MArcomage

Free multiplayer on-line fantasy card game

Please log in

jbryant3 on 02:10, 24. Nov, 2010
DPsycho wrote:
Take that, Hidden lagoon! I best thee, Jungle river! Have at thee, Waterfall! Sea gate, Sunken ruins, and Swamp will all rue the day they crossed weapons with me!


Don Quixote reference would work!
DPsycho on 02:12, 24. Nov, 2010
I admire your reasoning. =D
Mojko on 12:18, 24. Nov, 2010
Lord wrote:
Overlord's modes are both named Mode 1 (rename one into Mode 2)


Thanks for spotting the typo ;-)

Lord wrote:
Death Pact will become a very powerful card now


VS

dindon wrote:
Death pact: Without even looking at the penalty to your defenses, its resource to attack conversion is just horrible.


Interesting that you have opposite opinions :D

dindon wrote:
Wheat Farm/Harvest fairy: These cards were already quite powerful, and I've seen them in use a fair bit. I think the proposed change would make them too good as common resource builders.


Wheat farm has a drawback - to use it effectively you need to have many copies of this card in hand.
Harvest fairy also has a drawback - it denies you your standard draw

dindon wrote:
Purifying Fire: Why did this need a nerf? I thought it was very well-balanced.


I've seen too many times that high level player actually spend uncommon focus discard cards to prevent opponent from playing Purifying Fire. Currently it has the power to completely destroy the effect of many uncommon and rare summoning cards and keyword effects as well. I would like to remind you that this card is a 1 gem cost common card that has two keywords on it.

DPsycho wrote:
Aqua as a target for Monster slayer seems odd since the keyword includes water-based structures and geography.


Yeah, it's kind of silly, isn't it? I should probably remove the Aqua card from the effect. I also added the balance changes preview without keyword insignias - Balance changes preview (keyword in text form)

Anyways thanks for feedback guys ;-)
vault on 12:26, 24. Nov, 2010
Mojko wrote:
I also added the balance changes preview without keyword insignias - Balance changes preview (keyword in text form)


THANKS! now I can look on it ;)
Lord Ornlu on 13:09, 24. Nov, 2010
Mojko wrote:


Lord wrote:
Death Pact will become a very powerful card now


VS

dindon wrote:
Death pact: Without even looking at the penalty to your defenses, its resource to attack conversion is just horrible.


Interesting that you have opposite opinions :D



Well, I was talking about Long Mode and Construction decks (I think I clarified it in that post). The sacrifice is nothing while the attack is overwhelming and pretty easily achievable with just 25G/R.
Mojko on 13:21, 24. Nov, 2010
Yeah, but I have to balance both modes now.

dimitris wrote:
There will be new cards also right? Why wait until xmas?? :)


It's planned like this:

Christmas update will be on December the 24th and will contain new features and balance/keyword changes

New year update will be on January the 1st and will contain new cards.
dimitris on 13:53, 24. Nov, 2010
I hope that in the new features will be the total resource counter request :: http://arcomage.netvor.sk/?location=Forum_thread&current_thread=52&thread_current_page=1#post7918 :-)
Mojko on 14:11, 24. Nov, 2010
Isn't card preview functionality sufficient for this purpose (when you need to calculate effect of a card)?
dimitris on 14:15, 24. Nov, 2010
Sure, but preview isn't included in hidden mode.
Lord Ornlu on 14:31, 24. Nov, 2010
I agree, there are many times where you need to work out the total stock you have (i.e. in case of Prosperity) and usually we make mistakes.
dindon on 15:16, 24. Nov, 2010
Mojko wrote:
I've seen too many times that high level player actually spend uncommon focus discard cards to prevent opponent from playing Purifying Fire. Currently it has the power to completely destroy the effect of many uncommon and rare summoning cards and keyword effects as well. I would like to remind you that this card is a 1 gem cost common card that has two keywords on it.

I've been on the receiving end of Purifying Fire lots of times, and I play an illusion deck (with wishing lagoon and magic lamp!). And I still didn't think it was overpowered. The drawback of it is that a good majority of the game, it'll just sit in your hand. It's situational. You might not even get to use it at all if your opponent hasn't brought the right cards or keywords.

If you do want to make it more moderate, I'd say make it so it can't discard rares, and (like someone else suggested) give it a small 'else' condition like 'gems+3' or 'discard a random common from your hand' or something. Making it only affect commons though, and not giving it any other functionality, just makes it laughably weak.

Lord wrote:
Mojko wrote:
Interesting that you have opposite opinions :D

Well, I was talking about Long Mode and Construction decks (I think I clarified it in that post). The sacrifice is nothing while the attack is overwhelming and pretty easily achievable with just 25G/R.

I think it's easy to be seduced by the relatively high attack value, but I really think this is a lousy card in any mode. Even if we ignore the damage it does to yourself, it has worse resource conversion than a lot of uncommons, and most rares. I don't think it holds up well if you compare it to similar cost cards like Golden dragon (35/35 attack 110), Ice Revenant (28/28 attack 60/105), Alucard (20/20, Far Sight, 65 attack [conditional, but not hard to achieve]).

Because of the negative side effect, it really should have a high resource conversion compared to similar cards. BTW, I think it's the low resource conversion that's making it unpopular now, and not the self-damage. I'd prefer to buff it by increasing the damage, rather than decreasing the amount it hurts the user's defenses. It's that self-damaging aspect that makes it interesting (and that makes it a "death pact").
Razorhelm on 03:19, 25. Nov, 2010
In an ideally balanced game, for every powerful card or tactic a countervailing card or tactic will be possible if your deck is lucky. Right now Purifying Fire is the David that equalizes Goliaths. Make it more expensive if you insist, but please don't castrate it.
vault on 10:37, 25. Nov, 2010
Ok, my opinions...

Apocalyptic Rain - I'm afraid it will be too powerfull, especially in long mode, there's normal you have for example 6 magic.. and with only 50 bricks it's attack 300 for 34 gems... huge and cheap damage... and with more bricks it's direct "you win the game" card...

Arcane bolt - good change, I hope it can be usefull now :)

Architect academy - ..why? you still add more and more banish cards... and then raise cost of durable card?

Barbz's Pupil - good change

Byakko - I agree it needs to be nefred, but Legend isn't a good way I think... maybe raise the cost, or add Recruits production *0, or decrease attack (8 + 8N?)

Dark pegasus - totally weak now...

Death pact - I think it's ok actually, but the change isn't so huge, it's still similar, only it will be often "win card" instead of "draw card" ;)

Desert outpost - cosmetic change, but now it's a little unfair that the first player can't play it in the first turn... and the second player can :) maybe raise to 18 and add 1 more gems and recruit? or let it be for 15 and decrease wall gain, for example...

Dragon egg - good change

Earth eater (and enforcer and shapeshifter) - WHYYYY??? :O

Elven warlock - very weak now...

Farm - why not, but maybe decrease tower gain to +1 to make it basically resource card...

Firestorm - good change, it was unusable

Flood - well, - and - is + ? so with 80 bricks, your opponent gain 30 wall and lost 50 bricks? it's not very good business for 20 gems ;)

Harvest fairy + Wheat farm - I'm afraid it will be too great stock source for a single common card...but maybe not

Imp cache - good

Magic Lamp - I think it's a little overpowered yet ;) So cost decrease is absurd for me...

Magic sanctuary - why not

Mana burn - not bad.. but I think old version also wasn't bad ;) so..why? I think you can add this as a new card...

Micramix - WHY? it was cool.. same as with mana burn, you can add this as a new card...

Monster Slayer - yes, it was necessary to change dragon slayer...

Necromancer - good change

Orc brute - I think it's still unusable, but good try ;)

Overlord - good change

Purifying fire - agree it needs to be nerfed, but I think it's too much, I see two possibilities - 1) resctrict it to "non-rares", 2) let it be and make it uncommon (and maybe in both cases raise the cost to 2 or 3G)

Red Dragon - good change, it was really weak dragon

Reserve forces - I don't think it was weak

War walf - still unusable

Watchtower - it's powerfull card, so I think switching base and additional -tower effect is ok, but I'm not sure about condition, because firstly I'm not sure that it's good idea to add more skirmish card (I droped these changes in list of card), charge cards are really not very strong, this will make them just more weak... So my suggestion is to remove all "add skirmisher" changes and if you want to enlarge the condition, you can change it to Soldier and Far sight instead of Skirmisher... (it's also logical, why do you need some swordsman in watchtower? ;) )

Witch rider - why not, even if I don't think it was overpowered, 20G is quite high cost for fast rush or tower destroy decks...
Mojko on 11:00, 25. Nov, 2010
vault wrote:
Flood - well, - and - is + ? so with 80 bricks, your opponent gain 30 wall and lost 50 bricks? it's not very good business for 20 gems ;)


No, it doesn't work like that. Generally, if a variable is used in card effect it can't be a negative value. Any negative value is replaced with 0.
vault on 12:10, 25. Nov, 2010
Mojko wrote:
No, it doesn't work like that. Generally, if a variable is used in card effect it can't be a negative value. Any negative value is replaced with 0.


Ok, but still it's a little strange change... What about similar concept as you use with Firestorm?
Something like

Nature. Destruction.
Player(s) with fewest Nature cards gets
Brick: -50
Each player get -1 wall for every 5 bricks he lost.
Mojko on 12:26, 25. Nov, 2010
Flood is actually very simple -> it tries to lower enemy bricks by 50 and if he doesn't have enough bricks, than it lowers his wall instead by the reminder of the reduction.

Example:

34 Bricks, 100 Wall -> Flood -> 0 Bricks, 84 Wall
Mojko on 14:36, 25. Nov, 2010
I analyzed your feedback and created a new build of balance changes. Also, note that there will be some keyword effect changes (for example charge will be given a secondary effect in case that charge damage can't be applied).

New build of balance changes
Lord Ornlu on 14:56, 25. Nov, 2010
We can't see the last lines of the bottom cards (Watchtower is cut for example and can't see the If statement's result)
Mojko on 16:30, 25. Nov, 2010
OK, I corrected it. The image is updated, but it's possible that your browser cached such a large image. So if you still can't see the bottom part press F5 once while viewing the image.
dindon on 17:57, 25. Nov, 2010
Wow. New Death pact = awesome. New Battalion of Fear = awesome. Good changes to Byakko and Purifying fire. Overall, I definitely like these balance changes more than the previous set.

Still a bit sad to see Earth Eater/Enforcer/Shapeshifter and Mana Burn ushered out, but glad to see Micramix is staying basically the same. Orc brute and War wolf still look pretty weak...