This game has one, fundamental difference, from all other card games. You can’t respond during your opponent’s turn.
That makes all burn decks completely unfair. That’s why they’re so toxic.
DeathsAdvocates Fan Made Balance Patch
You mean, one fundamental difference from Eternal and MTG?
No. I don’t.
I’ve been playing card games for 30+ years.
I haven’t experienced another one like Duelyst.
That’s why I want it to be so much better. It is the only one that has that potential.
I actually didn’t quite understand what you tried to say in the small paragraph about the eggs, but surely Rippers have to be seen in the big picture, so a thing such as Celerity would be tolerable.
Still, your ripper with Greater Fortitude is still capable of 8 damage, which enabled at the cost of 5 mana with Inceptor (without counting the possible piling of Fortitude) is still quite broken, so I don’t think that just making it a 2/1 is the only thing to do.
I also agree on the quality “core package”, yet it’s a bit contraddictory your opinion on Obelysks, but I’m glad to see that you are reconsidering your opinion on that.
Ragebinder is arguably the strongest piece among any minion core package, and compared to the other minions that should be at its level, he’s just too well equipped.
Concerning Haru/Gig, I think they’re designed in a dangerously OP way: though they’re not a threat for the meta, they’re not toxic, in the big picture they should be considered for a small review as they’re honestly too smorky, especially Haru.
I’m not sure what would be the best solution for 8gates/Mantra, but as they are, it’s clear we both agree that they could use some rework which certainly doesn’t fall in the buff department.
btw, an alternate reading on Zendo i just came up with and would like your take on it:
“The enemy general may take Backstabs from all three spaces behind them.”
It still is continual, general-base, gives back an opportunity to play around, but severely weakens the enemy by tripling the opportunities for a kidney shank.
Egg morph and Wild inceptor no longer hatch eggs. Instead they give eggs a massive health boost. This means no more out of hand combos before nine mana. This puts rippers on par with stuff like Argeon/Lion, but you can also still build a deck around eggs. And as always the smaller a nerf the better or you fall into the usual trap of overpowered into far to weak, when middle ground is the goal.
I think folks overate Ragebinder, it does not make it into all my Magmar decks, and back when we still had 4/3 Sunsteel it made it into almost none of them. I think it’s a strong well designed minion on par with things like battle pando, silvegaurd knight, and the like. It’s so popular now because all of its compeition got nerfed. So let’s not go after it to.
The others? Strong yes. Problematic? No. Strong but not problematic is exactly what I want to see over all.
Also about holy, yes I agree making it actually heal would be better, but we can’t nerf one factions staple with out nerfing them all, and I am in the boat nerfing none, since factions should have strong staples.
@zanestheargent sollid, but I think it’s to niche. The way I made it it’s a powerful staple that also still works for backstabs but not just them. Which was my goal for songhai in general, make them powerful but not unhealthy.
Mechazor: To 9/9. Without spell immunity and better mech support it has become very underwhelming even when not answered it is not much of a win condition, this will make it at least answer or die again and make combos revolving around it potent.
I’ve been on the receiving end of a turn 2 Mechazor from Nightmare Operant, yet I didn’t see him in your list to change RNG. I shudder to think about dealing with a 9/9 instead.
I forgot about Nightmare Operant. Yea that’s an issue. Any suggestions for changing operant?
I think maybe Dying Wish: Progress Mechazor by 40%. It’s a decent amount of progress for it’s cost, but it has counter play with transform/dispel.
I’m thinking it could be turned into a Deathwatch: +10% to mechazor progress
or something similar.
The balance patch got a lot of stuff in it, but i kind of don’t agree with white widow/vitriol buff. as much as i appreciate the idea of the receiving end being able to position the minions in a safer formation, I’m not a fan of adding more reliable damage ping to the game, even more so when it’s healyonar (who was a lot of early game damage as it is), and replace(who just got a kron buff. I mean come on. No one has made a replace meme, but it’s a solid meme deck rn. I don’t want it to become competitively viable just because it got buffed hard.)
Yes, Duelyst is by far the most creative card game. But I was responding to this part of your post:
In most CCGs, you can’t respond during your opponent’s turn.
I’ve been wondering what thoughts to post about this balance patch. I don’t want to make it long so I will just say something that I think almost everyone (except for DA possibly) can agree on.
If you are striving to make the game purely balanced around the board and this patch is a good indicator of your design tendencies, Magmar will always remain the top faction.
You, sir, have gone mad.
Duelyst is a tactical board game. That’s what makes it great, that’s what makes it different. That’s what I would think folks are here for.
If you want to play a card game there are better card games that duelyst has no hope of competing with. If you want to play a board game, there is almost no online, successful, digital, pvp competition.
Yes Duelyst is a hyrbid CCG with many interesting elements of both generes, and is marketed at such. But what makes it great is the board, so I am trying to put the focus on that.
It’s actually crazy, isn’t it? I was also thinking of something like:
3 mana
Abyssian minion
3/3
5% mechaz0r progress for every wraithling summoned.
Guys, simpler.
Opening Gambit AND Dying Wish: +20% Z0r.
Except that magmar, and all their removal, have tons of counterplay. Notice that I added a few more 4/5 bodies to the game, as well as left all their natural counters in place, and even targeted them for a few small nerfs. And less board focused archtypes certainly still exist, I am just trying to nudge them into having counterplay/being more healthy.
@phoenixtoasches @cloudfrog @bostwick
But do we really want to lock it into only being played in full mechazor decks? I sort of like the aspect of it not having to be stuck there.
I have no idea what needs to be changed about it, so I just added that it needs a change to my patch.
We don’t have to, but the name and art would look suspicious if it had something unrelated to mechs. It’s probably best to design a new two drop entirely rather than tinker too much with Operant.
Personally yes, Mecha decks should be generally insulated unto themselves and maybe expanded sparingly with further alterations to them, but never using core mechanics to feed them, but perhaps the other way around.
The closest thing to this in my mind could be fiddling with ways to add class-based support to non-Z0r endgame mechs. Stuff like Trials to unlock a thematic hypermech or something in the lines of Pantheran, Taura or Mandrake where the costs are defined by a faction-based trigger.
Notes taken for future dives into the design pit, heh.