1. #1

    Various general and card balance ideas

    General changes:

    Stop cards from moving position in your playable deck when you play another card. On a few occasions I have played the wrong card because the card I intended to use moved to the left or right of where I had previously registered it to be. Please place newly playable cards in the card slot that was last played.

    Prevent existing units from being pushed by newly placed friendly or enemy units. There is a rampant cheese tactic of pushing units (such as Dougie) away from his target and/or blocking them. This is not tactical play in my opinion, it's just cheese. Please force newly placed units away from existing ones.

    Allow a feature to reposition the cursor to the left or right of true position (for left or right handed play). With the cursor directly below your finger it can be hard to see what you are aiming at, particularly with small target area effects such as purify.

    Disable single target spells from targeting swarm units (unless they are effected by Robin Tweek's buff). Sometimes when swarm units are clustered around your intended target, it is possible to hit the wrong target. No one in their right mind would intend to use Lightning Bolt, Unholy Combustion or Transmogrify on a rat.

    A possible change to allow for finer tuning of card value would be to double the players max energy (thereby effectively doubling energy regeneration). Most card energy costs could then be doubled to compensate, bar a few that need finer tuning. At the moment I'm thinking specifically of Purify and Powerbind which could cost a healthier 3 energy, but several other cards could benefit from this too.

    Reduce all Randy card costs by 1 so he sees more play - in my opinion he is currently too costly.



    Adventurer specific changes:

    Reduce Storyteller Jimmy cost to 2 to match Enforcer Jimmy. This card is too underused.

    Reduce Inuit Kenny cost to 2 to match other assassins. He is currently a terrible unit at 4 cost, useful only to take out Manbearpig really, provided he doesn't die to a rat instead - see the problem? He is a legendary card, please make him useful in more than 1 situation.

    Reduce Stan of Many Moons damage to 100 base, 400 maximum. A buff was very needed, but now it has gone from one extreme to the other. This unit should be at least level 2 before able to take out a level 5 assassin with his charge.

    Reduce Medicine Woman Sharon cost to 3 to match Angel Wendy. Yes Sharon's stats are better, but her heal is weaker - therefore the balance is reasonable.



    Scifi specific changes:

    Improve Hyperdrive level scaling. The current 0.1 second increase per level is just pitiful - I would suggest at least 0.5.

    Improve Powerfist Dougie to freeze the enemy leader and surrounding enemies.

    Lower Cybord Kenny's base mind control duration to 5 seconds and add a 1 second duration increase per level. Many people currently do not upgrade Cyborg Kenny because he serves better as a weak suicide unit which I'm sure wasn't the intention.

    Increase Warboy Tweek's min and max duration by 1 second and increase the level scaling to 0.5. His stats suck so his warcry is his main feature, and at 4 cost it should more closely rival Hyperdrive.



    Mystical specific changes:

    Increase the area of Purify and Powerbind. The 2 energy cost is fine, but the range reduction is excessive - how often do you find up to 8 units clustered in a 1 meter radius? Come on guys, seriously?

    Reduce Energy Staff cost to 3. From what I have read, energy charges at a rate of 0.28 per second and the Energy Staff effect lasts up to 30 seconds. If this is correct then Energy Staff currently gives negative energy. 40% of 0.28 is 0.112 x 30 = 3.36 energy return. In the last minute of match the return is 4.368 energy. What is the point of this card if not to give you more energy with a risk/reward situation? Don't tell me it's to make a stronger push, that doesn't make sense because you have to sacrifice 4 energy before you can start to push - 4 energy that the opponent can use on a unit to match your stronger push when it eventually comes.

    Increase Choirboy Butters' deathwish to give 1 energy. As I understand it currently gives 0.1 energy which is ridiculous, compared to the likes of Paladin Butters DW or Astronaut Butters that grants double speed for up to 5.6 seconds. Are you telling me 5.6 seconds of superspeed is equal in value to 0.1 energy?

    Reduce Hermes Kenny cost to 2 and increase his deathwish duration to 3 seconds. Let's do some maths here. 0.28 energy per second x 2 seconds = 0.56 energy return upon death. Now with Energy Staff: 0.28 x 1.4 x 2 = 0.784 energy return (Hermes Kenny now costs 2.216 energy - awesome). Now at last minute with Energy Staff: 0.28 x 1.3 x 1.4 x 2 = 1.0192 - whoa, that's almost as good as using the currently rubbish Choirboy Butters at the start of the game without Energy Staff. My suggest will at minimum allow Hermes to rival Choirboy, and at best, give a near 0.5 positive energy return upon death.

    Add a secondary effect to Hallelujah. Hallelujah currently heals up to 1039 damage instantly - how many units have that much HP? Not many, which is why Regeneration is far more commonly used. Add something like 1 second of Regeneration to this card at levels 1, 3, 5 and 7. Now it has a instant effect and a reasonable after benefit.


    Fantasy specific changes:

    Improve Chicken Coop to spawn 2 ***** every 5 seconds. At the moment it is just a terrible, terrible card. With 2 ***** you at least have some reliable meat shield to put your units behind.

    Improve Dark Mage Craig's warcry to negate enemy leader attack entirely for 5 seconds and make the cast time instant. People would like to use him as an anti swarm unit but his WC currently takes so long that the unit(s) he needs to protect are already dead.

    Rework **** Magic to target only random enemies. The trade off being that instead of effecting a specific number, the number is also random. Set the base to 1 at level 1, then 1-2, 1-3, 1-4 etc. Now this card will see more play without cheesy 'I'm not playing, haha fooled you' tactics.
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  2. #2
    Thats some really bad rework...

    2 energy story teller jimmy xD
    You are nuts. He is super good against mobs.
    Should just increase his stats a bit or change his skill a lil.

    Halleluja is fine and regen is horrible right now so doesnt need rework.. just needed scaling with poison.

    Choirboy butters giving 1 energy, once again no toughtprocess... not needed ... better stats is or speed is needed.

    Same for hermes ... he should give 1 energy not butters.
    You really need to think this trough...

    This is really bad balancing.
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  3. #3
    Geerti95 please don't comment on my threads ever again, if you do, I will consider it harassment since I have now requested that you don't. Many thanks.
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  4. #4
    Most of your calculations are completely wrong aswell.

    Energy staff lasts longer at higher levels.

    If 4 energy and 40% boost
    Unboosted phase 3,6 seconds per energy...
    -40% = 2,16
    30/ 2,16 = 13,88
    30/3,6 = 8,33
    That means 5,55 energy gain
    Or 1,55 win in energy

    Boosted:
    2,3 seconds per energy
    -40 %
    1,38
    30/ 1,38: 21, 74
    30/ 2,3 : 13
    8,74 energy gained
    Or 4,74 win in energy

    If energy staff last longer there should be a bigger gain.
    It is stated that energy staff is meant for boosted phase and not to be spammed.
    Otherwise everyone would need it to ever make a chance in pvp since its an unfair advantage.

    Inuit kenny being 2 energy is also completely ridiculous, his stats should simply be made better, see my balance change.
    No tought put in at that ...
    If he cost 2 one would simply spam him without tought.

    Also cyborg kenny is fine since he has a ton of counters.
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  5. #5
    Additional general:

    HP checks. Many times now I have had my units killed by defeated enemies which did not die fully due to lag. On some occasions my units even change target while the defeated enemy continues to hit me with 0 hp and remains until stuck again. Please run frequent HP checks to make sure dead units truly die before they get another hit off.
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  6. #6
    Additional general: (These are more lag related so I don't know how easy it would be to fix)

    Card/energy reimbursement. Let's say your Manbearpig is about to kill the enemy Inuit Kenny (thus killing himself), you use Unholy Combustion on Inuit Kenny but it's too late, Kenny is dead and your MBP is dead, ontop of that you've lost 5 energy and a valuable situational card. Is this your fault or the game's fault? Is it right that you should be able to execute a spell on a target that doesn't exist? Surely there is some way in which the game can analyse what just happened (due to lag) and promptly return the card and energy. The game recognised Inuit Kenny as the Unholy Combustion target and the game recognised that MBP killed Inuit Kenny, therefore by deduction, can it not assess that it was not possible for Unholy Combustion to be used/spent?

    Friendly unit target immunity. Ever mind controlled an enemy Cyborg Kenny just before one of your own units kill him? What happens? Cyborg Kenny becomes yours, but your unit continues to strike and kill him anyway, then said unit converts to the enemy team. A fantastic loss of energy! Friendly damage immunity should resolve this?

    Lag related counter mind control bug. On a few occasions I have cast mind control on my mind controlled units to convert them back to my team, however, the mind control effect currently on them expires at the exact time I do this, my mind control spell proceeds regardless, converting my unit back to the enemy team for further 7 seconds. The game should recognise that a friendly mind control effect cannot convert a friendly unit and promptly cancel the effect and reimburse the energy/card.
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