1. #1
    ItsJustBuck's Avatar Community Manager
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    Dec 2017
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    Finland
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    Developer Update: On Balance Changes & BFUs

    Hey, New Kids! Steve and Buck from RedLynx here!

    Today, we wanted to bring a little more information your way about what is coming with the Big Feature Update (BFU). On Friday, ThatDarnSteve🚀 sent out our weekly Developer Update and that gave a bit of info on the upcoming Rare, Epic and Legendary scaling improvements, as well as some card adjustments. This balance update was one step toward improving and refreshing the meta.

    As always, not everyone will agree with every decision, or with our vision for balance or adjustment to the mechanics of some cards. We welcome differing opinions and open conversation, but urge you all to keep it constructive and respectful so that we can present your feedback to our team clearly and appropriately based on merit. At this time, we’re currently focusing on listening to your feedback, and analyzing how this new meta is being played in the wild. This will provide important insight for us in the future, and help us make further decisions on what should be changed or improved. It is incredibly important to note that we hope to release balance updates more frequently and this is a continual process.

    The next phase of the balancing process will be making adjustments to our economy in the near future. Beginning soon, Epic and Legendary cards will cost less to upgrade to higher levels (4+) from the perspective of upgrade materials. This change was planned to be released in conjunction with yesterday’s balance update, but was set back due to complications during the release process.

    The reasoning behind this change is to encourage users to experiment with and try these cards at the higher levels of competitive play, as they were previously being outshined by Common cards (which are easier to upgrade) in the upper echelons. It should be noted that this isn’t intended to be a single silver bullet (so to speak), but rather part of a gradual process where we make adjustments, measure the impact, then continue to adjust to fit our vision of competitive play.

    Some players have asked about the logic behind our recent modifications, specifically those to Purify and Powerbind. While it was previously covered, I think it definitely deserves another pass.

    Regarding Powerbind

    A unit’s ability is a major factor in determining the energy cost of that unit. To allow a 1 energy cost card to remove the power of many different enemy units in a single play causes far too much of an energy swing. Limiting the units and range will help to keep this card from being excessive, as we definitely feel it was. Increasing cost and decreasing target count makes the card less of a bombshell when it’s dropped on multiple units. Additionally, because it is a spell, it is very quick to cycle through the deck so raising Powerbind to 2 cost prevents players from being able to cycle too quickly and essentially totally nullify unit abilities.

    Regarding Purify

    This is very similar to the situation surrounding Powerbind, but it’s EVEN MORE powerful in totally nullifying the strategy of a given deck. Using Purify was allowing players to negate a significant amount of energy spent on effects. A 1 energy Purify could instantly destroy 2 energy when countering Poison, then be shuffled back into a player’s hand to again entirely nullify Mind Control, or another similar effect. We saw in our data that it too strongly countered Sci-Fi, for example. Our data shows us that Sci-Fi was the least successful and least used theme prior to our balance update, and this was likely due directly to the effects of Purify.

    Part of the secret sauce that goes into making Phone Destroyer exciting is card abilities and synergies. We want those unit abilities and those combos to result in meaningful strategies. Both Power Bind and Purify (especially at 1 cost) were resulting in the exact opposite and totally nullifying power strategies and synergies with very low skill tactics. We don’t think this is healthy or exciting, so we adjusted them, and we firmly stand behind that decision.

    Regarding Balance in General

    When seeking to shake up the meta of Phone Destroyer, we want to do this in a fair way. This means that we have to take a lot of things into account. We need to balance the game in a way that keeps things fair and reasonable for all players. We need to balance with the just-getting-started Rank 4 player in mind, AND the #300 Legendary, and fostering a healthy ecosystem across these player types can be difficult, but our team is more than up to the task. We look at Phone Destroyer as a living, breathing experience rather than a static creation.

    Whether players think these changes were excessive, or right on the mark, it should be noted that our desire was to make playing these cards less of a total shutdown of specific enemy tactics, and more of a strategic and technical maneuver. Time and data will tell if this has had the desired effect, but we urge players to approach these cards with fresh eyes and give us their feedback. We WILL use that feedback as part of our decision-making process in the future, much the same as we are already attempting to incorporate your feedback on our communication of these topics.

    If you have feedback you’d like us to see (about balance, bugs, features, communication, or anything), you can send it to us in a variety of ways. You can:

    • Post your feedback here on the Ubisoft Forums
    • Send us a message on the South Park: Phone Destroyer Facebook page
    • Tweet to us at @SouthParkPhone
    • Get ahold of /u/PhoneDestroyerSteve or /u/PhoneDestroyerBuck on Reddit
    • Send us a DM on Discord




    Now… Onto the Big Feature Update!

    The BFU will add a few new features that we’ve been developing and testing recently. This update will be coming quite soon, so now we’re unveiling more info, with more to follow soon!

    As you probably have read, one of the biggest features for this update (Friendly Fights) has had to be delayed slightly due to some internal compliance issues. While it’s unfortunate (we were super excited to roll this feature out) it’s important that we put this out into the wild in an exciting and bug-free state, so a little extra time before release will likely be very welcome. This should still come quite soon, however. Even without this big feature, we still have some exciting new stuff for you!

    LEGENDARY LEADERBOARDS 🏆

    This feature has been highly requested by the community, and we’re excited to say it will be coming to Phone Destroyer with our BFU! Now, you’ll be able to see a full leaderboard of the top players in the game. This will make it easier for the community to see where you and other players outside your team sit in terms of both worldwide rankings and country rankings.

    In this new view, you can see these rankings, as well as the season rewards in each respective reward tier. This will allow players to more easily learn what sweet loot they can earn, will include some “behind the scenes” stuff to help us make the end of each Season flow more smoothly.


    LEGENDARY MATCHMAKING

    We’ve heard this requested from players of all levels. Well, we hear you and matchmaking improvements are on their way! Now if you’re in the Legendary rank, you’ll only face other Legendary players. This change was made to ensure that non-Legendary players aren’t getting beat up on, and that Legendary players are experiencing exciting matches.

    On top of that, we’re changing the matchmaking algorithm as well. Currently, the Legendary rank is treated as ONE PvP rank (51), so it’s possible that the number 1 player in the world, could face the 4530 player in the world. In the new system, that IS still possible, but far less likely. We will start the matchmaking search at +/- 150 ranks from your current worldwide rank. If no match is found, that search will be expanded to +/- 300 and so on. Our hope is that this will lead to more competitive matches and less “lopsided” fights. This may increase matchmaking times slightly, but we’ll monitor that data carefully and make adjustments as needed.


    THE PHONE DESTROYER SYSTEM 📱

    With the BFU, a new system will go into play. You’ll notice that your health bars will be changing, both visually and functionally. Now, when you take a health bar segment, you are actually DESTROYING your opponent’s phone. So, in order to win a match, you’ll now have to Destroy more phones than your opponent.




    “Umm.. But wait, that sounds the same as before..”

    Well, yes and no... We’ve said quite often that with the BFU, we want every match to be rewarding, so we’re also changing the way you earn PvP packs. Before, you needed 3 wins for a PvP pack, but with the new Phone Destroyer system, you can make progress even if you lose or tie (as long as you can destroy 1 or more phones). Now rather than 3 wins, you’ll simply need to break 5 of your opponent’s phones in order to get a PvP pack! This will mean that even if you’re behind in a match and it looks like you may lose, you should still fight on and try to destroy at least one phone, making every match a chance to earn progress toward your PvP pack, even if you’re being outplayed.



    TEAM EVENTS


    It’s time to hold tryouts and tell your team to bring their A game! Teams will now be more meaningful than ever. In addition to being able to donate cards and talk strategy with your teams, you’ll also now be able to earn event progress together! With the BFU, we’re unveiling Team Events - a new type of event of that will allow your team’s combined progress to earn every member ADDITIONAL rewards to those you can earn on your own. There will also be an event-based leaderboard for your team members so you can check out their progress, and see who contributes the most! This should reward the combined efforts of all players, and give you all more chances to earn sweet loot. The first of these Team Events will be held in March, and will coincide with the release of an exciting new card!




    DAILY DEALS

    Another feature added with the BFU is Daily Deals. Every day, you’ll now get hot new deals in Butter’s Shop. These may be material or card stacks, free offers, or other epic deals. These deals will refresh with the shop and are only available once a day. Certain offers (such as in the screenshot below) can be purchased up to 3 times.



    Shortly after the BFU

    FRIENDLY FIGHTS

    Players have long expressed a desire to play in matches against their friends. We’re stoked to announce that it will soon be possible to do so with Friendly Fights!

    Friendly fights will feature a ‘training’ arena where you can compete against your team members to see who is truly the best Phone Destroyer. The practice arena will also have a grid for measuring distance, and your New Kid’s zap radius outlined in sticky notes.


    Friendly Fights can be used as a way to battle your teammates, test new cards, and even hold friendly tournaments within your team! In order to make sure players can test out strategies and play on even footing, Friendly Fights will have the following ruleset applied:

    • The New Kid level will be set at 11
    • Common cards will be level 4
    • Rare cards level 3
    • Epic cards level 2
    • Legendary cards level 1



    After playing against your teammates, the team chat will then show the results of the match for all to see! That’s right - you won’t be able to hide the shame when you get beat by a rank 30 player! In order to help you improve, though, you’ll be able to see what deck you were beaten with.




    There will also be other minor additions and bug fixes coming with the BFU, but because this is a lot to digest, we’ve decided to do it in two chunks. More info should be posted a minimum of 24 hours prior to our update, but we’ll do our best

    We look forward to hearing continued feedback from our community, and until next time, we’ll see you on the streets of South Park!

    Love,
    Steve🚀 & Buck🦌
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  2. #2
    Zel4sh's Avatar Junior Member
    Join Date
    Dec 2017
    Posts
    26
    Just one thing - you want to balance the game from rank 4 to 300 legendary, why buff SOMM so much that even level 1 is going to be super strong just for his charge ability, even if he does it once in a match? No other card in the game can wipe out the floor with level 5 assassins, flyers and most ranged units at at level ONE

    Not even mentioning other legendaries being still kinda useless, like wizard cartman, manbearpig, shield maiden, sixth element, inuit. If you touch legendaries, make other legendaries on par with the one superbuffed. Its like you sell bikes, red, blue, green and orange bikes. Some people buy blue, some orange, some green ... and then you turn the blue bikes into ferrari. Do you feel thats balanced and fun for the other bike owners?
     3 people found this helpful
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  3. #3

    Sandbagging Incentive

    Steve and Buck, great updates, love them and keep them coming! A couple quick thoughts. If you wanted to keep the phones destroyed at 9, I think that is fine, but you should give 3 destroyed phones for a win no matter how many bars were taken.

    My bigger concern is that I think with that PVP pack change, we will start to see more sandbagging after the next legendary reset. That is, players not getting into legendary on purpose, so they are able to beat up on the silver shields and get those PVP packs faster. I already know several people doing it, including about 7 in my own guild. I prefer the challenge of facing those harder legendary players, but don't like seeing silver shields with lvl 6 commons, a clear indication of sandbagging, since there is no incentive to be in the legendary ranks before the day of the reset, which is why I'm sure you will see a lot of players go legendary between March 1st and 8th.

    Hopefully you can come up with a way to help alleviate this problem, as I'm sure the players who are truly in the 45-50 silver shield would really appreciate not having to play people who should be legendary and getting super frustrated. I've even heard people talk about dropping all the way to 35 to really have an easy time and I don't think this is the point of the game.

    Again, love all the improvements, but I wanted to point out some potential problems I am seeing in the community chats.

    Good luck and thanks!
     1 people found this helpful
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  4. #4

    Excited for the BFUs!

    I really appreciate how you are releasing all of these very simple and basic features and calling them BFUs! Keep up the good work.
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  5. #5
    Although I'm enjoying the latest update and look forward to this new one, there's a few things I would like to give feedback on.

    1 is mind control. Ever since this new update, players have been using one mind control after the next. Such as they will use Mecha Timmy and as your fighting the other characters, they will then summon Cyborg Kenny and then use the mind control card. So it's one after the other after the other and you have no lead way because they mind controlled your entire team.

    The other is about Medusa Bebe, before the update she had a pretty strong health bar, but now level 1, 2 or 3 cards can wipe her out in seconds. Some of the other Legendary, Epics and Rare cards also suffered from this update or faced no change. Besides Stan of Many Moons, we need to show some love to these other cards as well.

    There also (like many other players) would want a fair balance match making system. Sending a new kid that is at a level 10 for example to fight against a level 16, there's absolutely no way to win as the player with a level 16 may have cards that are 4's, 5's and 6 while level 10 player may only have cards leveled at 1's and 2's.

    Just a few suggestions but as you mentioned, not everyone is going to be happy with change. So just keep doing what your doing and it will get to the point when everyone will finally be happy 😀.

    Originally Posted by ItsJustBuck Go to original post
    Hey, New Kids! Steve and Buck from RedLynx here!

    Today, we wanted to bring a little more information your way about what is coming with the Big Feature Update (BFU). On Friday, ThatDarnSteve🚀 sent out our weekly Developer Update and that gave a bit of info on the upcoming Rare, Epic and Legendary scaling improvements, as well as some card adjustments. This balance update was one step toward improving and refreshing the meta.

    As always, not everyone will agree with every decision, or with our vision for balance or adjustment to the mechanics of some cards. We welcome differing opinions and open conversation, but urge you all to keep it constructive and respectful so that we can present your feedback to our team clearly and appropriately based on merit. At this time, we’re currently focusing on listening to your feedback, and analyzing how this new meta is being played in the wild. This will provide important insight for us in the future, and help us make further decisions on what should be changed or improved. It is incredibly important to note that we hope to release balance updates more frequently and this is a continual process.

    The next phase of the balancing process will be making adjustments to our economy in the near future. Beginning soon, Epic and Legendary cards will cost less to upgrade to higher levels (4+) from the perspective of upgrade materials. This change was planned to be released in conjunction with yesterday’s balance update, but was set back due to complications during the release process.

    The reasoning behind this change is to encourage users to experiment with and try these cards at the higher levels of competitive play, as they were previously being outshined by Common cards (which are easier to upgrade) in the upper echelons. It should be noted that this isn’t intended to be a single silver bullet (so to speak), but rather part of a gradual process where we make adjustments, measure the impact, then continue to adjust to fit our vision of competitive play.

    Some players have asked about the logic behind our recent modifications, specifically those to Purify and Powerbind. While it was previously covered, I think it definitely deserves another pass.

    Regarding Powerbind

    A unit’s ability is a major factor in determining the energy cost of that unit. To allow a 1 energy cost card to remove the power of many different enemy units in a single play causes far too much of an energy swing. Limiting the units and range will help to keep this card from being excessive, as we definitely feel it was. Increasing cost and decreasing target count makes the card less of a bombshell when it’s dropped on multiple units. Additionally, because it is a spell, it is very quick to cycle through the deck so raising Powerbind to 2 cost prevents players from being able to cycle too quickly and essentially totally nullify unit abilities.

    Regarding Purify

    This is very similar to the situation surrounding Powerbind, but it’s EVEN MORE powerful in totally nullifying the strategy of a given deck. Using Purify was allowing players to negate a significant amount of energy spent on effects. A 1 energy Purify could instantly destroy 2 energy when countering Poison, then be shuffled back into a player’s hand to again entirely nullify Mind Control, or another similar effect. We saw in our data that it too strongly countered Sci-Fi, for example. Our data shows us that Sci-Fi was the least successful and least used theme prior to our balance update, and this was likely due directly to the effects of Purify.

    Part of the secret sauce that goes into making Phone Destroyer exciting is card abilities and synergies. We want those unit abilities and those combos to result in meaningful strategies. Both Power Bind and Purify (especially at 1 cost) were resulting in the exact opposite and totally nullifying power strategies and synergies with very low skill tactics. We don’t think this is healthy or exciting, so we adjusted them, and we firmly stand behind that decision.

    Regarding Balance in General

    When seeking to shake up the meta of Phone Destroyer, we want to do this in a fair way. This means that we have to take a lot of things into account. We need to balance the game in a way that keeps things fair and reasonable for all players. We need to balance with the just-getting-started Rank 4 player in mind, AND the #300 Legendary, and fostering a healthy ecosystem across these player types can be difficult, but our team is more than up to the task. We look at Phone Destroyer as a living, breathing experience rather than a static creation.

    Whether players think these changes were excessive, or right on the mark, it should be noted that our desire was to make playing these cards less of a total shutdown of specific enemy tactics, and more of a strategic and technical maneuver. Time and data will tell if this has had the desired effect, but we urge players to approach these cards with fresh eyes and give us their feedback. We WILL use that feedback as part of our decision-making process in the future, much the same as we are already attempting to incorporate your feedback on our communication of these topics.

    If you have feedback you’d like us to see (about balance, bugs, features, communication, or anything), you can send it to us in a variety of ways. You can:

    • Post your feedback here on the Ubisoft Forums
    • Send us a message on the South Park: Phone Destroyer Facebook page
    • Tweet to us at @SouthParkPhone
    • Get ahold of /u/PhoneDestroyerSteve or /u/PhoneDestroyerBuck on Reddit
    • Send us a DM on Discord




    Now… Onto the Big Feature Update!

    The BFU will add a few new features that we’ve been developing and testing recently. This update will be coming quite soon, so now we’re unveiling more info, with more to follow soon!

    As you probably have read, one of the biggest features for this update (Friendly Fights) has had to be delayed slightly due to some internal compliance issues. While it’s unfortunate (we were super excited to roll this feature out) it’s important that we put this out into the wild in an exciting and bug-free state, so a little extra time before release will likely be very welcome. This should still come quite soon, however. Even without this big feature, we still have some exciting new stuff for you!

    LEGENDARY LEADERBOARDS 🏆

    This has feature has been highly requested by the community, and we’re excited to say it will be coming to Phone Destroyer with our BFU! Now, you’ll be able to see a full leaderboard of the top players in the game. This will make it easier for the community to see where you and other players outside your team sit in terms of both worldwide rankings and country rankings.

    In this new view, you can see these rankings, as well as the season rewards in each respective reward tier. This will allow players to more easily learn what sweet loot they can earn, will include some “behind the scenes” stuff to help us make the end of each Season flow more smoothly.


    LEGENDARY MATCHMAKING

    We’ve heard this requested from players of all levels. Well, we hear you and matchmaking improvements are on their way! Now if you’re in the Legendary rank, you’ll only face other Legendary players. This change was made to ensure that non-Legendary players aren’t getting beat up on, and that Legendary players are experiencing exciting matches.

    On top of that, we’re changing the matchmaking algorithm as well. Currently, the Legendary rank is treated as ONE PvP rank (51), so it’s possible that the number 1 player in the world, could face the 4530 player in the world. In the new system, that IS still possible, but far less likely. We will start the matchmaking search at +/- 150 ranks from your current worldwide rank. If no match is found, that search will be expanded to +/- 300 and so on. Our hope is that this will lead to more competitive matches and less “lopsided” fights. This may increase matchmaking times slightly, but we’ll monitor that data carefully and make adjustments as needed.


    THE PHONE DESTROYER SYSTEM 📱

    With the BFU, a new system will go into play. You’ll notice that your health bars will be changing, both visually and functionally. Now, when you take a health bar segment, you are actually DESTROYING your opponent’s phone. So, in order to win a match, you’ll now have to Destroy more phones than your opponent.




    “Umm.. But wait, that sounds the same as before..”

    Well, yes and no... We’ve said quite often that with the BFU, we want every match to be rewarding, so we’re also changing the way you earn PvP packs. Before, you needed 3 wins for a PvP pack, but with the new Phone Destroyer system, you can make progress even if you lose or tie (as long as you can destroy 1 or more phones). Now rather than 3 wins, you’ll simply need to break 9 of your opponent’s phones in order to get a PvP pack! This will mean that even if you’re behind in a match and it looks like you may lose, you should still fight on and try to destroy at least one phone, making every match a chance to earn progress toward your PvP pack, even if you’re being outplayed.



    TEAM EVENTS


    It’s time to hold tryouts and tell your team to bring their A game! Teams will now be more meaningful than ever. In addition to being able to donate cards and talk strategy with your teams, you’ll also now be able to earn event progress together! With the BFU, we’re unveiling Team Events - a new type of event of that will allow your team’s combined progress to earn every member ADDITIONAL rewards to those you can earn on your own. There will also be an event-based leaderboard for your team members so you can check out their progress, and see who contributes the most! This should reward the combined efforts of all players, and give you all more chances to earn sweet loot. The first of these Team Events will be held in March, and will coincide with the release of an exciting new card!




    DAILY DEALS

    Another feature added with the BFU is Daily Deals. Every day, you’ll now get hot new deals in Butter’s Shop. These may be material or card stacks, free offers, or other epic deals. These deals will refresh with the shop and are only available once a day. Certain offers (such as in the screenshot below) can be purchased up to 3 times.



    Shortly after the BFU

    FRIENDLY FIGHTS

    Players have long expressed a desire to play in matches against their friends. We’re stoked to announce that it will soon be possible to do so with Friendly Fights!

    Friendly fights will feature a ‘training’ arena where you can compete against your team members to see who is truly the best Phone Destroyer. The practice arena will also have a grid for measuring distance, and your New Kid’s zap radius outlined in sticky notes.


    Friendly Fights can be used as a way to battle your teammates, test new cards, and even hold friendly tournaments within your team! In order to make sure players can test out strategies and play on even footing, Friendly Fights will have the following ruleset applied:

    • The New Kid level will be set at 11
    • Common cards will be level 4
    • Rare cards level 3
    • Epic cards level 2
    • Legendary cards level 1



    After playing against your teammates, the team chat will then show the results of the match for all to see! That’s right - you won’t be able to hide the shame when you get beat by a rank 30 player! In order to help you improve, though, you’ll be able to see what deck you were beaten with.




    There will also be other minor additions and bug fixes coming with the BFU, but because this is a lot to digest, we’ve decided to do it in two chunks. More info should be posted a minimum of 24 hours prior to our update, but we’ll do our best

    We look forward to hearing continued feedback from our community, and until next time, we’ll see you on the streets of South Park!

    Love,
    Steve🚀 & Buck🦌
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  6. #6

    you totally killed mystical... quite disappointing

    Hello there,

    I totally disagree with your conclusions about both power bind and purify:

    - In my opinion the 1 cost feature was a good compromise for the fact such theme doesn't have any 2 cost assassins (expect for choirboy butters which is one of the worse in terms of attack speed animation, btw);
    - they allowed players at lower ranks and/or levels to still be competitive with higher ranked opponents;
    - you did nerf them already not so many weeks ago and, although quite disappointing already, I personally considered it a quite fair balance adjustment overall (maybe would have kept purify range of action a bit larger and with better increase through upgrades but... whatever), but after this last nerf you basically made them useless and pointless to carry in your decks;

    Plus I don't really see why you had to nerf so heavily regeneration, which, again was an adequate counter against poison, alien queen red giving +29 at level 5 against a -30 level 5 poison... now it's 24. why?

    I might be wrong but... from my direct experience, as a consequence of this update, I lost more than 300 positions and I am still struggling to fight back my way up with no chance of ever get back there, since I clearly invested my resources in the wrong theme...

    Final rant:
    Why is adventure so op? did somm really need to be buffed like that? what about all the other legendary cards then? and what's so epic about epic cards? most of them are quite useless and too expensive to upgrade anyway, in fact very few are used (hookhand clyde, marcus, **** magic, program stan) and almost nobody use them at higher ranks, except for hookhand clyde at level 4, which is like having a bonus lighting bolt damage to an opponent's unit at lower energy cost...

    Thanks for any feedback.

    Ciao
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  7. #7
    where the f##k is the server-based PvP?!?!?!?
     1 people found this helpful
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  8. #8
    Hi Steve and Buck. You are right that we should try to be constructive. It's easy to talk sh*t about you guys and the developers on this forum, but that's not very polite. But I also hope you can understand that some people, myself included, who have invested a lot in their Mystical decks are pretty pissed off rigt now. But I'll try to be polite and hope to convince you why I think you seriously dropped the ball with the latest nerffs and buffs.

    For starters, some positive comments. I like what I am reading about the BFU. Really looking forward to it. I also like that you are trying to improve the rare, epic and legendary cards in comparison to the common cards.

    Now onto the more negative comments and questions:

    1. Powerbind: I don't care about the range reduction. For me Powerbind could just target 1 enemy like lightning bolt. Originally it wasn't even in my deck. The reason I started using it was 1 card an 1 card alone, Mecha Timmy (you can now add Stan of Super Saiyan, sorry Many Moons, to that)! But at a 2 cost it is just not playable anymore. I have now replaced it with a Hercules Clyde, which costs only 1 energy more, but leaves you with a character and it gives a permanent powerbind. My suggestion, keep it a 1 energy cost card, make it hit only a single character and make upgrading the card about increasing the duration. Oh yeah and nerff Mecha Timmy and SOMM

    2. Purify: The previous nerff already decreased it's range, which was the right thing to do, but now it is just to small. You mention Sci-Fi, but even before the nerf you could usually not purify all of your cards. Poison and Freeze Ray already had a bigger range than purify and Medusa Bebe, Program Stan and Hyperdrive affect the entire board. I can live with the idea that upgrading the card means more characters can be purified and even with the cost increase to 2 energy, but to compensate the range should again be as big as at least a maxed out Poison. Also it should only affect your own characters.

    3. I liked the idea of improving the rares, epics and legendaries, but was disapointed when I saw the result. I feel that a level 3 epic, level 4 rare and level 5 common should be roughly equal in strenght, because in terms of collecting cards to get them to these levels it's about equally difficult to get a rare to level 4 as it is to get a common to level 5. And this is still far from the case. But it's a first step. Question. You say upgrading the rares and epics will cost less materials. Will we get a materials refund if these upgrades were already done?

    4. On the new system for pvp packs: It was already mentioned in a previous post, but I hope that winning will automatically count as 3 phones even if only 1 phone was removed otherwise it would mean that getting that pvp pack will almost always take more than 3 wins. Not letting it count as 3 phones will encourage sandbagging even more than is already the case to ensure victories where you can remove many phones.
     2 people found this helpful
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  9. #9
    so nice! congrats from Chile
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  10. #10
    Zel4sh's Avatar Junior Member
    Join Date
    Dec 2017
    Posts
    26
    If they would just do one thing like Clash Roayle did - make the levels of rares max at 6, epics at 5 and legendaries at 4 (and scale accordingly), it would make the whole balancing thing so much easier, the cards much more viable and the grind a little bit more managable. It would also help with the release of new cards - people would try to use resources on them, as now upgrading new card from zero is haunting task.
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