Sinist | 2015-06-29 20:55:13 |
This class was created by BladeDestiny, I only translated it - and rebalanced a bit It has 0-3 level cards (two for each level) rather than 1-8 0a. Hobbit peasant 4/6 - deals doubled damage to opponent and creatures of level higher than 8 0b. Throw boulder - deals 5 damage to opponent 1a. Hobbit militiaman 3/6 - when summoned, gives to owner additional action 1b. Agility - target creature attacks opponent directly. Random friendly creature skips this turn. 2a. Archon 5/15 - attacks only creature which blocks strongest owner`s creature 2b. Visit brewery - heals 12 hp to all friendly creatures 3a. Immortal archon 8/14 - if immortal received no damage at previous turn, he deals 5 damage to himself and creates charge 0/1 in random slot. if again received no damage, he deals 5 damage to himself and turns charge into archon-disciple 5/8 (when immortal archon dies, random archon-disciple turns into immortal archon) 3b. Peasant militia - summons in all empty slots militiamen who die next turn and increases elemental powers by 1 Modified by Sinist on 2015-07-10 11:00:53 CyberneticPony | 2015-06-30 01:47:39 |
This class was created by BladeDestiny, I only translated it - and rebalanced a bit
It has 0-3 level cards (two for each level) rather than 1-8
0a. Hobbit peasant 3/6 - deals doubled damage to opponent and creatures of level higher than 8 0b. Throw boulder - deals 5 damage to opponent 1a. Hobbit militiaman 3/7 - when summoned, gives to owner additional action 1b. Agility - target creature attacks opponent directly. Random friendly creature skips this turn. 2a. Archon 5/13 - attacks only creature which blocks strongest owner`s creature 2b. Visit brewery - heals 8 hp to all friendly creatures 3a. Immortal archon 6/14 - if immortal received no damage at previous turn, he deals 5 damage to himself and creates charge 0/1 in random slot. if again received no damage, he deals 5 damage to himself and turns charge into archon-disciple 5/8 (when immortal archon dies, random archon-disciple turns into immortal archon) 3b. Peasant militia - summons in all empty slots militiamen who die next turn
This kinda steps on the "one card per mana cost" philosophy right?
Sinist | 2015-06-30 08:12:29 |
Rules exist to break them CyberneticPony | 2015-06-30 13:47:41 |
Rules exist to break them No.
Sinist | 2015-06-30 17:33:13 |
... No.
Well, it is only your imho
CyberneticPony | 2015-06-30 19:42:50 |
... Well, it is only your imho
Try that excuse with a police officer.
Sinist | 2015-06-30 21:04:47 |
Are you police officer of this site? Or official moderator? Last time I checked we dont have prison here...
Modified by Sinist on 2015-06-30 21:05:09 CyberneticPony | 2015-06-30 21:14:22 |
Are you police officer of this site? Or official moderator? Last time I checked we dont have prison here... I'm just saying rules don't exist to be broken.
Sinist | 2015-06-30 21:57:33 |
... I'm just saying rules don't exist to be broken.
In games (or for example politics)? Not so much
Seriously, I got attracted by 9 msg on this topic and wanted to read it, But its all just off topics and not anything related to class suggestion. 10 adding this one, Sorry. Modified by DKill on 2015-07-01 14:13:07 Sinist | 2015-07-01 21:51:28 |
I still kind of hope for critics)
CyberneticPony | 2015-07-01 22:01:30 |
Seriously, I got attracted by 9 msg on this topic and wanted to read it, But its all just off topics and not anything related to class suggestion.10 adding this one, Sorry. My first reply was a direct criticism of the class. Me and Sinist then disagree on the criticism, which is still relevant. You're the only person contributing in an off-topic way.
Modified by CyberneticPony on 2015-07-01 22:01:38 srbhkshk | 2015-07-02 06:04:36 |
Well Sinist in that case I'll go ahead and do it :)
0 a) Decent well balanced card I think. 0 b) I'll maybe reduce it to 3-4.
1 a) I think that is a really strong effect for a 1 cost card, do the pathetic stats cover up for that? I think not. I'll reduce the hp tp 6 to make it vulnerable to A3. 1 b) Seems ok.
2 a) What do you mean strongest? HP or cost? I think its a cool card if you mean cost, but I'd call it under powered if you meant hp. 2 b) This might be a tad strong but I'm not sure.
3 a) This is a strange and interesting card, I am not sure whether to call it weak or strong, hopefully that means its balanced. 3 b) Do they attack before dying? --------------------------------------------------------------------------- Review up to this point is based only on cost -------------------------------------------------------------------------------------------
Overall, I think that even though the cards are more or less balanced in terms of cost, the fact that there are no higher cards will hit the class hard in terms of lack of flexibility so the cards should be moderately stronger than normal, also this class is highly vulnerable to spread attackers, all the low hp creatures (and 3 a) in particular) suck heavily if there is a spread attacker on board. Basically so the cards that I listed as strong are actually balanced , and the balanced cards are kinda weak.
Sinist | 2015-07-02 08:19:39 |
0b. maybe 4 then... 1a. ok 2a. Hp 3b. One time
True, but on the other hand this class is really strong in early game and/or when board is cleared...
Wavelength | 2015-07-05 11:45:04 |
I actually think the 00112233 cost structure of the class is interesting, just for the fact that you'll always have several options, but after reading the class I leave disappointed. Nearly all of the cards are useless. For each useless card, I'll list another card in the game in the game that can do the same thing it can do, but better: 0a: Crazy Squirrel 0b: Griffin 1b: Timeblazer (assuming the creature also gets its normal attack, this card isn't terrible) 2a: Dwarven Rifleman (not quite the same, but better than Archon) 2b: Natural Healing 3a: Wolverine 3b: Hobbit Militiaman That leaves one useful card (Hobbit MIlitiaman), and two almost-marginally-useful cards in Agility and Visit Brewery. Yuck. Remember that every card (except 1a) is still costing your turn, so the cheap mana costs do not justify the cards being weaker than similar Special 0/1/2/3s. In fact, they should be a bit stronger than other Specials of the same cost, since you don't have the option to play for high-power, high-cost Special creatures. The most interesting aspect of this class is its ability to build off of one really powerful creature and snowball it into victory. That's fairly interesting design. But everything else feels kind of haphazard and not thoughtfully-designed. Still, I appreciate you translating classes and bringing them over here! This review is based off of the following version of this class:0a. Hobbit peasant 4/4 - deals doubled damage to opponent and creatures of level higher than 8 0b. Throw boulder - deals 4 damage to opponent 1a. Hobbit militiaman 3/6 - when summoned, gives to owner additional action 1b. Agility - target creature attacks opponent directly. Random friendly creature skips this turn. 2a. Archon 5/13 - attacks only creature which blocks strongest owner`s creature 2b. Visit brewery - heals 8 hp to all friendly creatures 3a. Immortal archon 6/14 - if immortal received no damage at previous turn, he deals 5 damage to himself and creates charge 0/1 in random slot. if again received no damage, he deals 5 damage to himself and turns charge into archon-disciple 5/8 (when immortal archon dies, random archon-disciple turns into immortal archon) 3b. Peasant militia - summons in all empty slots militiamen who die next turn
Sinist | 2015-07-10 11:00:11 |
0a. The thing is, he is free... 0b. But griffin is much more expensive and requires additional condition 1b. You are probably right but time 2 imho is very broken card 2b. Better compare with master ability. Will increas amount of hp though 3a. Wolverine is unique... And awguably easier to kill 3b. Better if your board is empty Thanks for criticism
Edited
Modified by Sinist on 2015-07-10 11:01:04 Wavelength | 2015-07-10 11:38:17 |
I do think your changes are small steps in the right direction.
As far as your arguments as to "why these cards won't suck" compared to the 'similar' cards that I listed, I remind you that this class' Special mana isn't really worth a lot due to its 00/11/22/33 structure. You are going to have enough mana to play the 2 or the 3 almost any time you want to, since you will also (at least occasionally!) be playing better cards from other classes.
This design is problematic in that it creates a very small balance point that you have to hit to avoid an over/underpowered class - especially when you have cards like Hobbit Militiaman that don't cost a turn. It is certainly possible to do so, but much, much harder than a normal class would be to balance well.
Let's use the original 4/4 Hobbit Peasant as an example. He is not going to survive long enough to deal more than 8 damage to any creature (except Astral Guard, Elf Hermit, and MAYBE Master Healer). Against a lot of creatures, he won't survive long enough to do anything. So disregarding the cost, he's worse than Crazy Squirrel. But he's free, right? Not as free as you think. The turn is a valuable resource that's worth a lot, and you're using your turn to play a very weak creature. I'd rather use a couple of special mana and play a medium or strong creature nearly every single time. Same with Throw Boulder vs. Griffin - I know it's not a perfect analogy, but 95% of the time I'd rather have Griffin because my investment of a turn gets me a creature on the board in addition to the direct damage. This is the reason Time is such a strong class - most cards in the set are very mana-inefficient, but the value of extra turns is massive.
And for Peasant Milita, it's actually almost always worse than Hobbit Militiaman - on an empty board, I'd rather fill my board with four or five HM's myself (at a higher mana cost) and then summon one big creature alongside them - again, the power of the "free turn". Not to mention that the HM's I summon myself will not automatically die one turn later.
Maybe this all sounds argumentative, but I just find the concept of the Turn to be such a fascinating element of Spectromancer. In any other card game your Hand (the number of cards in your hand), your Life, and your Mana are the most important resources. In Spectro, the current Board Control and the Turn rival and even surpass those resources to be the most important, and I think that is so very cool.
Sinist | 2015-07-10 14:54:12 |
Guess this problem cannot be solved then. Lack of high cost cards makes class unbalanced by default...
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