1. #91
    Originally Posted by camelchasers Go to original post
    Does it always need to end in a crusade against adventure with you? Sci-fi has gotten some HUGE buffs lately (and it was a solid theme to begin with) in the form of SPB (his nerf was nothing) and a truly unnecessary boost to Sizzler.

    I do agree though that scaling would do wonders for DAR, and it would also be my preferred fix to most balance issues. They did a good job with Elf King Bradley by going this route, so it could be fine to try something similar with her. Returned unit is equal level at lv6, n-1 at lv5, n-2 at lv4 and so on. I'd be fine with that. Better than ridiculous requests to raise her energy by 1-2 points AND kill her ability to return useful units.
    Scaling DAR is interesting but it doesn’t eliminate the raw cost-value imbalance. For reference, Pope Timmy is a 6 cost card, statd like a 3 cost card, thereby making rez effects a baseline cost of 3. Because of card and energy recycle timing, you can reliably get Pope 2 times per match, although 3 is possible if you have a low cost deck. Assuming twice is the standard, that’s a positive 6 baseline energy per game when using Pope. Because she’s so low cost, DAR can yield up to 9 baseline energy per game.

    DAR (as a Mystical themed energy manipulation card) should be able to provide one positive energy, not 3, per use. Considering she can be played reliably 3 times per game, that’s still a net positive 3 energy. So whatever combination of increased cost and capped rez value nets one positive energy per play is the way to go. Even if she costs 5 (and for 5, I assume she can affect MC units again) and is limited to 4 cost cards, she still provides value by being able to in-effect cast a full heal, reposition a card on the board, and trigger warcry/death wish in the majority of all possible cards. When played on a 4 cost card like Medusa, it yields all these potential effects for what is in effect the 1 additional cost of DAR herself, who has stats like a 2 cost card but with added range attack.

    But let’s assume MC is not returned to DAR, so then DAR costs 4 and is capped to affecting level 4 cards, she’d still get played. At 4 cost, It’s two bodies on the field and all the other benefits of the kill/rez previously mentioned. This would make her valuable but not auto-include, which should be the balance goal. If this seems unreasonable, then we have very different ideas of what balance is.
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  2. #92
    I think you're trying too hard to make everything mathematical and are ignoring all of the situational factors that are involved as well. Pope can be played far back in the corner to revive a unit (SOMM for example) in a spot that is difficult to reach. DAR can't do that. How does your math account for that difference? And that's only one way they work differently, there are plenty more that your math doesn't describe.

    Talking about energy efficiency is interesting, but it's not enough to fully justify your nerfs. For myself I can tell you that a 4 cost DAR that can only revive 4 cost or less units would go directly into the trash bin, never to be seen again. That's a horrible card in my book.
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  3. #93
    Ubi-Toller's Avatar Community Manager
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    Originally Posted by Sebear7 Go to original post
    I'm not sure if the update went into effect, but I do see the updated text on Shaman Token. I was very excited for this update, because I felt this is how he should have worked from the beginning, but I have tried multiple times and it still does not work. Same for the max health reductions. His charge is still basically worthless unless the "buff" actually works
    Hello!

    The text change did sneak out early, but the changes to the card itself have not yet gone live. Those will kick in next Tuesday. Token was obviously too excited to keep a secret.
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  4. #94
    ScottOld's Avatar Banned
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    Originally Posted by camelchasers Go to original post
    I think you're trying too hard to make everything mathematical and are ignoring all of the situational factors that are involved as well. Pope can be played far back in the corner to revive a unit (SOMM for example) in a spot that is difficult to reach. DAR can't do that. How does your math account for that difference? And that's only one way they work differently, there are plenty more that your math doesn't describe.

    Talking about energy efficiency is interesting, but it's not enough to fully justify your nerfs. For myself I can tell you that a 4 cost DAR that can only revive 4 cost or less units would go directly into the trash bin, never to be seen again. That's a horrible card in my book.
    efficency can justfiy the nerfs when they running UC and inuit so you cant run practially any 5 cost unit yorself, or overwhelm them with lower cost, because they always have more, or can move the card like medusa out of harms way, or redo an incan board clear.

    the situation factors are, you can snipe pope, you cant snipe DAR


    the game needs less of what it has now. and i'm sick of loss after loss removal spamming because of "energy efficency" this isn't fun its tiresome and then having a deck that beat this rubbish last season can't compete because of ONE nerf to frontier bradley. simple fact is, the game has become mundane because of DAR, and it needs to be wound back in again, because Inuit, UC LB arrowstorm and 2x incan is really really rubbish to face when you have to defeat WDT's and medusas on top, mystic has energy effiecency, but when you do break through the spam, to be smashed by a satan 4... yea really...... inuit is a walking combust as well.....
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  5. #95
    Originally Posted by Ubi-Toller Go to original post
    YES. You are 100% correct in how this will work.
    Can you please answer my early question of how this nerf to fantasy is at all fair with all the buffs and unfair advantages giving to players who are playing adventure theme the biggest problem being Dark angels ability to spawn incan craig who has the games second strongest damaging war cry witch acts to fast to properly counter. How is any thing that was just done for adventure make this game any where near balanced for players who prefer SciFi Fantasy or Hero SciFi or Hero Fantasy decks. Ican Craig and SOMMs both having the games most unfair advantage in direct damage dealt to multiple cards. How can the devs or you personally even argue that its completely fair to nerf DSR while always Ignoring the crys for people who have for over two years asked for a SOMMs nerf. This was not a balance change. Can you please tell me how this was any thing but a huge buff to the entire Meta Adventure theme when for weeks the biggest out cry has been for the ridiculously op Dark Angel to be a 6 cost like her counter parts and to lose the ability call on Ican. Its not a fair power to spawn Ican Craig for push destroying power towards Craig's ability to effectively remove all ranged and warrior kids not labeled a tank from the board. Level 4 Ican Craig has the deadly power that deals over 530 damage to all units. That effectively kills most if not all level 6 kid cards that are not classified as tanks. Ican Craig's attack was ment to be a one off unless paired with the 6 cost Pope. Red has the exact same ability as Call Girl and pope. But Call Girl is a 6 cost card who only can summon hero cards. The problem would be the same if call girl could call Incan to the field. How has Dark Angel remained at only a 3 cost when she has the games most abused version of a 6 cost pope and call girls ability. How is this fair for any player not in the meta adventure theme tent. This game has gotten worse. When was the last time the team did any thing for balance excluding Sizzlers buff. The game is unfairly biased towards blue theme and your doing nothing about it or Ignoring the growing out cry for a nerf at the vary least to stans and Ican's Special abilities. And for any player in the adventure mystical camp. How can you now say anything about balance when your constantly against any thing napping to those to aforementioned cards. What is the argument against a SOMMs or Ican nerf now? Counters really. Had plenty of those for DSR. All nerfs are great unless they go against SOMM and Ican? This game is horrible now for any player not in the die hard adventure mystical camp. I'm sorry but please respond Toller???? Please tell us how you just mad the game more fair???? Please post something Toller
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  6. #96
    ScottOld's Avatar Banned
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    Incan was fine before dar though..

    Frontier should NOT have been touched either, 500 elo worse off this season because the AOE no longer kills level 4 medusa behind NK or zens (which then get reset for massive energy advantage) and 2x incans inuits and combusts melting most of the pushes i build, DAR should have been toned down, THEN froniter nerfed so both remain EQUAL. but yea.. lets keep complaining about SOMM and buffing/nerfing things that dont change the meta
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  7. #97
    Originally Posted by NewKidSkull Go to original post
    Please post something Toller
    paragraphs dude, for christ's sake, paragraphs...
    you just can't expect anyone to read your posts (let alone listen to you) unless you treat them this badly.
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  8. #98
    ScottOld's Avatar Banned
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    and how about doing something about derankers instead of rewording the report option?

    won 2 games to undo 1 loss... next match, a 7.8 sitting clown with level 25 NK and level 5 mecha timmy and a load of 4's... won 2 more games... and still 10 elo off where i was before.. and one win was another player who should have been higher also its IMPOSSIBLE to rank up, this BS is the difference between getting into 8k or being stuck at 7890s-7920s right now.. really irritiating, especially when every win is worth LESS then every loss to the point its 2/1

    and yea on DAR, even game.. right up until they dar medusa, they then have maxi, sizzler zen medusa DAR and ninjew.. seriously? i struggle to run ONE high cost card.. this shouldn't happen and is half the problem, and guess what counters this... oh yes a card thats GETTING NERFED and its the same with MBP, satan etc... they can run these cards and use them like the deck is a 3.4 cost.
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  9. #99
    from what I've seen you've been getting tired and tired and tired for at least couple of years now.
    I admire your dedication to masochism you're so much into. I really do.
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  10. #100
    Nerfing SOMMs Fire damage and Incan's lazer damage brings balance back to the game and solves the DAR problem. The game isnt fair for SciFi, Hero and Fantasy players. Its just not. Adventure has a 3 cost removal card in Kenny. A better drone in Thunder bird. Its just not fair. Only gets worse. Now they a multiple use 3 cost purify spell in token. No other themes get those kinds of advantages and or perks. Purify is mystical. Im sorry. Sharon heals better than Jimmy or MAXI and shes a 4 cost. Nerfing the board clearing damage from 2 cards fixs every thing.
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