1. #11
    Daily Deals: Legendary cards cost 2,000 CASH...
    Mecha timmy cards = sold out
    Stan of many moons = sold out

    PAY TO WIN
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  2. #12
    Zel4sh's Avatar Junior Member
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    Just be very careful about the discussion with community. People usually dont really know what they want, and even if they do and get it, they will find something else after.
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  3. #13

    Card Buff

    I don't know how much you all have looked into it but Program Stan needs a serious buff. Too many Level 4+ Epics are not viable in higher level play and frankly just kind of bad for how long it takes to get them. Program Stan is especially poor.
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  4. #14
    ItsJustBuck's Avatar Community Manager
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    Hey mate,

    The first bullet point addresses the improved anti-cheat-----

    "Improved Anti-cheat: this feature has been drastically improved, and the first phase of moving critical components of PvP server-side has now gone live"
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  5. #15

    Someone call the wahhhhhmbulance

    It's way past someone's nap time. People letting their children troll forums way too much these days. This kid is on nearly every social platform complaining and moaning about this game when the fact is he is just bad at it is jealous that other people have disposable incomes that they can afford to spend a little on something they enjoy. It's really just sad and pathetic the amount of entitlement this kid has.

    Hey junior, how about you go get a job and maybe put a little effort into improving your gameplay rather than come on the forums and QQ and trashing others? No? Yeah, I didn't think so. Just keep being a miserable child.
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  6. #16
    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: Great as is.

    Cupid Cartman: Reduce energy cost to 2. Reduce hp and damage slightly.

    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.

    Nelly: Increase her HP a little more per 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.

    C__k 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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  7. #17
    Originally Posted by ThatDarnSteve Go to original post
    After Season 3 ends, we will also be making another round of balance adjustments. We have heard feedback regarding some of our recent balance changes, and will be working to address that as quickly as we can. Two cards which will be looked at are Purify and Powerbind. We are currently looking into usability issues due to their small AOE (made even worse on smaller phones) and will look to improve the functionality of these cards in the near future. I’ll have more information on potential changes in the coming weeks.
    Looking forward to the BFU and super psyched that Purify and Powerbind will be made playable again . Also want to repeat my suggestions for how the cards should be and why.

    Purify
    - 2 energy cost
    - Number of targets increases with level
    - Range 3.2 (or something like that)
    - Only negative effects of your own characters get removed, so no Kyle buffs on your opponents characters
    - Basically, this means keeping the last nerf with the exception of the range, so it becomes usefull again to upgrade and is a viable counter for Poison and Alien Queen Red
    - Some will say it's not fair that Purify costs 1 energy less than Poison while completely canceling it, but I don't think that is true. Even if you play Purify immediately after seeing Poison hit you, due to the fact that you lose some time to drag it into place and releasing it and the time the animation takes, at least 2 or 3 seconds will have passed and some damage will be dealt to your characters. Enough damage to kill your rats for example.

    Powerbind
    - 1 energy cost
    - no AOE, but simply a 1 target card like Lightning Bolt
    - Duration of Powerbind scales with level (20 sec at level 1, +5 sec per level increase). This would give players again a big incentive to upgrade the card while at this moment a level 7 Powerbind is as bad as a level 2 (wanted to write "as good" first, but we all now that "good" is not really the right word to use at this moment), because you will powerbind at the most 2 characters with the current AOE.
    - The main reason I think it should only cost 1 energy is because it doesn't destroy your opponents character. Its charge is temporarily stopped, but the character still survives. Two energy is just not worth only temporarily removing the charge.
    - I could live with a shorter duration then what I propose but then, AGAIN, Mecha Timmy needs to be seriously nerffed in energy, movement speed, HP, attack and/or range because he is the only character that I see put on the field and sometimes survive almost the entire match. My personal suggestion for Mecha Timmy would be to increase his cost to 5 energy, increase his movement speed and decrease his range to 3.5 (like the Kyles). That way he would still be as strong as he is now, but easier to take him out.

    Hope you like my suggestions. And if you decide to use them, how about sending a few of those Mecha Timmys I hate so much my way ? Still don't have him after playing a LOT for the past 4 months. You can then nerff him like a week later so I can enjoy him at full strength for a few days
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  8. #18
    DO NOT Normalize all assassin attack speed and range. I disagree with the poster I quoted. I think if there are differences it makes things more strategic.

    Gizmo Ike: I like him, but in PvP i can never get more than 1 clone because charge isn't fast enough. Maybe instead of having 100 HP, 100 dmg, make him have 500 HP and 20 damage on his original copy, and each subsequent copy starts off with a reduced number. 1st copy has 250 HP, 40 damage, next copy has 125 HP, 80 damage, next copy has 100 HP, 100 damage. That would at least make it more fun to play him as he could likely get 1 to 2 copies out before dying.

    Space Warrior Token: Display his ability damage. Agreed.

    6th Element Randy: all Randy need the same thing. Boost health of lower levels. And increase charge speed. They are unplayable otherwise. Maybe Randy Summons 4 units per charge?? Especially a legendary. He's completely useless as is.

    Cupid Cartman: only dislike here is the 2 range. Is he supposed to be a flying tank? If so, increase his HP by a lot. If not, give him at least 3 range if not more. I put a ton of real money into this card, have him maxed at level 4, and find him to be unplayable.

    Hercules Clyde: Reduce cost to 2. Agreed.

    Pope Timmy: Reduce his cost to 5. Even at 5 it will not be OP. Right now it is too expensive to use. Maybe his warcry brings back someone to life, AND adds a small heal to all friendly units on the field?

    Dogpoo: give him an aura of poo, that takes small amounts of surrounding enemy health per second. OR, make his hits have a "poo splash" effect, doing a fraction 25% of the damage he normally does to anyone within 1 range of his target.

    Inuit Kenny: Is he legendary?? If so, double his base HP and scale to accommodate. He's too easy to kill, and although it does wipe out opponent, thats not legendary enough. At least make him strong enough to kill a few units before he dies. Other assassins get played because of less cost and seems to do more damage. Level 1 max Inuit is too squishy for a 4 Cost! Better yet, make it so that if he dies within 2.5 range of the NK, it takes a chunk of a health bar from the NK.

    Dark Mage Craig: increase his range to 4.5 or 5, and I will replace Nathan with him any day.

    Shieldmaiden Wendy: Reduce her cost to 2. Maybe give her a warcry too that means she comes on the field already shielded for 4 seconds while her charge builds? I mean she is supposed to be Legendary right? Why not make her strong enough to survive in a PVP fight long enough to actually hit her charge once?

    Grand Wizard Cartman: again, legendary that nobody uses. Maybe reduce cost to 5? That change alone will mean more people add him to the deck.

    At the moment I don't use any legendary other than M edusa, SOMM and Mecha in my PVP decks. The others simply aren't legendary enough.

    The other poster seemed to want changes to all cards, which is basically pointless because it does not balance as much as completely change the game. I am looking at specific cards with specific ideas as to how to make them more Meta.
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  9. #19
    ThatDarnSteve's Avatar CommunityDeveloper
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    Hey, Geerti. If you check out the feature section of the update above, you'll notice that we have implemented a stronger anti-cheat that should stop people from "energy hacking". It's the first feature I mentioned.

    "Improved Anti-cheat: this feature has been drastically improved, and the first phase of moving critical components of PvP server-side has now gone live."

    We are taking strong strides toward increasing PvP stability and curbing any attempts to cheat. Players who are found to be cheating have their accounts permanently banned. We have decided to make the significant time and resource investment required to move all critical elements of PvP serverside, and that process will continue over the coming months.
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  10. #20
    No Hat, No Pants: Going full pc with the hairdo. Was looking forward to no hats. Kudos Steve!
    The Phone Destroyer System: Draws don't matter just made the game so much more fun.

    Great update.
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