1. #1

    A Legendary Players Take on Card Balance

    Greetings Emokore here. Currently I have a level 17 new kid and I am ranked #1065 in Legend. I though it might be best to discuss what I think needs to be done to tweek the current rares, epics, and legendary cards a little more, to make them all viable. I really love this game, and hope that it only continues to get better and better. The devs have done some good work improving the game, and the changes coming look great. However, there is still a ways to go to balance the current cards. Here is my take on what needs to be done.

    Astronaut Butters: Normalize all assassin attack speed and range.

    Enforcer Jimmy: Increase his max level 4 stats to be about the same as Friar Jimmy's max level 5 stats, but with perhaps slightly less attack, since he only costs 2.

    Alien Clyde: Perfect as is.

    Freeze Ray: Increase the duration scaling and aoe size. Level one should be 3 seconds, up to 5-6 at max level. Reduce cost to 2.

    Poison: Increase duration and damage per level up to 20-30 seconds at max level.

    Gizmo Ike: Normalize all assassin attack speed and range. Increase his max level 3 stats to be the same as a max level 5 common assassin. Make his ability create of copy of Gizmo Ike but with full health. This would allow combos with buff effects, enabling the clones to have the buffed effects too.

    Ice Sniper Wendy: Increase the charge rate per level. Increase her max level 4 stats to be on par with angel wendy max level 5.

    Program Stan: Increase his max level 3 stats to be about the same as Friar Jimmy max level 5. Increase his charge damage significantly. I would say about 60 damage per upgrade.

    Space Warrior Token: Display his ability damage. Increase his max level 4 stats to be about the same as other max level 5 common warriors.

    Cyborg Kenny: Normalize all assassin attack speed and range. Increase his max level 3 stats to be about the same as a max level 5 common assassin. Decrease his energy cost to 3. Reduce the deathwish mind control time, but have it scale per level from 5-12 seconds.

    Hyperdrive: Reduce the cost to 3. Have it scale from 4-8 seconds in duration depending on level.

    Marine Craig: Reduce his cost to 3. Increase the poison duration, AOE range, and damage per level.

    Powerfist Dougie: Slightly increase his hp per level.

    Warboy Tweek: Normalize the duration of the haste buff, not be between a range, and have it scale higher per level. From 3-6 seconds or so. Increase his health and damage.

    Mecha Timmy: Increase his cost to 5. Modify the charge duration to last 3-10 seconds depending on level.

    Mind Control: Seems fine.

    Alien Queen Red: Increase her max level 4 stats to be about the same as a max level 5 common warrior.

    AWESOMO - Decrease cost to 4. Increase the freeze range. Increase the max level 3 stats to be about the same as max level 4 PC Principal.

    6th Element Randy: Decrease cost to 4. Increase the speed of using the charge, takes so long to summon a vacuum. Increase vacuum HP per level. Increase health significantly per level.

    Choirboy Butters: Normalize all assassin attack speed and range. Increase his max level 3 stats to be about the same as a max level 5 assassin. Display ability stats, and have energy return upon death scale by level. From 1-6 or so. When a max level 3 butters dies it should get you about 2.5-3 energy. Yes this will make him really good, but he is an epic assassin and he damn well should be.

    Powerbind: Changes are good, I might have the radius size scale per level too, it is pretty small now.

    Purify: Changes are good, I might have the radius size scale per level too, it is pretty small now.

    Angel Wendy: Reduce her cost to 2. Reduce her hp and damage slightly.

    Cupid Cartman: I might raise his damage slightly, it is a little low.

    Friar Jimmy: Perfect as is.

    Hercules Clyde: Have his warcry deal higher AOE damage and hit all enemies within a radius, removing their charge. Right now he is the weakest of the Clydes despite being the newest. Another easy change would be to leave him more or less as is only slightly buffing his hp and damage, but reducing his energy cost to 2. Mystical needs a two cost warrior still.

    Hermes Kenny: Normalize all assassin attack speed and range. Increase his max level 3 stats to be about the same as a max level 5 assassin. Have the duration of his deathwish scale better, from about 3-10 seconds depending on level. Yes this will make him really good, and he should be, given he is an epic assassin. Also later on down the road his stats can be tweeked, when people start getting him to level 5, but even so, by then they should have level 7 commons, and a level 5 epic should be equal in stats to a level 7 common of the same type.

    Poseidon Stan: Great as is, perhaps increase the speed of using his charge, it takes forever for him to toss that water ball in the air.

    Regeneration: Strong card, the nerf hurts, but alas, it was OP.

    Zen Cartman: Great card. I might suggest that if someone plays Master Ninjew, it allow zen to attack. Just a little class synergy there, and it will make Ninjew a more attractive addition to your deck.

    Energy Staff: I am not sure what to do about this one, the card itself seems like a design space flaw. Either it is too weak, or OP. Right now it is too weak, but I am not sure if pushing it too much would be good for the game. Perhaps removing the card all together and replacing it with a spell called Energy Surge that increases energy gain by a % for a duration. Then giving people with the staff an equal number of the spell card, at the level they have it at to sort of make everyone more or less happy.

    Hallelujah - Regeneration is just wayyyyyy better as it mitigates future damage in addition to healing damaged units. One way to fix this card would be viable is if the cost was reduced to 2, and the flat heal amount taken down a notch or two. Another way to fix it would be to add a healing over time effect to it. For example: 4 energy, level 4 spell, heal 350 damage, and 20 additional healing per second for 4 seconds.

    Medusa Bebe: Great card as is.

    Prophet Dougie: His on hit ability doesn't seem to be working all that well as they still seem to be gaining energy, able to respond, even after he strikes. Perhaps increase the duration to 3 seconds? I would also increase all of the dougies damage and HP slightly.

    The Master Ninjew: Reduce his cost to 3 and increase his stats to be about the same at max level two as max level 5 Gunslinger Kyle. Also his ability buff needs to be a bit higher. I would say about 40 per level.

    Witch Doctor Token: Reduce his cost to 3. Increase his health significantly. Change his charge to target the closest 3 units, regardless of location. Increase the speed of his ability. So often he dies before you can even use one charge, and I have him to max level 3. Show the stats of his ability. Allow for scaling of perhaps number of targets and damage per level.

    Sexy Nun Randy: Reduce his cost to 4.

    Unholy Combustion: Reduce cost to 4. Increase the damage of the AOE damage significantly, scaling much better per level.

    Pope Timmy: Reduce his cost to 5. Even at 5 it will not be OP. Right now it is too expensive to use, for such an unpredictable result in the heat of battle. I would also make his stats about the same at level 3 as a level 4 rare Timmy.

    Dogpoo: Increase his HP per level significantly.

    Rat Swarm: Should start at 3 rats, going up to 5-6 rats at max level.

    Marcus: Seems good as is.

    Nathan: Seems good as is.

    PC Principal: Seems good as is, loving the cost at 4.

    Pigeon Gang: Increase their movement speed, they are flying after all, and rats are way faster.

    Starvin Marvin: Seems good as is.

    Terrance Mephesto: Seems good as is.

    Big Gay Al: Reduce cost to 4, reduce HP slightly.

    Mimsy: Reduce cost to 4, reduce HP slightly.

    Officer Barbrady: Reduce cost to 5.

    MBP: Reduce cost to 6.

    Calamity Heidi: Perfectly smart and funny.

    Bandita Sally: Add a charge ability that increase her attack speed for a duration. Normalize all assassin attack speed and range.

    Smuggler Ike: Normalize all assassin attack speed and range.

    Captian Wendy: Looks pretty good as is.

    Deckhand Butters: Normalize all assassin attack speed and range. Reduce the heal slightly per level.

    Gunslinger Kyle: Pretty good as is.

    Hookhand Clyde: Increase his HP per level. Slightly reduce his ability damage.

    Shaman Token: Seems good as is.

    Pirate Ship Timmy: Seems good as is.

    Storyteller Jimmy: Increase his HP and Damage a little more per level.

    Arrow Storm: Reduce the radius to be about the size of angel wendy's heal range perhaps even smaller. Increase the damage per level, so that at level 3 it will kill max level 5 common assassins.

    Outlaw Tweek: Reduce his cost to 3, increase his hp and damage per level slightly.

    Medicine Woman Sharon: Increase her heal significantly, increase her HP per level.

    Sheriff Cartman: Increase his HP per level.

    Stan of the Many Moons: Great changes, he is in a good place now.

    Pocahontas Randy: Reduce his cost to 4. Increase his HP per level.

    Barrel Dougie: Seems pretty strong.

    Buccaneer Bebe: Looks good.

    Inuit Kenny: Normalize all assassin attack speed and range. Reduce cost to 2-3. Increase his level 2 stats to be the same as common level 5 assassins.

    Lightning bolt: Reduce cost to 3. Reduce damage per level.

    Fireball: Split the damage in two. The first part is impact damage, the second is a burn damage over time (that can be purified). Perhaps at level 4 it would look like 200 damage on impact and an additional 150 over 6 seconds. This would give people a better chance to counter play fireball when defending at their NK.

    Paladin Butters: Normalize all assassin attack speed and range.

    Princess Kenny: Normalize all assassin attack speed and range.

    Underpants Gnomes: Good as is.

    Canadian Knight Ike: Increase his HP per level. He just dies too easy to get his charge off most of the time, even when you buff him with Robbin Tweek, it still dies pretty easy.

    Catapult Timmy: Great card as is.

    Dark Mage Craig: Would it be too much to ask for him to completely negate the new kid's attack for a longer duration that scales per level?

    Shieldmaiden Wendy: Reduce her cost to 2. Increase her HP and damage per level. Improve the charge duration scaling per level. Fantasy still needs that 2 cost warrior, might as well make it Wendy.

    Stan The Great: He is Great as is! A power house!

    Chicken Coop: Increase duration or reduce cost to 3.

    Dwarf Engineer Dougie: Increase HP slightly?

    Kyle of the Drow Elves: Increase damage and range slightly.

    Le Bard Jimmy: Reduce cost to 3.

    Robin Tweek: Increase damage and attack speed.

    Rogue Token: Increase HP and damage per level.

    The Amazingly Randy: Increase HP per level.

    **** Magic: Start unit count at 2. So at level 3 it should hit 4 units.

    Transmogrify: Reduce cost to 3 or increase the number of targets by one each level. So at level 3 it would hit 3 units within the circle.

    Grand Wizard Cartman: Reduce his cost to 5. Allow the freeze charge to hit all enemy units on the board and increase the damage significantly per level. Give him a 1.5-2 ranged icebolt auto attack that knocks back the target slightly. Yes that is right, make him a short ranged tank.

    So there we have it. Here are my current proposed changes to improve all of the units more or less, in the game. Let me know what you guys think. Thanks for your time!

    Emokore
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  2. #2
    It would not let me edit the post, but I see I made and error. Here is the fix:

    Angel Wendy: Great as is.

    Cupid Cartman: Reduce energy cost to 2. Reduce hp and damage slightly.
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  3. #3
    I mean call me crazy but a 4 energy 1800 (slightly reduced life as u suggest) mimsy would make for some quick matches. While some of the changes you have listed are interesting you forgot that this game is suppose to be a f2p game. If you go boosting the **** out of legends and epics as most of your suggestions propose it will straight kill the game for those struggling as f2p as is.

    Also making all assassins the same but with different charges kills them for me. I like the idea of certain decks being strong counters to others. And thus far I feel the decks all have their own counter. Yes everyone cries mystical is **** but it’s still my #1 deck I struggle against. (Rank 500 legendary) each deck can be good if you get lucky with draws and your opponents cards are of similar levels.

    I frankly don’t have time to go over every card like you did but one thing I noticed was you basically wanted the energy cost of every card reduced. I feel that this wouldn’t be a great idea personally as it’s gonna allow everyone to spam that high cost cards (which are typically quite strong) during energy boost and eliminate a lot of strategy.

    With so many cards available and only a max mix of 3 types it’s super hard to make drastic changes without messing up an already decent balance amongst all decks. Look what they did to somm. 200 is a tiny bit crazy for one change without making other changes. Their so called rare epic legendary buff they came out last week was a joke. It was like they had took all the roids and pumped em into stan then forgot about the rest of the card and just used what was left.

    Time will tell but so far they doing their best. Yes it was a mega mistake to not have energy managed server side off the start but it’s not their fault people hack and cheat
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  4. #4
    There are many cards that are simply too costly in PvP for the utility they provide, and with only 12 cards in a deck, are simply not viable due to this reality. As such in order to increase their value, and the number of viable card options, their cost needs to be reduced, and their stats tweaked to be able to compete with the tier one cards. Another suggestion is to increase the size of a deck to 14-16 cards. This would also increase match variability due to the number of cards in one's hand. Matches would become less redundant.
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  5. #5
    Look, I'll get this out of the way now, because I'm sure it will be brought up. I'm only rank 45, but I've been playing games longer than a lot of players of this game and forum users have been alive.

    Some of your changes are interesting, but lowering the costs on so many cards as you suggest will just hurt balance, not help it. For example, as someone who uses Hyperdrive in my main deck, I think that its cost of 4 is fine as is. That card alone has won me more games than any other.

    I also don't agree with normalizing all Assassins, or ANY class for that matter. Part of the fun is that they all give you different options. Now there is no denying that weaker cards might need some numbers tweaks, but keep the differentiation as it makes the game more fun.

    I can agree that some numbers in general, and scaling specifically, need looked at.
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