MArcomage

Free multiplayer on-line fantasy card game

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jbryant3 on 13:45, 4. Aug, 2009
I believe Overpower is, for the lack of a better word, overpowered. It lets you do 32 damage for only 5 (and a discard). This is WAY too powerful for a cheap uncommon card.

I also believe Frenzy cards need a little boost, because there are too few to really combo off of and they basically serve for Overpower fodder.

I have a proposed solution:
Nerf Overpower - Same cost but give it damage based on rarity of card discarded (player gets to pick). Something like Vulture's current ability, but in one turn. Damage could be 10-20-30.

Beef up Frenzy - Put more frenzy cards in game (especially common) or add frenzy to other cards (maybe to some nature or soldier/barbarian cards).
Progressor on 13:50, 4. Aug, 2009
But exactly the point of Overpower is discarding a card that is hard to get. Adding more Frenzy cards would be silly.
Frenzy cards are quite rare atm, wich is exacly why I don't think this card to be overpowered.
JimmyMethod on 16:21, 4. Aug, 2009
Enh, there's at least one common Frenzy card. I've more than once been down to less than 20 tower and 0 wall before I could play a card.

NVM Wolf Riders is uncommon.
Myschly on 14:35, 5. Aug, 2009
I think it works fine as it is now ^^
JimmyMethod on 00:47, 6. Aug, 2009
The way it worked before was better:
Discard a rare, do a ton of damage.

Now it's very overpowered (way more than Price of Thieves or Order of the White Lotus ever was), but it's still not prohibitively excessive (I have been playing the same beast deck for 5 months, with a single card change at the Easter update, and I'm beating the new beast decks consistently, never have included Overpower) but it is no where near balanced.
Fithz Hood on 08:38, 18. Feb, 2010
I think that 32 damages on the first turn are too much (and it happens often).
here it is my suggestion:
discard a random frenzy from hand, attack based on rarity of discarded card (c-8, u-16, r-32)

and I think that also some commons should be frenzy. it is a good keyword but it seems it's used only in combo with overpower.
FilipeSilva on 10:20, 18. Feb, 2010
maybe change the card to

"Discards a Frenzy card from hand
Attack: if round>4 then 32 else
round*8
If none found
Next card will be a Frenzy card"
Noak on 14:45, 18. Feb, 2010
I've used my beast deck for a "long" time and the frenzy cards are extremely powerful and one of the main sources for the awesomeness of beast, however overpower is not the reason beast decks are strong, in most of the cases its better to play the frenzy than overpower unless you are about to kill someone with it
Progressor on 21:08, 18. Feb, 2010
FilipeSilva wrote:
maybe change the card to

"Discards a Frenzy card from hand
Attack: if round>4 then 32 else
round*8
If none found
Next card will be a Frenzy card"

Would change this to a fixed lower amount:
Discards a Frenzy card from hand
If round > 4 then 16 else 32
If none found
Next card will be a Frenzy card

Fithz suggestion might be cute, but Im afraid creating more Frenzy's (and even commons!) would shift overpowerdness to Frenzy itself. Small adaptition of your suggestion would be to remove the common attack value.
dindon on 21:58, 18. Feb, 2010
I agree that Overpower is too powerful.
Fithz wrote:
I think that 32 damages on the first turn are too much (and it happens often).
here it is my suggestion:
discard a random frenzy from hand, attack based on rarity of discarded card (c-8, u-16, r-32)

and I think that also some commons should be frenzy. it is a good keyword but it seems it's used only in combo with overpower.

This is the suggestion that I like best (I think it would be cool to be able to have a common frenzy). In the alternative, I would say just reduce Overpower's attack to something like 20.
Noak on 00:19, 19. Feb, 2010
I think that someting is missing from this discussion nameley that frenzies are really strong on their own, the uncommon frenzy cards deals 23 with -5 enemy bricks respectivley (average 32 peaking at 62) damage. The rest of the frenzies are even stronger and rares
jbryant3 on 19:05, 16. Apr, 2010
The new changes made this card much less effective. While I admit it was too good earlier, its current state is not playable. There are too few Frenzy cards to make a 12G search worthwhile.

If it is fetching a Frenzy card and giving recruits, the cost should be lowered (to around 5?).
If it is to revert back to its old format, just reduce the damage (how does 20-25 sound?).
dindon on 19:36, 16. Apr, 2010
Meh, I think it's worth it now. It has a more than 50% chance of fetching a rare, and it's going to pay back at least half its cost in recruits.
sq on 12:06, 14. Mar, 2013
It's been a while since common frenzy cards were introduced and it is now clear that overpower has become seriously underpowered.

Currently you pay 12 gems to summon a frenzy card and gain its recruits cost capped at ten, and you have a 33% chance of getting a common frenzy which is really painful as the card fails in both of its functions - common frenzies are now in abundance in frenzy-dependent decks and you do not really need one more AND you get 5-6 resources for 12 gems.

I would suggest that to either restore the status quo by adding "non-common frenzy" condition or make it more of a gamblers card by removing the resource cap.

PS. The same arguments may also be considered for the wolf mistress
DPsycho on 17:55, 14. Mar, 2013
This sounds reasonable.
Spoon on 11:54, 22. Apr, 2013
That it does.

I'm especially feeling the nerf at the moment; I use overpower in my Barbarian deck, and until recently it had a pretty good chance of summoning a Barbarian.

Add to that the fact there are now much more common Frenzy cards and the nerf to the keyword itself (i.e. it only procs if another Frenzy is adjacent), this card is becoming unusably weak for my deck.
Spoon on 20:56, 6. May, 2013
Just as a thought, if Overpower replaced a card with Frenzy instead of summoning one, I think it would help. Then again, it might counteract the change to the keyword too much. Hard to say.
sq on 07:00, 15. May, 2013
Even after overpower was reworked, it still seems too weak for an uncommon card. It basically has the same functionality as such common cards as Draft or Tribes of the east, gives a slightly higher recruits gain at the price of a resource drop which is not the case for both draft and tribes of the east.

With a general nerf of the Frenzy keyword, it is now just not worth playing.

I suggest returning its gems cost so that it no longer spoils the zero-cost decks and adding 1) either summoning a non-common frenzy (which should really be the case for an uncommon card) or 2) replacing up to three non-frenzy (common) cards with frenzy, maybe with some minor recruits gain