tag:blogger.com,1999:blog-2640992567362623158.post7776448309067564454..comments2023-10-06T05:46:04.065-04:00Comments on The Cult of Evolution: Kongai: Revamped BarsSausaletus Rexhttp://www.blogger.com/profile/10692014291457374846noreply@blogger.comBlogger4125tag:blogger.com,1999:blog-2640992567362623158.post-5321020772505753852008-05-16T13:44:00.000-04:002008-05-16T13:44:00.000-04:00Updated.Updated.Sausaletus Rexhttps://www.blogger.com/profile/10692014291457374846noreply@blogger.comtag:blogger.com,1999:blog-2640992567362623158.post-78499170364875353692008-05-08T15:34:00.000-04:002008-05-08T15:34:00.000-04:00Whoops, that was actually never meant to go live. ...Whoops, that was actually never meant to go live. Must have hit the wrong button - I meant to save this as a draft so I could work on it while I was on the road.<BR/><BR/>Ah well, it's out there now. Just keep in mind a lot of this is super-extreme "Sirlin goes nuts and leaves balancing to me for a day" stuff...<BR/><BR/>Higashi- Thing is he's already at an effect 25% rate with his 95% hit rate. Lowering it to 25proc is only shifting it a few percentage points and I don't think that's enough. I'd rather drop the speed to 7 if it needs to be weaker - and I don't think it does although I'd like to see more use out of Sweep. As for Chi Wave, yeah, I put it at the extreme so that Higashi could be destroyed by cards like Phoebe or Andromeda but I could easily see it at 8x8 or even 13x5 given the cost.<BR/><BR/>Rumicans - Yeah, I don't like how Rumicans plays at all right now. One big combo but otherwise a flat bar, I'd like her to be much more flexible but not quite as lethal. And while new and improved Shuriken does step on Yoshi a bit it's not quite as good since he's still a single hit while this would be multiplicative and, thus, hammered by resistance (Against the average character it's only doing 24 damage.). But field control through affecting swaps is a bit of thing with the Ninja and I don't mind them sharing - Anex and Andie both have hits fleeing, too, Constantine and Solomon share Voidstorm and plenty of other cards share mechanics, after all - it's a thematic thing.<BR/><BR/>Yoshiro - 12x2 Phys for the counter-punch? Maybe, I'd be more inclined to keep it type-less and scale down to 15~16. It's a bit random but it's all about pumping out a consistent level of damage.<BR/><BR/>Juju - Yeah, it is a bit much but we'll have to part company on staple attacks - those are exactly the skills that I think benefit most from interesting mechanics that expand gameplay rather than being bland "red bars go down" types of skills. A hex that chops off buffs turns into a real Helene killer (Juju's one of the few cards that has the resists to stand up to Frenzied so I think he can be one of those cards that matches up well against her. This way, it makes it into a contest to see whether Shield Bashes up close or Hexes from afar are going to carry the day without clearly favoring one or the other. I like that.)<BR/><BR/><BR/>Tafari - I forgot to include his new innate which would read: "Tafari deals 20 damage to a character switching out." (Working draft and all, I'm having trouble pining down the number exactly.) So he's better but he no longer stops people from escaping so he can tick up a lot in other areas.<BR/><BR/>Zina - I just think a card that gets stronger as your opponent gets weaker would be neat and it plays into her deck destruction theme. Yes, it does turn Eye of the Tiger into a really really scary skill (Although that's why I made it multiplicative.) if she's the last card brought out in a 5-Card match but I like the idea of that - Zina early on is about whittling away the deck, in the late stages she's about closing out the deal. It might be better at 5~10%, though, but that's what balancing is for.<BR/><BR/>Andromeda - I changed her innate to work at both ranges because I'm concerned she loses in the range changing game. Like Ashi, like Helene, she has to switch constantly in order to be at her best and that sucks a lot of energy out of her bar but she doesn't have the good, cheap skill like Bleeding to use to make up for it - Rain of Arrows is good but it gets hammered by resistance and Crip Shot isn't killing anyone, it's just annoying them. So, buffing up her energy engine at close range helps her to step back and fire away. I could live with it only working at far range but I'd like to see what happens when it doesn't. And, yeah, Pin Down is far (corrected) the idea there is to give Andromeda a single-hit alternative to Rain so you get that Frenzied/Slash dynamic especially since you'd have to junk Crip Shot by shifting its modifier over to Kick/Knee Cap.<BR/><BR/>Ashi - I know Axe Handle is supposed to be expensive, that's why I made it even weaker. I don't like the idea that an Ashi without energy gets to play whack-a-mole with your deck by swapping out cards for you - that's a really nice ability that's underpriced and potentially really dangerous (Especially when she has Valkyrie's and a lot of cards can't even get in an attack before getting withdrawn). I'd rather Handle was a cheap, quick finishing blow and P.Swing was expensive but more useful.<BR/><BR/>Anex - Oh yeah, it makes her one of the best cards around. Although I should point out that, just like now, it wouldn't affect Power Toss. So, really, it's just about letting her use Boomerang at close range which I think is worth giving up an attack round for. Probably have to tweak her hit values around a little bit so she's fair in the wake of this but, first, I want to make people drool over the Princess.<BR/><BR/><BR/>Helene - Sword Slash needs to be as good as Frenzied or it's an afterthought. I actually like Frenzied where it is - the key being to realize that no one's going to stand there and get pounded on by it so it's really a four round kill instead of a two-hit - although I think its enchanted damage needs to be in the mid-50s instead of the low-60s so you don't get secKill crits. I'm working on a revised Big List O' Balance where I'll go into this in more detail but, basically, I think Helene needs to have a choice between swinging away with Frenzied or gambling on Slash. For that to work, Slash needs to be a viable alternative with its own niche and that means giving it enough of an energy engine that you can press to close range and swing again after it procs for you.<BR/><BR/><BR/>Pheobe - I don't think a High Kick / Boot to the Face needs anything more. It's not there to be really scary, just there to give her a threat up close that makes getting away from range, where her real strength is, less attractive.<BR/><BR/><BR/>Marquis - Nope, 35 doesn't work. The idea is to have it cost low enough to let the Marquis get his Touch-Drain combo off - which is now actually threatening enough to kill someone. That's a whopping 110 energy and a 35en Teleport to Touch would leave him with only 35 energy and unable to kill anyone off. I could see it at 25 but I think at the low, low speed of 3 I think it's fair. That really only screws up Andromeda because she has ranged attacks that could get range-disabled but, otherwise, it's ceding a full turn to the enemy in order to save 30 energy on the movement phase - and they can always just step again if it bothers them so much.<BR/><BR/><I>I'd say you should come up with new card ideas instead of some of the changes, in a lot of ways I would like to see some of your ideas work but I'd rather not have the original card get changed so much</I><BR/><BR/>We're in beta. Don't so attached to anything. But, yes, there are some extreme changes but sometimes those get paid more attention to than the subtle shifts.<BR/><BR/>As for working on cards of my own, who says I'm not? Some of these ideas might have come from someplace very different, after all...Sausaletus Rexhttps://www.blogger.com/profile/10692014291457374846noreply@blogger.comtag:blogger.com,1999:blog-2640992567362623158.post-37570789100287902092008-05-08T15:31:00.000-04:002008-05-08T15:31:00.000-04:00This comment has been removed by the author.Sausaletus Rexhttps://www.blogger.com/profile/10692014291457374846noreply@blogger.comtag:blogger.com,1999:blog-2640992567362623158.post-13560533524871555172008-05-08T12:23:00.000-04:002008-05-08T12:23:00.000-04:00Few comments on your proposed changes. I like the...Few comments on your proposed changes. <BR/><BR/>I like the higashi changes. Lowered HP makes him less godlike, though I think the weakened chi blast might be a bit too far. Maybe if it was 8x8 or something so that it still does SOME damage through light defense? It is his power move after all. I still think his open palm should be 25 proc instead of 30, maybe less.<BR/><BR/>I dunno about your rumi at all. Shiruken barrage is nice as is, switching it around the way you're proposing would completely change how she's played and kinda ruin part of what makes yoshiro good (superfast hits fleeing move). Also, I really don't think that lowering the cost of ninja-port is good, even with the corresponding raising of eviscerate. Even if it is slower, range changes are supposed to be expensive.<BR/><BR/>Love the yoshiro change, maybe have it be for 12x2 phyiscal damage instead?<BR/><BR/>I think your change there would massively overpower juju. Hex is already a VERY cheap move for how good it is, and your proposed change makes it better damage AND buff removal to boot. The buff removal thing really shouldn't be part of a character's primary damage move (sorta like how I don't like higashi's main close range damager also having the stun proc).<BR/><BR/><BR/>Tafari... your changes make him better. That's not something we really want. Honestly I think his energy issues with leafy/hide ambush are intentional and should stay that way.<BR/><BR/>Also, though I agree that zina's innate needs to be better, I don't think the 15% per dead opponent is the answer. Maybe make her innate be a 25% bonus and stack with itself... the 15% per dead opponent means you could have her come in late and be doing 160% normal damage without having even been used yet in a 5 card.<BR/><BR/>I like the andromeda move changes but I think the new version of her innate isn't quite what she's designed for. The extra energy in close makes her extra dangerous, and the lack of resting boost makes her less able to really take advantage of her ranged attacks. I assume your pin down was long range only as well, giving her a even decent close range move is insane.<BR/><BR/>Interesting idea for anex but that power-up might be gamebreaking. would be interesting to try though.<BR/><BR/>For ashi, axe handle is SUPPOSED to be expensive. I like the damage switch on bleeding and sig but I'd leave her other moves alone. I'd consider raising sig's damage and lowering bleeding's too.<BR/><BR/>Helene is too powerful as is. This would make her more powerful, letting her hit harder with the sword slash. If anything her frenzied needs to be slowed down.<BR/><BR/>For Phoebe, I'd give the "boot. to the face." a 50% interrupt proc as well.<BR/><BR/>Le morte... he might deserve a change but nothing of this magnitude. Teleport MIGHT be ok going down to 35 energy but 20 is ridiculous. The other changes are ok though.<BR/><BR/>Love some of the ideas though. I'd say you should come up with new card ideas instead of some of the changes, in a lot of ways I would like to see some of your ideas work but I'd rather not have the original card get changed so much XD.Anonymousnoreply@blogger.com