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#26 09-09-2012 11:18:02

Damncaster
Solarian
Inscription : 02-07-2011
Messages : 760

Re : Balance out the Guild II (Guild-based Legendary)

Kandel 3-6 and nothing more to change here .____. or we will come back to the old flames days...

As for iro, spell immunity if you play Kusanagi and its done

Dernière modification par Damncaster (09-09-2012 11:20:15)


No good... No evil... Just a Judge

It´s all about Mastery!


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#27 09-09-2012 18:47:28

Calandra
Gardien
Lieu : Dickes B, oben an der Spree
Inscription : 09-04-2011
Messages : 1 751

Re : Balance out the Guild II (Guild-based Legendary)

i wouldnt even go that far in the past... there already is a huge gap in between urenous and admiral trist or zil... even ishaia lost her glamour with the upcoming of the new legends... as i seldom take part in tournaments i found the idea of this one char tournament which is going on right now kind of attractive and thus decided to give it a try... in direct comparison the legends are not even at all... especially this additional hit by urenous is going through the roof..... maybe a little nerf could help to readjust balance


Wash the spears... while the sun climbs high.
Wash the spears... while the sun climbs low.
Wash the spears... who fears to die?
Wash the spears... no one I know!


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#28 12-09-2012 21:45:38

Cyanide
Habitant de Guem
Inscription : 05-02-2012
Messages : 169

Re : Balance out the Guild II (Guild-based Legendary)

Nurvus a écrit :

If your character is a Pirate, a lightning Spell from your Deck is played[...]

Besides Thunder King, who else can use attracts lightning that aren't pirates? Do you mean multi-guilded characters that are also pirates?


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#29 12-09-2012 21:54:48

Izayoi
Nehantiste
Inscription : 26-09-2011
Messages : 968

Re : Balance out the Guild II (Guild-based Legendary)

Cyanide a écrit :
Nurvus a écrit :

If your character is a Pirate, a lightning Spell from your Deck is played[...]

Besides Thunder King, who else can use attracts lightning that aren't pirates? Do you mean multi-guilded characters that are also pirates?

Compendiums with [card]Compendium Secret[/card].


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#30 14-09-2012 14:28:25

rutse
Habitant de Guem
Inscription : 02-10-2011
Messages : 259

Re : Balance out the Guild II (Guild-based Legendary)

Nurvus a écrit :

These are the cards I think need a change:

General Fray

Your other "The Pack" characters have Min Attack +1. Duration: 3 Turns.
If the opposing character is not a Warrior, his next card is ignored.
Chain The Pack card.

Changes: Removed Defense bonus. Reduced Attack bonus to Min Attack +1.
---

Compendium Secret
- AoE (or Greater Spell if my suggestion is implemented)
Changes: Cannot Chain
---

Attracts Lightning

If your character is a Pirate, a lightning Spell from your Deck is played, otherwise, a non-AoE lightning Spell from your Deck is played.
If another copy of "Attracts Lightning" is active, a randomly selected opposing character suffers between 3 and 7 magic damage points.
Duration: 2 Turns.

Changes: Only plays AoE if you're Pirate.
---

Ourenos
- Printed Health reduced to 14.

Gain Chain if you play a Weapon or an Armor.
At the start of the fight, "Ourenos" gains the Elfine and Hom'Chai Races until the end of the fight.
If one of your other characters dies, "Ourenos" deals a physical Attack on an opposing character.
Turns 2, 5 and 6: Can play Sap Heart cards without restrictions.

Changes: Less health, no longer gets extra attack from his own death.
---

Nehant Receptacle

Cannot be wounded by the effects of your cards.
At the start of the fight, before the cards are activated, choose a Nehantic Spell from your Hand, it is played.
Turns 2, 4 and 6: One of the opposing characters who has the most Corruptions attached to him suffers 4 magic damage points.

Changes: You choose the spell played with his ability.
---

Lost Scroll of Kan-Del

Choose a character, he loses up to 4 "Powder Tokens".
Your character gains Attack +1 for each Token lost.
Mage: Attack +2.
Fire Guemelite: Attack +1.

Changes: Less tokens removed. Fire Guemelite gets less Attack bonus.

Some kind of this MUST be done. And maybe Iro could get the +1 atk and def if he plays any one handed weapon.

Dernière modification par rutse (14-09-2012 14:29:21)


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#31 14-09-2012 19:47:59

Nurvus
Gardien
Inscription : 01-12-2010
Messages : 2 526

Re : Balance out the Guild II (Guild-based Legendary)

I think people are getting things wrong here...

Legendaries should be balanced with non-legendaries.
Non-legendary decks should be able to compete with legendary decks.

That said, guilds should be balanced with each other.
I don't care wich guild has the "most op legendary".
Legendary characters should be nerfed in general.


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#32 14-09-2012 20:33:42

hotfoot
Habitant de Guem
Inscription : 04-12-2011
Messages : 341

Re : Balance out the Guild II (Guild-based Legendary)

Nurvus a écrit :

I think people are getting things wrong here...

Legendaries should be balanced with non-legendaries.
Non-legendary decks should be able to compete with legendary decks.

That said, guilds should be balanced with each other.
I don't care wich guild has the "most op legendary".
Legendary characters should be nerfed in general.

I agree to a degree. I believe legendaries should be balanced with non legendaries too. BUT they ARE legendaries and deserve to be as powerful as a legendary should be WITHOUT breaking the balance of the game/guilds. For instance Iro is not anymore powerful that a rare or uncommon character. He SHOULD be able to do something that other characters cant, that makes him sought after, and stay balanced as well. It should be the combination of cards and characters that make a deck good. Not a SINGLE card or character.


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#33 14-09-2012 20:38:54

hotfoot
Habitant de Guem
Inscription : 04-12-2011
Messages : 341

Re : Balance out the Guild II (Guild-based Legendary)

rutse a écrit :

Some kind of this MUST be done. And maybe Iro could get the +1 atk and def if he plays any one handed weapon.

I've believed for a while that Iro should also have the ability to triple wield along with his other abilities. That way he can hold Kusanagi which he was made for, as well as other non-guild swords.


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#34 14-09-2012 21:35:09

goscar
Guémélite
Inscription : 03-12-2010
Messages : 500

Re : Balance out the Guild II (Guild-based Legendary)

Nurvus a écrit :

I think people are getting things wrong here...

Legendaries should be balanced with non-legendaries.
Non-legendary decks should be able to compete with legendary decks.

That said, guilds should be balanced with each other.
I don't care wich guild has the "most op legendary".
Legendary characters should be nerfed in general.

+1
Ishaia and Doyen aren't loaded with a crap load of abilities or stats and they are still quite balanced with other characters. Hell even vanilla Pilkim has only one ability and I find him to be able to one shot almost any character.


Dragon Knights ftw big_smile


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#35 14-09-2012 23:25:47

Damncaster
Solarian
Inscription : 02-07-2011
Messages : 760

Re : Balance out the Guild II (Guild-based Legendary)

hotfoot a écrit :
rutse a écrit :

Some kind of this MUST be done. And maybe Iro could get the +1 atk and def if he plays any one handed weapon.

I've believed for a while that Iro should also have the ability to triple wield along with his other abilities. That way he can hold Kusanagi which he was made for, as well as other non-guild swords.

U said everything xD that was my imagination 2 ( corrupt + taichi + devourer or taichi + taichi + taichi or devourer + devourer + devourer or .... ) that would be quite something and it wouldn´t be that OP i think...


No good... No evil... Just a Judge

It´s all about Mastery!


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#36 15-09-2012 02:40:50

Nurvus
Gardien
Inscription : 01-12-2010
Messages : 2 526

Re : Balance out the Guild II (Guild-based Legendary)

hotfoot, Legendaries should simply feel unique and awesome.

Sure they can have +1 health, than usual, slightly better abilities, but at the same time not be tied to any Caste, such that it evens out the power between Castes and non-Castes.

But simply making Legendaries outright retardedly OP is stupid.


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#37 15-09-2012 18:09:15

UIA
Habitant de Guem
Inscription : 16-03-2011
Messages : 139

Re : Balance out the Guild II (Guild-based Legendary)

Nurvus a écrit :

hotfoot, Legendaries should simply feel unique and awesome.

Sure they can have +1 health, than usual, slightly better abilities, but at the same time not be tied to any Caste, such that it evens out the power between Castes and non-Castes.

But simply making Legendaries outright retardedly OP is stupid.

+1  Insanely OP legendaries are not something that makes this game more enjoyable or fun


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#38 17-09-2012 14:30:45

Nessaj
Guémélite
Inscription : 19-09-2011
Messages : 443

Re : Balance out the Guild II (Guild-based Legendary)

True. Make legendaries stupidly OP is also a future problem, imagine if we get a second legendary for the guilds, all line-ups will be 2 OP Characters and a weaker one.

Also Ourenos is the only one can fit almost any playstyle. Even sap mages if you play him in the right order bonus, he can play spells. All other legendaries are specific, like Receptacle is for mages.


Evil is just a point of view >)


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