Close

Page 5 of 5 FirstFirst ... 345
Results 41 to 45 of 45
  1. #41
    Senior Member Rajawali's Avatar
    Join Date
    Dec 2012
    Location
    Indonesia
    Posts
    191
    Tournaments Joined
    0
    Tournaments Won
    0
    This is my suggestion to buff some of them, it's quite mild buff since it's a neutral card. The bold one is the stats that I changed :

    Red-Eyed Worg : 3cc, 3/4, 1: Red-Eyed Worg attacks target opposing damaged ally if able.

    Treetop Spider : 2cc, 2/3, Ambush and Meek

    Forest Serpent : 3cc, 2/4, Ambush, while Forest Serpent is damaged it has Stealth

    Great Bear : 4cc, 3/5, Steadfast. Other friendly Wild allies have +1 health, Great Bear has +2 attack while attacking allies with cost 4 or less

    Pillaging Arsonist : 3cc, 2/4, At the end of each of your turns, all allies without Outlaw alignment take 1 fire damage.

    Brigand Captain : 4cc, 2/6, Other friendly Outlaw allies have +1 attack, Brigand Captain takes -1 less combat damage from allies with cost 3 or less

    Aldmor Sharpshooter : 4cc, 2/6, While there is an undamaged opposing ally, Aldmor Sharpshooter's ability does not exhaust. 1SE: Up to 2 different target take 1 damage (removed non-Aldmor Allies)

    Aldmor Vanquisher : 5cc, 4/5, When Aldmor Vanquisher is summoned, target opposing ally takes 2 damage. 1SE: All damaged opposing allies take 2 damage

    Winged Redeemer : 5cc, 2/7, When Winged Redeemer is summoned, target enemy support ability or location is exiled (removed from the game). When Winged Redeemer enters play, draw a card if you have 3 or less card in your hand

    Resolute Hornbeam : 5cc, 3/6, Steadfast. Opposing player cannot summon support ability or location. At the end of each of your turns, draw a card if your hand is empty.

  2. #42
    Lead Developer / Designer Gondorian's Avatar
    Join Date
    Apr 2011
    Location
    England (GMT+0)
    Posts
    24,080
    Tournaments Joined
    1000
    Tournaments Won
    999
    Blog Entries
    1

    Preview of Balance Changes for 3.62

    Quote Originally Posted by Rajawali View Post
    This is my suggestion to buff some of them, it's quite mild buff since it's a neutral card. The bold one is the stats that I changed :

    Red-Eyed Worg : 3cc, 3/4, 1: Red-Eyed Worg attacks target opposing damaged ally if able.

    Treetop Spider : 2cc, 2/3, Ambush and Meek

    Forest Serpent : 3cc, 2/4, Ambush, while Forest Serpent is damaged it has Stealth

    Great Bear : 4cc, 3/5, Steadfast. Other friendly Wild allies have +1 health, Great Bear has +2 attack while attacking allies with cost 4 or less

    Pillaging Arsonist : 3cc, 2/4, At the end of each of your turns, all allies without Outlaw alignment take 1 fire damage.

    Brigand Captain : 4cc, 2/6, Other friendly Outlaw allies have +1 attack, Brigand Captain takes -1 less combat damage from allies with cost 3 or less

    Aldmor Sharpshooter : 4cc, 2/6, While there is an undamaged opposing ally, Aldmor Sharpshooter's ability does not exhaust. 1SE: Up to 2 different target take 1 damage (removed non-Aldmor Allies)

    Aldmor Vanquisher : 5cc, 4/5, When Aldmor Vanquisher is summoned, target opposing ally takes 2 damage. 1SE: All damaged opposing allies take 2 damage

    Winged Redeemer : 5cc, 2/7, When Winged Redeemer is summoned, target enemy support ability or location is exiled (removed from the game). When Winged Redeemer enters play, draw a card if you have 3 or less card in your hand

    Resolute Hornbeam : 5cc, 3/6, Steadfast. Opposing player cannot summon support ability or location. At the end of each of your turns, draw a card if your hand is empty.
    The campaign set is meant to be for simpler cards so that a new player can pick up the game as they go along - eventually they will earn some of these cards as they go to add to their decks.

    Some of the buffs you mention may be possible but we have to be careful of power level of Neutrals since they should be generally weaker than Faction cards which should then be generally weaker than Class cards.

    Neutral cards are there to plug gaps, where you want to do a thing that you otherwise don't have access to in your class/faction and are willing to pay extra for it or have something only fairly effective because that is better than no capability at all.

    If a Neutral card is competing for slots with class cards that do similar things, you have a problem. That one card could show up in all decks, which would make the game pretty boring - or at least reduce the benefits of the faction/class system that has served the game well.

    p.s. Yes, I know that the campaign Epic and Legendaries are not simple but new players are not going to run into them early on in the campaign, and we wanted to add some highly playable cards to the game.

  3. #43
    Lead Developer / Designer Gondorian's Avatar
    Join Date
    Apr 2011
    Location
    England (GMT+0)
    Posts
    24,080
    Tournaments Joined
    1000
    Tournaments Won
    999
    Blog Entries
    1
    Hi all!

    Having taken feedback into account and finished our playtesting of these changes, we have arrived at the following confirmed list of changes for 3.62.

    For those who just want to know what's changed versus the original preview:
    - the Subdue nerf is gone because we're trying to nerf as little as possible in 3.62, since we have big tournaments coming up and many decks depend on this.
    - the Twilight Luminary buff is gone because play-testing confirmed it was a little too risky to add at this time of year which could ruin the meta.
    - Mettle of the Warrior has been rejigged to include weapons and armor instead of attachments and one-shot abilities because we want to both encourage it in new builds and discourage it in others (stally ones).



    SHATTERED FATES

    Voracious Arachnid - Ability changed to "When an ally is killed, Voracious Arachnid gains +1 base attack. 1SE: Target other ally with cost less than Voracious Arachnid's current attack is killed." (from "When an ally is killed, Voracious Arachnid gains +1 base attack. 1SE: Target opposing ally with cost less than Voracious Arachnid's current attack is killed.").

    Mettle of the Warrior - Ability changed to "Attach to your hero. When you summon a weapon, armor, Warrior ally, Warrior item or Warrior support ability, your hero and Warrior allies you control heal 1 damage." (from "Attach to your hero. When you summon a Warrior card, your hero and Warrior allies you control heal 1 damage.").

    Aural Battery - Cost reduced to 3cc (from 4cc).


    LOST LANDS

    Kallista, Twilight Matriarch - Health increased to 7HP (from 6HP).

    Armored Packbeast - Attack increased to 1 (from 0). Ability changed to "All damage to Armored Packbeast is reduced by 1. At the end of each of your turns, adjacent heroes and allies heal 1 damage." (from "All damage to Armored Packbeast is reduced by 1, and it has +1 attack while damaged. At the end of each of your turns, your hero and other allies heal 1 damage.").

    Yari Plunderer - Ability changed to "When Yari Plunderer is summoned while you don't control a weapon, target weapon in a graveyard is returned to play under your control with 1 durability and +1 base attack." (from "When Yari Plunderer is summoned while you don't control a weapon, target weapon in a graveyard is returned to play under your control with 1 durability.").

    Disarming Personality - Ability changed to "Target weapon with X base attack or armor with X defense becomes a readied ally with X base attack, health equal to its durability and no abilities." (from "Target weapon with X base attack becomes a readied ally with X base attack, health equal to its durability and no abilities.").

    Leash of Life - Cost reduced to 2cc (from 3cc).

    Tempest Runebearer - Attack increased to 2 (from 1) Ability changed to "Ability damage to Tempest Runebearer is reduced by 1. While ability damage has been dealt this turn, Tempest Runebearer has +1 attack." ( from "Ability damage to Tempest Runebearer is reduced by 1. While ability damage has been dealt this turn, Tempest Runebearer has +2 attack.").

    Rest for the Weary - Ability changed to "If there is a location in play, target ally is moved to the top of its owner's deck. If there are no locations in play, draw 2 cards." (from "If there is a location in play, target ally is moved to the top of its owner's deck. If there are no locations in play, you draw 2 cards and each other player draws 1 card.").

    Stun Turret - Durability reduced to 2D (from 3D).


    I will update the OP accordingly.

  4. #44
    Senior Member Kylt's Avatar
    Join Date
    Nov 2012
    Location
    GMT+9
    Posts
    1,208
    Tournaments Joined
    7
    Tournaments Won
    0
    I’m against this kallista buff. There are mediocre allies with atk+hp=9 stats. Why open a can of worms?
    IGN: Kyltz

  5. #45
    Lead Developer / Designer Gondorian's Avatar
    Join Date
    Apr 2011
    Location
    England (GMT+0)
    Posts
    24,080
    Tournaments Joined
    1000
    Tournaments Won
    999
    Blog Entries
    1
    Quote Originally Posted by Kylt View Post
    I’m against this kallista buff. There are mediocre allies with atk+hp=9 stats. Why open a can of worms?
    You've lost me. If 9 total is mediocre then 1HP extra isn't going to be OP. She is Unique as well.


    Sent from my iPhone using Tapatalk Pro

Bookmarks

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •