Home Forums Ideas Replies

Replies

Subscribe to Replies 18 post(s), 3 voice(s)

 
Avatar Rakashun 35 post(s)

Post your replies or suggestions to my card ideas here please. Thanks in advance.

 
Avatar Rakashun 35 post(s)

I’ve changed Tower of Darkness and Repairmen. Trench is a 0 cost, low hp Building to help against rush. Catapults huge damage to Units is why it costs so much and takes so long ( If you think about it, a stone from a catapult crushes anyone under it anyway. Think Return of the King battle.). As for the others, these are just suggestions. I will modify or delete any you want. Just let me know. :)

I also noticed I forgot the cost of Repairmen…Fixed it.

 
Avatar daenkolarin 27 post(s)

Gold mine looks generally about right…
Tax collector is too powerful, I’ve got a 4 tower VP deck that deploys in 200s, With him I can probably get VP win in less than 300s

 
Avatar Rakashun 35 post(s)

he can be killed pretty quick with swallow or direct damage. plus the 2 gold will take time to get but I will see what everyone else says and will slow him down more if needed. Thanks for the input though.

 
Avatar darkrune Administator 262 post(s)

Actually, there was a gold mine in the game already. But I took it out.

The idea (Tarod’s idea) was to have each type of resource to be somewhat special.

  • Mana has no storage limit
  • Gold can only be acquired by trade

So the decision is, to put gold mine back in – or not. I think Rakashun’s version of the gold mine is pretty balanced. But it would decrease the individuality of the gold resource. What do you think?

To further distinguish the other resources, there have been the follwing ideas:

  • Put a depletion-concept on iron and stone (similar to Mana Streams), i.e. an iron mine can produce 10 or 15 iron (or less) and then runs out.
  • Idea: Stone should be a little slower than wood and iron, but have more charges than iron, maybe 20
  • Wood has no depletion, as it grows back, but should also be slower

I think the depletion only makes sense, if we also increase the cards-per-deck limit on resource-cards.

 
Avatar Rakashun 35 post(s)

That’s pretty a good idea. I made the gold mine card because of the discussion by the players that gold was a hard resource to get. I made it harder to get out cause all the other cards that gave gold also was not cheap.

 
Avatar daenkolarin 27 post(s)

Dup

 
Avatar daenkolarin 27 post(s)

Since this was intentional (resource imbalance), I am behind it 100%. It is definitely a difference from games like MTG where all colors are pretty much equal. This does mean we have to be a bit more careful about card balances. As to the 3 Basic resources, Wood Iron Stone. I think it is ok to have them similar, as they are not “advanced” resources for now.

 
Avatar darkrune Administator 262 post(s)

Rakasun, I put your City Upgrade on. So you can test if it is balanced if you like.

 
Avatar Rakashun 35 post(s) I'm kinda busy right now but I will be free in about an hour or 2. Then I will be back to get in some games and test balances.
 
Avatar daenkolarin 27 post(s)

My thoughts on City Upgrade are that as a nearly-pure defensive card it is doesn’t look overpriced.
The only resource it provides is the base resource needed for some Demons. Otherwise all it does is delay how fast an opponent can kill you (and with 4 resources including 1 gold you are paying a decent price for it).

Pharmacy provides a good comparison though: 2 Stone, 2Gold. Play (80 sec), Heal (2 gold, 30 sec)
-It is probably a bit more expensive to play (2 gold is probably more expensive than requiring 4 different resources at 1 each).
-It costs 2g for each 2 points healed => 10g more to get the 10hp from City Upgrade (total 2 Stone, 12 gold)
-It takes 350-400 seconds to get 10 points of healing (unless you spend 3-4 starting hand cards to boost deployment speed of the Pharmacy).
+It can be reused for a whole game if it runs long.

Based on this, I think City Upgrade is a LOT cheaper than Pharmacy. Hence my gut feel is that either City Upgrade is too cheap, or Pharmacy is too expensive.

 
Avatar daenkolarin 27 post(s)

One additional thought: Population is a very expensive resource right now (except in rush decks), as it puts a harsh upper limit on how many cards you can play that use it (Demons mostly). If it gets too easy/cheap to get population increases, then population isn’t valued as high (making demon cards generally cheaper) and it may allow for strange (and undesirable decks) that can generate population faster than most decks can deal damage (Etherlords II has a design flaw that allows this). I don’t think City Upgrade goes that far, but it is something to think about when dealing with healing mechanics.

 
Avatar darkrune Administator 262 post(s)

Actually I think it might be a bit overpowered in heavy pop-sacrifice-decks. But we would have to try it out. You pay 4 resources and get 10 (instant without the waiting from usual resource cards), since pop is a resource is such decks. This might even happen early.

Here are some suggestions for balancing:

  • increase only the population-limit (e.g. playing early you would get 20/30 pop), so its not a healing card.
  • providing less pop maybe 6 or 8
  • making it more expensive like 1w 1i 1s 3g, so It can be played early (without expense of cards)
  • adding a condition (can only be played if you have at least 15 population left), this would however really limit its usefulness.

I am currently tended in making two:

  • a big one, with increased cost (1w 1i 1s 3g)
  • a smaller, with decreased pop (6-8)
 
Avatar darkrune Administator 262 post(s)

Still thinking about some cards. I think mana drain is a bit to weak to be useful (its wasted if your opponent has no mana). How about:

Mana Drain

1 mana

Drain up to 3 mana from your opponent, you gain the drained mana

or

Drain up to 3 mana from your opponent, draw a card

 
Avatar darkrune Administator 262 post(s)

Tower of Darkness

Building

3 iron
2 mana

hp: 40

Action: drain 2 mana from the opponent (90 seconds)

should have 2 stone instead of 2 iron. So you can play with a mana-less against one with. Also fits better to the tower.

 
Avatar Rakashun 35 post(s)

we can add a draw card ability to mana drain if you like. As for the Tower of Darkness, the reason for iron instead of stone is the image I had for it. A large iron tower,cold and unnatural, surrounded by swirling dark clouds with lightning striking the top. but if you want to change it to stone we can.

 
Avatar Rakashun 35 post(s)

sorry for my disappearance. I lost internet at my house and not sure when I’ll get it turned back on. I’ll still try to get here when I can to test decks and give more ideas. hope to see everyone soon.

 
Avatar Rakashun 35 post(s)

tested some of the new cards. Rotting corpse seems pretty balanced. it’s slow move and attack are just slow enough to keep it from swarming. Elvish Sniper has a great ability but you would have to play decently heavy in the wood department. I think it’s a good card. Parin is awesome. His ability of mass damage is expensive but works well with his stats. City upgrade I’m not too sure about yet but will continue testing it. it seems balanced though.

Please Sign In to reply. Sign Up for free to get a login.