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Senior Member
Card Balancing + Spell Revamp Ideas
First of all, I am not the most avid card player so I am not the best player at the game... that being said, it's possible some of my ideas are biased, but I will do my absolute best on listing ideas that would hopefully be beneficial to all players in an attempt to keep all decks viable in legendary. I would love to hear HONEST feedback and criticism, but if you intend on trolling, so be it... I can't stop you. I can only continue to try and make the game better.
Card changes/Reasons why:
(Listed in order found on southparkphone website)
(I am not listing spells, I will get to that afterwords)
- Manbearpig - Increase health 10%, give him an AOE that does 10% damage done to main target on all surrounding targets (He is not viable in legendary, so changes may persuade players to use him more)
- Pope Timmy - Decrease energy cost by 1, change spawn character to a random chance of any character on your team who has died... including mind controlled units who died while under your control (He is not viable in any deck, besides a Manbearpig deck or maybe GWC or Barbrady. With a decreased cost and a non-guarantee that he spawns a low cost Manbearpig, unless that is the only card which the player has played, we may see some more use of this card)
- Grand Wizard Cartman - Increase charge ability range to include the entire board instead of just his surrounding area (Another rarely used legendary card that deserves some more love)
- Officer Barbrady - Increase speed of death animation by 50% (Another rarely used card. His death animation is just too slow to be viable unless you waste 3 energy to freeze or happen to use Program Stan beforehand)
- Awesom-0 4000 - Give his charged ability a small damage output, similar to Program Stan (A small change, but might make him a little bit more of a viable option)
- Alien Queen Red - Increase health by 25% (She may have a great warcry, but she is glass)
- Big Gay Al - Increase health by 25% (He isn't very viable in legendary right now, because a majority of players have high level rats, and he doesn't survive very long against them. And even if you fireball, you will likely see 2 assassins follow)
- Mimsy - This card seems balanced to me.
- Pocahontas Randy - Increase health 25%, decrease movement speed by 30% (I feel as though these changes may make all Randy cards viable in legendary)
- Sexy Nun Randy - Increase health 25%, decrease movement speed by 30% (I feel as though these changes may make all Randy cards viable in legendary)
- Sixth Element Randy - Increase health 25%, decrease movement speed by 30% (I feel as though these changes may make all Randy cards viable in legendary)
- Barrel Dougie - This card seems balanced to me.
- Buccaneer Bebe - This card seems balanced to me.
- Cyborg Kenny - Increase health by 25% (One of the easiest cards to counter with little strategy. Being 4 cost, this card deserves more health)
- Dwarf Engineer Dougie - This card seems balanced to me.
- Dwarf King Clyde - Less of a balance and more of a bug fix, his warcry needs to be fixed. (Duh)
- Inuit Kenny - If the enemy NK zap kills him, or a spell hits him then the enemy NK deserves to lose health, which should increase starting at 35 and increasing by 50 points per upgrade. Also, he should injure any enemy that has a hand in killing him by 25% of their max health. (Legendary cards should feel like they are legendary. Inuit Kenny is one of those cards that feels extremely weak and unusable in legendary ranks)
- Kyle of the Drow Elves - This card seems balanced to me.
- Le Bard Jimmy - This card seems balanced to me.
- Marcus - This card seems balanced to me.
- Marine Craig - Energy cost should be decreased by 1. OR poison damage should do about 50% more damage to the enemy NK and 100% more damage to enemies in range of the poison (This card is a great card, but 4 energy is too high cost for it's current benefits)
- Mecha Timmy - Many people would not agree with me, but this card seems balanced to me. 90% of the players I run into have no problem getting rid of my level 2 mecha timmy, whether by lightning, fireball (level 4 i think it has to be), HHC (only needs to be level 3), Alien Clyde (needs to be high level 4), poison (level 5), alien queen red, or a SOMM (Level 2)
- Medicine Woman Sharon - Increase health by 25% (Just a small change like this may make her a little more viable in legendary)
- Medusa Bebe - This card seems balanced to me.
- Nathan - This card seems balanced to me. Just a minor tweak I hope for is preventing the random switching of targets that he occasionally does
- Outlaw Tweek - Decrease cost by 1 energy (He is a more costly ranged version of HHC, decreasing his energy cost would make him much more viable)
- PC Principal - Increase walk speed by 30% (By speeding him up, he will reach the enemy NK faster. It may increase his viability)
- Pigeon Gang - This card seems balanced to me.
- Powerfist Dougie - Freeze all enemy troops surrounding the enemy leader (The weakest Dougie by far and he needs a little bit of a buff to keep up with the rival Dougies)
- Prophet Dougie - This card seems balanced to me.
- Robin Tweek - This card seems balanced to me.
- Rogue Token - Decrease the strength of his warcry by 25% (This card to me is extremely overpowered)
- Sheriff Cartman - This card seems balanced to me.
- Stan of Many Moons - Change the way his charge power works, in a radius format. For example, each .1 meter the enemy troop is from SOMM does 5 less damage. So if a troop is 2 meters away from SOMM the damage is 100 less than the full damage output capabilities. This would dissuade the enemy NK from sending several assassins after him. (I don't really know why he got buffed so much and you didn't touch the other legendaries, but I am willing to settle for this type of change rather than just lowering his damage again)
- Starvin' Marvin - This card seems balanced to me.
- Terrance Mephesto - Increase his damage by 10% and his cost by 1 energy (An extremely overpowered card. His current stats dont quite warrant an energy increase, but his overall value is more like 4.75 energy, thus a small buff and energy increase would sufficiently dissuade players from constantly choosing him for their deck)
- The Amazingly Randy - Increase health 25%, decrease movement speed by 30% (I feel as though these changes may make all Randy cards viable in legendary)
- The Master Ninjew - Speed up his warcry by 100% (I believe Faro suggested this in one of his videos and I agree, that would make the card much more viable)
- Warboy Tweek - This card seems balanced to me.
- Witch Doctor Token - Any health stolen that goes over 100% of WDT's health shall be given to nearby friendly units, starting with the closest. For example, say WDT steals 500 health but you haven't upgraded him and he only has 300 health, that is 200 health that instead of going *poof* could be given to your nearby Sheriff Cartman to help heal him to full, and say it only took 150 health to heal him to full then the next 50 health would be transfered to the next nearest ally which might be a Sally who was almost dead and now is about half health. (Legendary cards all deserve to be extra useful, and I feel like that would really bring this card up to legendary deck standards)
- Alien Clyde - This card seems balanced to me.
- Angel Wendy - Increase cost by 1 energy (Angel Wendy is extremely strong for her cost. She may not be completely valued at 4, much like Terrance not being valued at 5 without some sort of buff to his stats, but her ability to heal hundreds of health at a time and stay back as a ranger is a little extreme imo. I honestly feel pretty douchy every time I use her on my smurf account, because I know how strong she is)
- Canadian Knight Ike - This card seems balanced to me.
- Captain Wendy - This card seems balanced to me.
- Catapult Timmy - This card seems balanced to me.
- Cupid Cartman - This card seems balanced to me. He needs to be available in packs asap though.
- Dark Mage Craig - This card seems balanced to me.
- Deckhand Butters - This card seems balanced to me.
- Dogpoo - This card seems balanced to me.
- Friar Jimmy - The heal needs to be occurring every 2 seconds, not every second. Either that or he needs his health and damage increased by 10% and cost 1 extra energy. (This card is monumentally overpowered)
- Gizmo Ike - Charge speed needs a 20% increase (This card could be so fun to use, but there is normally not enough time to use his charged ability more than once in PVP, if you even get it off once)
- Gunslinger Kyle - This card seems balanced to me.
- Hercules Clyde - This card seems balanced to me.
- Hermes Kenny - Increase his deathwish length to 2.5 seconds. (This assassin is extremely undervalued. Increasing the returned energy may make him more of a viable card option because you will feel like you almost get full energy back from using him)
- Hookhand Clyde - This was a tough one. I thought for a while on how to make him more balanced, and I have a solution, rather than this annoying RNG game changing mechanic. Adventure already has Outlaw Tweek, and Lightning, how many insta-kill things do you need in one theme? I propose a change for the better. Split the damage up between all opposing characters on the board, having the bird damage them each, successive, with the damage weakened after each hit. So say he starts off with 150 damage, and each hit is 15 damage weaker. This would alter his usefulness. So instead of having 1 enemy on the board, using him, and crossing your fingers that he hits the right enemy, you wait for 4 or 5 enemy troops to be on the board, then you use him and he will do significant damage to each of them. Also, the enemy NK will 100% be damaged, and he will be hit for 25% of whatever damage number would have been applied to a normal troop. (This may sound confusing, but I think this would keep the card extremely useful without nerfing it and minimizing the sniping power and complete ability to have a chance at ridiculous energy swap, for example one shotting a nathan or a terrance)
Example: I put out my HHC, and the enemy has 4 rats, a Zen Cartman, an Angel Wendy, and a Bandita Sally. The damage might happen as follows:
Zen Cartman - 150 damage
Rat 1 - 135 damage
Enemy NK - 30 damage (120/4)
Angel Wendy - 105 damage
Rat 2 - 90 damage
Bandita Sally - 75 damage
Rat 4 - 60 damage
Rat 3 - 45 damage - Ice Sniper Wendy - Each frozen enemy should receive a small amount of damage, similar to Program Stan and how Awesom-o 4000 should be (This card just needs more value to be viable in legendary)
- Mr. Hankey - Speed up charge regeneration until your ally dies, or is purified (I have not come across this card too often, but I feel like it is very weak, even if someone has it they probably won't use it... So we are back on give ALL legendary cards some love)
- Nelly - This card seems balanced to me.
- Pirate Ship Timmy - Slow his movement speed by 25% (This card should be more in line with other Timmy cards. He just moves too fast to really be useful. Any defense card that charges ahead like a lunatic is not really viable)
- Poseidon Stan - This card seems balanced to me.
- Program Stan - This card seems balanced to me.
- Rat Swarm - Increase energy cost by 1 (Almost every player and their mother uses this card. It is the most overpowered card in the game and it demands a nerf)
- Shaman Token - This card seems balanced to me.
- Shieldmaiden Wendy - Her shield should extend to the nearest ally. (Come on... its legendary. It needs to feel like a legendary)
- Space Warrior Token - This card seems balanced to me.
- Stan the Great - Reduce charge ability time from 5 to 3.5 seconds. (This card is monumentally overpowered)
- Storyteller Jimmy - Increase damage reduction by 10% (I feel like this is an ok card, but at 3 cost he needs a little more strength)
- Visitors - Who the hell knows. I haven't even encountered them, and from what I have seen in the video they are a little weak, but there is no real way to upgrade them because of their extreme rarity.
- Zen Cartman - Increase energy cost by 1 (At 3 energy that puts this card easily in the lead as the most valuable tank in the game. There is no way he should only cost 3 energy)
- Astronaut Butters - This card seems balanced to me.
- Bandita Sally - This card seems balanced to me. However, I feel like her attack is glitchy sometimes, because even though very often you see her get the first hit on the opponent, it doesn't register or they magically revive and kill her. It makes her feel a little underwhelming at times.
- Calamity Heidi - Increase energy cost by 1 (Lets be real. She's stronger than a level 3 Dogpoo and costs 1 less energy. This card is overpowered only because of its extremely low cost.
- Choirboy Butters - This card seems balanced to me.
- Enforcer Jimmy - This card seems balanced to me.
- Paladin Butters - This card seems balanced to me.
- Princess Kenny - Increase energy cost by 1 (This card is monumentally overpowered)
- Smuggler Ike - Decrease charge regeneration speed by 30%. (This guy already is the strongest fastest assassin in the game, do you really need him having +72 attack by the time he gets to the enemy new kid almost every time?)
- Underpants Gnomes - Increase health by 20% (These guys are very underused. Giving them a little more health may make them an actual viable option)
Spell Card Changes:
Spells in this game are extremely overused. Its really not even that fun anymore. My Mecha Timmy is almost guaranteed to be lightninged the moment I put him down, every time. **** Magic, Fireball, Regeneration are all extremely powerful energy swapping spells. I like pitting character vs character, not constantly being worried that if I have 3 units anywhere in the vicinity of each other they are just BLOWN to kingdom come. I have a solution that I posted in another thread, and I have another alternative solution to that one, but I truly feel like something needs to change.
SOLUTION 1:
Limit how many spell cards you can add into a deck in the following manner:
1 Epic
1 Rare, 1 Common
2 Common
OR
1 Epic, 1 Rare
1 Epic, 2 Common
1 Rare, 2 Common
3 Common
SOLUTION 2:
Limit spell card uses per game in the following way:
Each Epic - 1 Use
Each Rare - 2 Uses
Each Common - 3 Uses
The way I see it, either solution is a positive change to the competitive gameplay and I truly hope you are inspired by my ideas to make some sort of change in the near future, even if you do not go by my solutions.
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Member
No, again you did not check the spreadsheets... not at all.
Next time put some tought in it before saying stuff like heidi is op and dogpoo is less powerfull.
My dogpoo is level 3 - 17
341, 116 attack
Level 4 heidi - 29
337 - 63
What is the real problem with dogpoo?
His scaling does not match with higher levels making him to expensive to upgrade with not enough boost in attack and health.
So dogpoo needs a scaling that is better...
We see this also with assasins and rats .. they on the other hand scale like normal cards leading to ... 50 damage on rats on higher levels...
So in short, cards with low damage like nelly benefit.. cards with high damage like dogpoo and inuit kenny dont because of epic and
scaling with high damage.
Another thing is, enforcer jimmy at level 4 - 29
326 health 75 attack
And a skill
You didnt do any research...
Then i will pick out another thing you just randomly threw in.
Aqr alian queen red, the most op card in my deck.. level 4
320 hp 70 attack and a complete board wipe...
Cockmagick with a free unit.
Saved my *** against hacker swarms a LOT.
One of the best cards ever.
Not going to debunk all...
I advice you to remove this and do some research first on combos and spreadsheets.
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Senior Member
It is not about spreadsheets. It is about my experience in the game and the changes based on experience in the game. I am aware of the scaling problem, which is why I recommended the buffs I did. You claim dogpoo has a problem, yet almost every deck in legendary I face has a level 3. You claim heidi is balanced, yet she is in every single adventure deck I face. And why comment on rats? They are in nearly 100% of decks I face past level 40. Storyteller Jimmy is not very commonly seen. You claim how amazing the level 4 is, but getting level 4 epics are not exactly a breeze, and even if you get it, the amount of upgrade mats required is very not worth it unless you can spend bank on this game.
I know alien queen red is a great potential card. However, her attack is slow and her unit is not viable unless you spend bank on her, just like very many cards in the game.
Most of the changes I posted are based on enemy decks that I have faced and my experiences with them. Most decks have either Terrance or Nathan. Most decks have rats. Most decks have dogpoo. Most adventure decks have SOMM, Heidi, Lightning, and Fireball. People have to spend hundreds of dollars on the game to compete at the high ranks. I would love to see that change. I would love a near f2p face and legitimately beat one of the top 250 whales.
You aren't being critical, your opinion is biased. You are one of those players out there who plays OP cards and demand they not be nerfed. You glazed over my change ideas with no real opinion about the changes I spent a good hour and a half composing and weeks thinking about. There are cards out there that should be buffed and cards that should be nerfed, and if you don't agree with that, it's likely you are either a whale or an unskilled noob.
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Member
Aqr is a rare and getting her to 4 is easy...
I never complain about pay to win because i think thats not that big of a problem.. i complain about the things that really destroy this game.
If i only complain about the cards i dont play then why do i constantly talk about scifi op cards ... aqr ... enforcer jimmy and stan of many moons... because i use them.
Would i give two dogpoos if they get nerf, nooo. I Already mentioned i play all decks...
So i have experience with all decks and played all cards.
Despite that my cards are still capable to reach high level.
So no, i will say this once more I am fully free to play and never bashed on pay to win.
I even stated the pay to win was never really that bad on here.
I am however extremely critical towards nothinkers, hackers, bad updates, incompetent staff.
If i can play all decks and be succesfull in most non hacker plays you should have no problem whatsoever to level up.
Also i am not in a team that donates so i also dont have that.
Because i level all my decks.
I dont need donation that much.
But most people already know I only talk about the topics, hackers, management, decks..
Because i used to report over 800 hackers actively.. but now quited.
Wich you can read in my posts.
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Member
Alian queen red being not viable makes me laugh...
Ive wrecked so many mecha timmies, mephestos, nathans, cartmans with her... everything slow gets completely wrecked by aqr..
Maybe you should actually try out the cards first before opening your mouth about them.
Mephesto really isnt that good if you have a level 4 73 damage pirate ship timmy... thats 3 shots.
Do you have any idea how op stan of many moons is... he deals 224 damage at level 1... everything on the board gets destroyed including that nathan that mephesto that angel wendy those assasins.. pigeons.. rats..
Try winning without powerbinding or killing him on time.
Also enforcer jimmy is the ultimate powerbind to counter stans and mecha timmies...
He is stated by many the best card in the game so I dont get where you get your information from.
Not from a valid source thats for sure.
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Senior Member
"Maybe you should actually try out the cards first before opening your mouth about them.
Mephesto really isnt that good if you have a level 4 73 damage pirate ship timmy... thats 3 shots."
I have tried out most cards. Cards I haven't I have seen them played either in games against me or on youtube.
"Do you have any idea how op stan of many moons is... he deals 224 damage at level 1... everything on the board gets destroyed including that nathan that mephesto that angel wendy those assasins.. pigeons.. rats..
Try winning without powerbinding or killing him on time."
Yes... that's why I suggested a change which you obviously didn't see?
"Also enforcer jimmy is the ultimate powerbind to counter stans and mecha timmies...
He is stated by many the best card in the game so I dont get where you get your information from.
Not from a valid source thats for sure."
I said he was balanced. Do you feel like he should be 3 cost? Do you feel like he is overpowered? I don't know what you are trying to infer.
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Senior Member
I still stand behind my ideas to this day. Especially HHC and the legendary modifications!