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#1 24-01-2011 07:41:13

skinnyeddie
Habitant de Guem
Inscription : 05-12-2010
Messages : 111

Some suggestions on card effects...

First, I'd like to bring up Free the Shadow and Hostage Taking. Both cards have pretty solid effects, but the opponent can opt to discard a card to counter the effect in either case. I think the "discard 1" and the card effect for both cards are disproportionate.

For Free the Shadow, the opponent would always discard the card unless their character would end up dying whether or not your character gets the +5 attack.

For Hostage Taking, imminent death would again be the only reason your opponent will not discard a card.

For both cards, the card the opponent discards can be thought of as a Gluttony/Obesity that counters a +5 attack or ignoring all permanent cards attached.

Maybe if the discard hurt more, like 2 cards, then maybe your opponent would have to think twice about which to choose. I think it also makes you choose the moment to play such cards with more thought.



Next up is Port. When I first saw this card, I thought "Oh, a Courtesan hoser." But in a first-hand encounter, Port is essentially an "anything hoser." Let's look at it's effects.

1. It can be used by any craftsman.
2. It reattaches itself when the character you attach it to dies.
3. It makes no distinction between weapon, action, or spell.
4. It counts itself and any copies of it as attached cards.

I think #4 is the killer there. It makes the amount of damage dealt by Port exponential. 1 damage for 1, 4 for 2, and 9 for 3, and that's just by itself. You don't even need to look for an opponent that already has cards attached. And to top it all off, there isn't really any effective way to stop it.

There's Good Jorusien and Starboard... but wait, they're attached cards. They only end up preventing the damage they cause for being there in the first place.

Then there's Devouring Swarm and Smash that Wall/Iron. But spot removal can only take you so far.

Lastly, Door to Infinity. Not at all bad at 20k crystals... but that level requirement kills it.

Suggested changes:
1. Don't make it count itself and its copies. This way, the effects won't be unreasonably overwhelming.
2. They get discarded if no opposing character has cards attached. This is because they seem like a plague concept, so they should go away if there is nothing to attract them.
3. Or make them reattach to the character with the most cards attached, whether it be yours or the opponent's. Then if played by Klementine, they only reattach to opposing characters.


I also remembered my suggestion for Abomination's evolution path. Based on the game's story, Ergue performed a ritual that turned him, Bigrage, and Soriek into the Abomination. If we stay true to that, then we'll need 1 Ergue to get Abomination.

Path 1: Bigrage 2 + Ergue 2 --> Cigue 3 --> Cigue 4 + Soriek 2 --> Abomination 5 --> Abomination 6

Path 2: Soriek 2 + Ergue 2 --> Mashtok 3 --> Mashtok 4 + Bigrage 2 --> Abomination 5 --> Abomination 6

And if this is indeed implemented, all owners of existing Abominations will get a free Ergue 2 for fairness' sake.

Just my 2 cents...

Dernière modification par skinnyeddie (24-01-2011 07:56:09)


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#2 24-01-2011 09:15:29

eydarr
Voyageur
Inscription : 31-08-2010
Messages : 35

Re : Some suggestions on card effects...

Solid ideas.


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#3 25-01-2011 05:02:02

Anihilate
Solarian
Inscription : 08-09-2010
Messages : 744

Re : Some suggestions on card effects...

Keep port the way it is. It's a powerful card, I've only been on the receiving end of it. But there are plenty of other cards and character's that can knock off a character in 1 go, as well as plenty of cards that can be extremely detrimental to a wide range of decks.


IGN: Shrei VonWeisheit
Mercenaries and trophies are underrated.
PS: I'm insane big_smile


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#4 26-01-2011 08:44:37

mist13
Campeur
Inscription : 18-01-2011
Messages : 81

Re : Some suggestions on card effects...

Yeah I'd like to add something, Trackers: I'm starting to regret playing with them for the simple reason that they feel a bit slow and underpowered, I'm okay with the stats but it's the tracker based cards I'm having trouble with.
Well anyway here are the small changes I feel would add a little speed to them. After all they are trackers, seams like there strength would be a fast in game start but max out at less overall power later game compared to other strategy's.

SO...
Add a "Tracker:chain" effect to the Trackers mask and/or the Trackers emblem.
or
have the tracker's mask activate immediately(only for tracker character's) and remove the 2 health gain.

So let me know what you think. wink


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#5 26-01-2011 14:31:27

skinnyeddie
Habitant de Guem
Inscription : 05-12-2010
Messages : 111

Re : Some suggestions on card effects...

mist13 a écrit :

Yeah I'd like to add something, Trackers: I'm starting to regret playing with them for the simple reason that they feel a bit slow and underpowered, I'm okay with the stats but it's the tracker based cards I'm having trouble with.
Well anyway here are the small changes I feel would add a little speed to them. After all they are trackers, seams like there strength would be a fast in game start but max out at less overall power later game compared to other strategy's.

SO...
Add a "Tracker:chain" effect to the Trackers mask and/or the Trackers emblem.
or
have the tracker's mask activate immediately(only for tracker character's) and remove the 2 health gain.

So let me know what you think. wink

Well, from what I've experienced (receiving end), trackers are one of the best decks in terms of cost-power ratio. They seem to be okay early game. Hime assures you that turn bonus whoever gets to choose first. Tsuro is also good early game.

I also think shuriken and art of the iron fist are more than enough chaining options for trackers, especially since the shuriken stays an option once it comes out.

The Mask is good enough as it is. I think the life gain serves a better purpose than instant activation. Keep your guard up makes a neat combo with the mask. Also, the emblem can serve as armor that activates instantly. Not only that, they can stack on the same character and they boost everybody's def and spirit!

I'd say trackers are what we can consider as ninjas. I think the way they play and the affiliated cards do a good job in keeping to the character. They pull surprises, they work well as a group. You can play them suicidal too. The only thing I think is missing is the ability to just disappear. I'm thinking something like potato-peeling duty type of effect.

Or... a Kunai with chain weapon. It can give something like a +1 attack that activates immediately, but its real purpose is: If the character equipped is untapped and it is your opponent's turn to choose the characters, you can discard Kunai with chain and the character it was equipped with goes to battle with an untapped opposing character of your choice.

Dernière modification par skinnyeddie (26-01-2011 14:35:23)


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#6 26-01-2011 22:15:41

mist13
Campeur
Inscription : 18-01-2011
Messages : 81

Re : Some suggestions on card effects...

skinnyeddie a écrit :
mist13 a écrit :

Yeah I'd like to add something, Trackers: I'm starting to regret playing with them for the simple reason that they feel a bit slow and underpowered, I'm okay with the stats but it's the tracker based cards I'm having trouble with.
Well anyway here are the small changes I feel would add a little speed to them. After all they are trackers, seams like there strength would be a fast in game start but max out at less overall power later game compared to other strategy's.

SO...
Add a "Tracker:chain" effect to the Trackers mask and/or the Trackers emblem.
or
have the tracker's mask activate immediately(only for tracker character's) and remove the 2 health gain.

So let me know what you think. wink

Well, from what I've experienced (receiving end), trackers are one of the best decks in terms of cost-power ratio. They seem to be okay early game. Hime assures you that turn bonus whoever gets to choose first. Tsuro is also good early game.

I also think shuriken and art of the iron fist are more than enough chaining options for trackers, especially since the shuriken stays an option once it comes out.

The Mask is good enough as it is. I think the life gain serves a better purpose than instant activation. Keep your guard up makes a neat combo with the mask. Also, the emblem can serve as armor that activates instantly. Not only that, they can stack on the same character and they boost everybody's def and spirit!

I'd say trackers are what we can consider as ninjas. I think the way they play and the affiliated cards do a good job in keeping to the character. They pull surprises, they work well as a group. You can play them suicidal too. The only thing I think is missing is the ability to just disappear. I'm thinking something like potato-peeling duty type of effect.

Or... a Kunai with chain weapon. It can give something like a +1 attack that activates immediately, but its real purpose is: If the character equipped is untapped and it is your opponent's turn to choose the characters, you can discard Kunai with chain and the character it was equipped with goes to battle with an untapped opposing character of your choice.

well I'm ok with anything really, there a solid deck but I feel like I'm missing that little edge. Those first 2 hits usually put me down around 5 life no matter the deck if my opponent knows to take those first few shots, then that little def bonus means very little after that. low life and defense hurts me is all I'm saying really.

Yeah I know everyone would like to make there deck better by changing card effects. I'd just like to see a new card to give me that little help turn one.


Edit: know what I think I'm underestimating my trackers, I just scored multiple perfects. Think I'm just hating on the more broken combos, (courtesans, items have a soul combo)

Dernière modification par mist13 (27-01-2011 02:09:49)


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