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Next » There was an error. Delete post THIS IS A SPINNER or cancel THIS IS A SPINNER metadata > *Originally posted by **[nuzemo1](/forums/955765/topics/912823?page=5#11672078)**:* > Agreed on suggested changes to Needle Blast. I see its value, but the hits to the base are a bit much. Disheartening to play against folks who use this card as often as possible in order to win without playing units! That isn't really strategy so much as it is a win with few-no risks via unit play. It takes all the fun out of it when there's no battle of wits sbout the game, only blasting opponents with overpowered, leveled up cards This all day and twice on Sundays. This card takes the fun out of the game. I am not a great player, but I am willing to bet that 75% of my losses have come to having Needle Blast dropped on me. After a while, when I see my opponent drop Needle Blast for the first time, I just quit. Not just the round, but playing the game, at least until my next break. Because I know what is getting ready to happen is a wash of Needle Blast combo'd with other long distance base damage cards, leaving any unit strategy I may have irrelevant. Yes, I know the counter is "take advantage of the loss of momentum" blah blah blah. But apparently that isn't enough. Maybe it means I suck, but based on this forum there are a lot of players playing this game that suck too, in terms of not knowing how to counter Needle Blast. metadata > _Originally posted by **[SmebSmeb](/forums/941638/topics/912823?page=5#11669762):**_ > @BleachPanda > > Quit defending Needle Blast dude, it definitely needs a nerf or change, just dont let it hit bases. A majority of us wants it to get nerfed, while you're just one of the minority depending on the card just to use it to *cheesily* rank up. > > Heres the point that I made earlier: > > ***You can have 10 friendly units/structures on the board & there is still a chance that a lvl 3 Needle Blast will hit your base 7 times consecutively, after that your oppoent can summon Archdruid Earyn & summon that lvl 3 needle blast again that will still have a chance to hit you base 7 times consecutively again, dealing 14 damage in one round, it has never happened to me but it might be possible... They might also draw both cards again next round, I've faced many decks that has Archdruid Earyn with Needle Blast being their only spell & it's a low chance for me to win against them since I can't heal my base."*** > > Even if the needle blast doesn't completely kill you, it will definitely turn your base hp to 1-3 & your aggro needle blast opponent can just end your base next round. I use needle blast and it is def overpowered. Taking away its ability to hit bases is stupid though as it just becomes a weaker bladestorm. Ive had Needleblast on first round it could be played. Next round was earyn and i was wiped with needleblast. You could probably fix this by having it prioritize units and only target bases when no enemies aare on field. Then peoplw being wiped by it are being wiped due to poor board control rather than buggy superweapons metadata Needle blast is way too OP it should only be able to do damage to units and not bases metadata I dont understand the design decision of giving one faction two Mana generating cards that can be chained within the first two turns. Every time I meet a Gift of the wise into rimelings opener it's definitely a loss. It's the major reason I have not been spending any money on this game as of late. Games being decided by the first two turns are still too many. You say you want short games and I guess that's what you get. Concedes after turn one and two because of shitty balance decisions. I've been here since early beta and I've mentioned it time and time again. I've simply had enough . To keep me as a player you must fix this crucial flaw in the game of games being decided too early. In hearthstone you can win by turn 4 at the earliest if you're out of your mind insanely lucky. Turn 6 wins are common if you play a tuned deck. Turn 8 to 9 game decision are common. Here I can literally win an even game with swarm faction in 2-3 turns consistently, and I can see a game being decided in 1-2 turns. Take it as a threat or a whine if you want, I'm just putting it out there as it is black on white. The game in its current state is simply not enjoyable enough for it to be worth playing for me, and definitely not when you charge what you do for the card packs. You're no longer in beta either, so you're not 'playing around' anymore or trying to figure things out. There are major flaws that you need to fix ASAP even if it means firing your balance designer and finding a competent one, or you will see your playerbase dwindle, and your game becoming like a shitty overpriced bar that people look at from the outside, go to once and find out it's way too overpriced and rotten on the inside, never to return again. metadata Top 2 Most Unbalanced Cards 1. Gift of the Wise & Herald's Hymn(Tie) 2. Needle Blast metadata > *Originally posted by **[BleachPanda](/forums/955765/topics/912823?page=1#11632680)**:* > Bladestorm is OP when upgraded. > > Seriously, at lvl 2 it's already 1 to 2 damage to all units. let's say that a player has 8 units, thatt makes in average 12 damages for 5 mana O_o > > I would suggest to reduce the mana cost to 4 but inflict 0 to 1 damage at lvl , 0 to 2 at lvl 2, etc. > > If it's not nerfed, I'm definitely going to max it as soon as possible. 0 dmg is like making the card useless and it's that strong cuz most of games your enemy have a high hp unit not a lot of units metadata > *Originally posted by **[SmebSmeb](/forums/955765/topics/912823?page=6#11672526)**:* > Top 2 Most Unbalanced Cards > > 1. Gift of the Wise & Herald's Hymn(Tie) > 2. Needle Blast Lol, there's no way Herald's Hymn is as broken as Gift of the Wise. I'd put Needle Blast above it, even, though that's because of the RNG aspect; it's stupid to lose games to mulitple hits on your base from a spell. Actually might be a good idea if we discuss and vote on a top 5 of cards that need to be nerfed; I'm not sure how Gift managed to remain the same when Destructobot was changed even though the former is just as good(if not better) turn 1 and blatantly superior for the rest of the game. metadata I wanted to give you guys a short update that we're preparing the next set of balance changes. Please be aware that things might change, some might not change afterall and other cards might be added later. The list of cards that likely receive a nerf: * Needle Blast * Gift of the Wise * Herald's Hymn * Sharpfist Exiles * Fort of Ebonrock When these changes will go live, we cannot say as of yet. Some of these changes will require more than just changing numbers and thus need more steps (and time) to have them changed. metadata > *Originally posted by **[AranoJ](/forums/955765/topics/912823?page=6#11673293)**:* > I wanted to give you guys a short update that we're preparing the next set of balance changes. Please be aware that things might change, some might not change afterall and other cards might be added later. > > The list of cards that likely receive a nerf: > * Needle Blast > * Gift of the Wise > * Herald's Hymn > * Sharpfist Exiles > * Fort of Ebonrock > > When these changes will go live, we cannot say as of yet. Some of these changes will require more than just changing numbers and thus need more steps (and time) to have them changed. Are you going to nerf ebonrock but keep the other structures as such? That would mean a gameplay more based on units moving rather fast forth and back rather than keeping a good control of the map. This is likely going to shorten the games, but this will favor even swarm aggro decks. metadata > *Originally posted by **[BleachPanda](/forums/955765/topics/912823?page=6#11673376)**:* > Are you going to nerf ebonrock but keep the other structures as such? > That would mean a gameplay more based on units moving rather fast forth and back rather than keeping a good control of the map. > > This is likely going to shorten the games, but this will favor even swarm aggro decks. I will take a look at the power of all structures. The reason Ebonrock gets nerfed is because its strength "bonus" was too high for its mana cost. metadata > *Originally posted by **[AranoJ](/forums/955765/topics/912823?page=6#11673293)**:* > I wanted to give you guys a short update that we're preparing the next set of balance changes. Please be aware that things might change, some might not change afterall and other cards might be added later. > > The list of cards that likely receive a nerf: > * Needle Blast > * Gift of the Wise > * Herald's Hymn > * Sharpfist Exiles > * Fort of Ebonrock > > When these changes will go live, we cannot say as of yet. Some of these changes will require more than just changing numbers and thus need more steps (and time) to have them changed. Haha, you guys have a top 5 already. These all seem like good choices, except for Fort of Ebonrock. What exactly is wrong with it? I mean apart from being efficeint; just think being a Structure with no text justifies that IMO, and it can even become a liability if played against anything it doesn't die to(ie I've outmanouvered players by cornering them against their own Fort, so I actually think it's healthy for the quality of play). Also it's a Neutral starter card that is not favouring any deck in particular, so far as I can tell. Also a poor starter, which is annoying on a 3-cost; you have to either alter your mana curve to fit it or it's going to cost you games. If you want to hit a neutral card, Archdruid Earyn or Lucky Charmers seem far more disrupting to the balance of the game. metadata > *Originally posted by **[dragonhorn](/forums/955765/topics/912823?page=6#11673606)**:* > Haha, you guys have a top 5 already. > These all seem like good choices, except for Fort of Ebonrock. What exactly is wrong with it? I mean apart from being efficeint; just think being a Structure with no text justifies that IMO, and it can even become a liability if played against anything it doesn't die to(ie I've outmanouvered players by cornering them against their own Fort, so I actually think it's healthy for the quality of play). Also it's a Neutral starter card that is not favouring any deck in particular, so far as I can tell. Also a poor starter, which is annoying on a 3-cost; you have to either alter your mana curve to fit it or it's going to cost you games. If you want to hit a neutral card, Archdruid Earyn or Lucky Charmers seem far more disrupting to the balance of the game. Ebonrock itself is indeed not a game winning card, like the other 4 can be. But it is used by aggressive decks use to keep their position in the front and it's hard to use resources on dealing with it. As I mentioned, more cards than just those on our list might be nerfed (like Aeryn and Charmers) but it's all still being tested. And some other cards we might buff or tweak otherwise. metadata **Card balance is not consistent through upgrading** For example, I'll use post-nerf restless goats and veterans of war. At base, goats provides 1 unit for 1 mana, while at 5 it provides one. Because no other details of the card changes as it upgrades, this translates to a 500% increase in value. Veterans of war begins at 8 for 7, 14% better than goats, which is good anyway since late game cards should out value early ones (otherwise they are not feasible). At level 5, veterans gives 16 for 7, translating to a 200% increase. So at level 5, goats gives 119% more value than veterans. It's just not even close - an extremely strong aggro lean. This tends to be true across the board for early game vs. late game cards, even after the nerf (exceptions such as northsea and scout who are both very conditional with their value). **base health isn't consistent with card upgrades** Furthermore, the health upgrades that are supposed to account for card upgrades don't seem to keep pace. Since starting, I have personally upgraded the cards in my deck to level 2 on average. This results in about a 30-50% increase in my deck value. My health however has only increased by 1 a 10% increase. And when I play against decks full of level 3 cards (~50-80%) they're health only seems to be 12 (20%). So cards upgrade much faster than the base. Less health favors aggro, so once again this is a very strong aggro lean the more upgrades there are. metadata > *Originally posted by **[AranoJ](/forums/955765/topics/912823?page=6#11673662)**:* > > *Originally posted by **[dragonhorn](/forums/955765/topics/912823?page=6#11673606)**:* > > Haha, you guys have a top 5 already. > > These all seem like good choices, except for Fort of Ebonrock. What exactly is wrong with it? I mean apart from being efficeint; just think being a Structure with no text justifies that IMO, and it can even become a liability if played against anything it doesn't die to(ie I've outmanouvered players by cornering them against their own Fort, so I actually think it's healthy for the quality of play). Also it's a Neutral starter card that is not favouring any deck in particular, so far as I can tell. Also a poor starter, which is annoying on a 3-cost; you have to either alter your mana curve to fit it or it's going to cost you games. If you want to hit a neutral card, Archdruid Earyn or Lucky Charmers seem far more disrupting to the balance of the game. > > Ebonrock itself is indeed not a game winning card, like the other 4 can be. But it is used by aggressive decks use to keep their position in the front and it's hard to use resources on dealing with it. > > As I mentioned, more cards than just those on our list might be nerfed (like Aeryn and Charmers) but it's all still being tested. And some other cards we might buff or tweak otherwise. > > I think ebonrock is a bit strong, but right now it's rather inefficient to deal with aggro games, which is the main metagame right now. However I would suggest to take a look at the other structures. They are rather underpowered. I haven't seen them played often and when people do they usually loose. The main issue that their effect doesn't take place at the same turn, so most of the time their effect never activates. I'm playing sometimes a deck with Dr mia, but it's actually inefficient. metadata > *Originally posted by **[AranoJ](/forums/955765/topics/912823?page=6#11673293)**:* > I wanted to give you guys a short update that we're preparing the next set of balance changes. Please be aware that things might change, some might not change afterall and other cards might be added later. > > The list of cards that likely receive a nerf: > * Needle Blast > * Gift of the Wise > * Herald's Hymn > * Sharpfist Exiles > * Fort of Ebonrock > > When these changes will go live, we cannot say as of yet. Some of these changes will require more than just changing numbers and thus need more steps (and time) to have them changed. In hearthstone when a card is nerfed, players can refund their card for its full value for several days after the nerf. Will you guys ever consider a system like this? Patching overpowered cards is obviously necessary for the metagame, but it also discourages people from playing. It's difficult to commit to upgrading cards (especially with fusion stones) only to have them nerfed later, unless some compensation can be given. metadata > _Originally posted by **[NuggetyNugget](/forums/941638/topics/912823?page=6#11673718):**_ > **Card balance is not consistent through upgrading** > > For example, I'll use post-nerf restless goats and veterans of war. At base, goats provides 1 unit for 1 mana, while at 5 it provides one. Because no other details of the card changes as it upgrades, this translates to a 500% increase in value. Veterans of war begins at 8 for 7, 14% better than goats, which is good anyway since late game cards should out value early ones (otherwise they are not feasible). At level 5, veterans gives 16 for 7, translating to a 200% increase. So at level 5, goats gives 119% more value than veterans. It's just not even close - an extremely strong aggro lean. This tends to be true across the board for early game vs. late game cards, even after the nerf (exceptions such as northsea and scout who are both very conditional with their value). Well you cant blame goats its same for every low mana cards. Its a side effect of leveling system. metadata > *Originally posted by **[Aesacus420](/forums/955765/topics/912823?page=6#11674083)**:* > In hearthstone when a card is nerfed, players can refund their card for its full value for several days after the nerf. Will you guys ever consider a system like this? Patching overpowered cards is obviously necessary for the metagame, but it also discourages people from playing. It's difficult to commit to upgrading cards (especially with fusion stones) only to have them nerfed later, unless some compensation can be given. Ye, it's something we are for sure considering, though most likely the system would work differently in Stormbound. Hearthstone doesn't do many balance changes, unlike other cards games like Clash Royale where they happen more regular. metadata > _Originally posted by **[Syndicate420](/forums/941638/topics/912823?page=1#11626277):**_ > > _Originally posted by **[WyattA15](/forums/941638/topics/912823?page=1#11626104):**_ > > Gift of the wise seems like it's too good... Havrnt played it at higher levels, but my experience as a long time MTG player gives me a feeling that card draw is an incredible advantage, and free mana on top of that may bust this card. Anything that replaces itself or more needs to have another disadvantage or else it's basically just going to enable you to cycle your deck faster for free and I'm sure at higher levels this means dropping way more legendaries a turn. My guess is at high levels of play most players are using winter along with gift of the wise, rimeling, maybe freewheeling pirates? And any other "draw a card" card because card advantage means you get more bodies on the field each turn... especially once you hit the point where you can effectively dump your hand each turn. > > > > I'm not suggesting a specific nerf. I'm just saying that my experience with TCGs has shown me that card advantage alone can practically win games. > > I just want to echo that Gift of the wise is OP. > Card suggestion: > **Mortal sacrifice** (5/4/3/2/1 mana) destroy an ally unit to gain its attack power as base HP. I'm a little bit iffy on this concept cause I'm not sure if base healing is good for the game. metadata i feel silly for posting my idea somehwere else but here it is again my suggestion was:**Mountyyr** neutral faction (so eveeryone can use it) and for satyrs because its my fave faction to look at (havent played them properly yet, but yeah basically it can “jump” over a bordering building and do “knockback” when it lands, 2strength 1movement, +2 when summoned next to a building metadata How about a 7-cost 5/0 troop that gains 4 strength when attacked but loses 2 strength when attacking? metadata Personally I think the op cards (excluding needle blast) just need counters built for them instead of nerfs, it would add more strategy and less upgrade spamming. Currently, some cards are so powerful and lacking of a solid, reliable opposition that they become indispensable to their owners, like call for aid or temple guardians (still a little salty about that). metadata > _Originally posted by **[BleachPanda](/forums/941638/topics/912823?page=6#11673963):**_ > However I would suggest to take a look at the other structures. They are rather underpowered. I haven't seen them played often and when people do they usually loose. The main issue that their effect doesn't take place at the same turn, so most of the time their effect never activates. > > I'm playing sometimes a deck with Dr mia, but it's actually inefficient. They can change the "at the start of your turn" part to "at the end of your turn" for structures so they can be more useful metadata I can see why Gift of the Wise and Needle Blast are being nerfed but why Herald's Hymn? metadata > *Originally posted by **[aspareforyou](/forums/955765/topics/912823?page=6#11675914)**:* > I can see why Gift of the Wise and Needle Blast are being nerfed but why Herald's Hymn? Actually, Herald's Hymn is just too good to don't be at any swarm deck. It's not what you will call OP but is certainly very strong. I love using it and I understand why they nerf it... metadata So glad to see that Heralds Hymn is getting a nerf. The “command forward” mechanic is extremely strong and hard to contend with or counter. Needle blast also being dealt with is good news, considering it didn’t really get a Nerf in the first place. Edit - does needle blast pick randomly between targets or units of damage? Because I was at 3 with three units out that had 10+ power each and 3/6 points of needle blast hit me. Not super fair or fun. « Prev

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