of the rule about common discards not being able to draw rares.

However, I'm completely baffled by the decision to remove the quick keyword from every common in the game that had it. Is there a reason for this? I didn't think they were particularly imbalanced (and if they were, couldn't they have been fixed by modifying them in some other way?). There are now only 5 quick cards in the whole game...
weretigerdragon on 02:49, 28. Aug, 2010
I agree with Dindon in respect to the small number of quick cards now left in the game. I had three decks which relied on the quick cards to be affective, those decks are now gone.

Do not get me wrong I am not complaining or anything, I am a recreational player only (as my stellar record on here indicates :-) )

Also I built a zero cost deck which is fun to play with but is hard to win with. The quick cards made a zero cost deck stronger and gave it a legitimate shot at winning. Without those zero cost quick cards, I would venture to say that a zero cost deck can no longer win a game.
Mojko on 07:58, 28. Aug, 2010
I think these balance changes were necessary, but as usual I will be monitoring if the effect of these changes are according to expectations. If you have any balance changes suggestions please use the balance changes section.

I will probably add new cards somewhere in near future, so I might do some balance changes as well, if necessary.
Myschly on 09:56, 28. Aug, 2010
I was very skeptical at first, but I'm willing to give it a try and see whether I like it or not ^^
Mojko on 11:37, 28. Aug, 2010
I would appreciate more feedback on balance changes (a constructive one). Unfortunately, most of what I got was:

- "you broke all of my decks"
- "you broke most of my decks"
- "I hate your balance changes"
- "RIP common quick cards"

After some discussion it turned out that most of the players refer to only 2 to 6 specific cards. But there were 84 cards changed in the recent balance changes, so some feedback on other cards would be nice too ;-)
dindon on 16:24, 28. Aug, 2010
Like I said, what I'm curious about is why the quick keyword was removed from every common that had it. Could you explain the reasoning behind that? I liked quick commons, and thought they were pretty well-balanced for the most part.
Mojko on 17:06, 28. Aug, 2010
Well, I think they were not balanced, obviously. I think you can find more information here.
dindon on 19:46, 28. Aug, 2010
Mojko wrote:
Well, I think they were not balanced, obviously. I think you can find more information here.

If they really were all overpowered (very arguable...), couldn't they have been balanced by changing their cost or their effect? I think having so few quick cards in the game, and no common quick cards at all, makes things a bit less interesting.

DPsycho on 21:00, 28. Aug, 2010
My opinions haven't changed since this was discussed in the linked thread. This is not the course of action I would have taken, were it up to me.
Fithz Hood on 21:31, 28. Aug, 2010
You have to admit that removing the quick keyword from commons is a huge change. Since I can remember wind and militia were quick ("play again" at the beginning).

I notice that this change affected also other cards as sniper or elemental storm, but also card like corrosion cloud, new development, dragon slayer and all the other situational/marginal cards that I take in my decks because I was able to get quickly rid of them using militia.
I would like to share an idea I had on how to balance militia, also if I already know it's almost non-implementable: making militia quick or not based on discarded card rarity: common->non quick; uncommon-> quick; rare->swift.
I must say that about all the other quick cards I don't care too much, maybe I'm a bit worried for renewal 'cause now "if new" cards are less appealing.
Mojko on 21:36, 28. Aug, 2010
Actually, Militia and Wind were reverted back to their original forms. But I must admit, Fithz Hood's idea looks interesting.
Fithz Hood on 08:20, 8. Sep, 2010
a meta-suggestion: since there are no more quick commons could we raise a bit the probability to draw an uncommon and lower the probability to get a common?
Progressor on 15:20, 12. Sep, 2010
I haven't been to active lately, but there's one thing I want to have said about this:
Losing quick commons means losing some speed in the game. It feels a little sluggish to spend a whole turn on Militia, Halfling Rogue. This off course has nothing to do with balance, it's about the 'flow' of the game.
jbryant3 on 22:42, 16. Sep, 2010
Progressor wrote:

Losing quick commons means losing some speed in the game...
I totally agree, but would also like to add that it prevents building 0-cost decks, making [url="http://arcomage.netvor.sk/?location=Cards_details&card=487"]Moon Shrine[/url] utterly worthless.

I also totally agree with dindon:
dindon wrote:
To me, the best solution is the simplest one: make each new quick common (or swift) card no better than the average common card. If they're balanced, it doesn't matter how many you can take. It's not like quick cards get better the more of them you have.