Hello SE lovers,
Love this game, great CCG! Hours of fun. Can't wait for the new cards and hero rebalance!
This may all be discussed already somewhere else, but there are quite a few cards from the basic set that I think need some rebalancing beyond just those mentioned in http://www.shadowera.com/showthread....coming-up-soon. I won't cover heros because I think the changes already proposed are great! And they should finally all be much more comparable.
I've played both sides a lot and in general I find the shadow side's allies are much closer to a good balance than the human side.
Otherwise I am suggesting that ALL heros/sides have a harder time removing weapons/armor. You will see below that cards that say "destroy weapon/armor/item" are instead changed to reduce the endurance of the item by 1 to 2 points.
I hope its ok to put them all in one thread, as it makes writing this a lot easier since I am going to cover a lot of cards:
Cards which I don't mention I think are fine as-is.
When I list several change options, my preference is with a " * "
Jasmine Roscut:
Slightly too powerful, as her ability is better than medusa as you can "freeze" one ally and then her attack power is high enough to kill the majority of cards that are 1 or 2 casting. Change to one of the following:
1. cost 3 3-4 pay3: target is distracted
* 2. cost 3 2-4 pay2: target is distracted
3. cost 3 3-3 pay2: target is distracted
Dirk Saber:
Slightly underpowered.
1. Cost 3 3-2 ambush
2. Cost 4 2-2 ambush + no summoning sickness
* 3. Cost 3 2-3 ambush
Sandra True Blade
Slightly underpowered
* 1. Cost 5 2-3 destroy a resource when she is summoned [irregardless who has more]
2. cost 4 2-4 destroy resource if they have more
Aldon the brave
very overpowered, as his effect is immediate and makes all casting 2 cards played previously suddenly as if they were casting 3 [thus giving humans a double-turn effect in their allies=power], change to:
1. cost 4 2-4 your allies have +1 attack on your turn
* 2. cost 3 2-4 if aldon is not expended, your allies have +1 attack on your turn [thus doens't work the turn he is summoned], this stops him from giving a +1 to blake, making him 4 attack and killing a lot of cost3 enemies with a cost 2 card the turn aldon was summoned.
3. cost 3 2-3 your allies have +1 attack on your turn
* 4. cost 3 2-4 pay2: your allies have +1 attack on your turn [this also stops you from being able to use the+1 the same turn he was cast]
Aeon Storm Caller:
very overpowered, the fact that he can kill most cost 1 and 2 cards in one hit, and has a tank level of hitpoints, and he is a protector all make him extreme. some heros have an incredibly hard time dealing with him. 8 health is also unheard of in any other card. possible changes:
1. cost 6 2-8
2. cost 6 1-8 aeon is a Protector
* 3. cost 6 3-5 aeon is a protector
Raven Wildheart:
Too powerful, there is nothing less "fun" than having all your units made useless by her and she can level the field once she is onboard if you can't deal with her immediately. For some heros they can direct damage her away, but for others this will seal the deal because getting board dominance can take two turns or more to reverse. Six hitpoints, really? Are humans really that much tougher than shadow beasts? Her ability is like "ambush" on steroid cause the victim not only can't retaliate but its permanently crippled! Change to one of the following:
1. cost 5 3-3 hit targets can not be activated, for the next two turns
2. cost 5 1-5 hit targets can not be activated, for the next two turns
3. cost 5 3-6 targets hit by her loose one attack point [permanently minus 1 attack to victim]
* 4. cost 5 3-4 targets hit by her can not be activated until the start of your next turn.
Plasma Behemoth:
Needs a slight tweak to change its focus to be more singular, also needs more HP to be survivable [and more comparable to human side]:
* 1. cost 5 1-6 pay3: plasma bolt deals 4 damage to target
2. cost 5 3-6 pay3: plasma bolt deals 3 damage to target
Chimera:
Slightly underpowered:
* 1. Cost 4 2-6 pay1: +3/-3 until start of next turn
2. Cost 4 2-5 pay1: permanently increase attack strength by 1
Medusil:
Slightly mis-configured, she can almost never stay on the board and her attack strength is not what should be high
* 1. Cost 3 2-5 pay1: target is stoned and can't defend until your next turn
smashing blow:
too powerful that it can one-shot armor and weapons. instead change it to:
target weapon/armor loses 2 endurance.
Warrior training:
underpowered because it interrupts the play of allies and the big-boys already have protection [unless aeon looses that ability], change to:
cost 4: target ally is a protector, draw a card
Cripiling blow:
overpowered against some [shadow], underpowered against others [humans]: which seems odd if you assume that shadow is more about strength?] because it one-shots your cards against some heros, and has no effect against others [who can retreat the card, for example, or boost them with aldon] -- instead change the card so that its effect is more comparable to both sides:
1. cost 2: target ally is reduced to 1 attack
* 2. cost 2: target ally is reduced to 0 attack for the next 2 turns
Mage spells:
"something" is needed to reduce the onslaught. Mages relly too much on direct damage. Items that are either neutral, or different hero-specific defenses are required so that mages have to actually "think" to make a good deck. Armor that reduces direct-damage, effects you can attack to your allies to protect them against direct damage, etc. then people will have to include some "protection" cards in their decks to deal with mage opponents. Englufing flames and poison gas shouldn't last forever: maybe 8 turns is enough? that's still 4 casting for 8 damage and the two together make 16 damage, which is nearly death for most players [especially if you add 4 fireballs]. Mages also have too many direct spell cards available and all of them can be 4x in a deck. nothing we can do about that anymore though.
Rapid fire:
This card should only be useful for a certain number of shots, suggest attaching it to a weapon instead of the hero.
careful planning:
you should draw a card after playing this to make it "useful". suggest changing to:
cost 2 you may look at the top card of your deck, draw a card when played
tracking:
[BUG make sure you can actually CLICK to zoom-view enemy cards!]
same issue as above, it disrupts your flow of allies and cards, so suggest changing to:
cost 4 you can view your opponents hand, draw a card when played
healing touch:
not sure if you can target the enemy hero and remove all HIS effects, but this should only be castable on your hero.
destroy arms:
should destroy non-weapon/armor cards, but for weapons and armor, it should instead reduce endurance by 1 or 2. effectively non-weapons/armor have an endurance of 1. currently it makes armor and weapons hard to play against a priest cause they can remove it on their turn and then attack you before you can get armor again. this seems unrealistic and unfair, this problem is with all "destroy armor/weapons" cards -- not just priest.
resurection:
for future-proofness: this card should be removed from the game when played [any card which managed the grave-yard should]
plague:
very OP when used with a meek-deck to level the enemy to zero resources, just plain boring and breaks the game. change to:
1. cost 4 both players lose 3 resources to a minimum of 3.
* 2. cost 5 both players lose 4 resources to a minimum of 4.
3. cost 4 both players lose 3 resources and all your allies [but not his] are killed.
sorsourus poison:
add a duration, like to flames and poison. a maximum of 8 turns is recommended.
captured prey:
powerful against shadow, weak against humans who can "retreat" out from it. Either add a duration or make it more effective against both-sides. also OP because it is permanent. also not very "interesting" since its a variation on crippled blow.
1. cost 3 target cannot attack or defend for the next 3 turns
* 2. cost 3 target opponent can not activate this card without first paying 3-resources [permanent and for each time they want to activate it or target it [so includes retreating it]]
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