rav950
Junior Member

Posts: 106
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Post by rav950 on Aug 28, 2012 12:48:14 GMT -5
My how the game has changed. Dropping all the of the accelerators in the early game has dramatically altered play. For the better? Time will tell. Certainly different.
Divine Intervention is moving from a solid play to "cheap trash". Turn 1, you don't really care much about killing a card the opponent won't use for several turns at best as much as boosting your income. The 11 cost discard cards also make this risky to play in the first place. I predict its value tanking.
Counters are now almost prohibitively difficult to play with the lower incomes and higher costs, but I can't say I mind... the environment was getting too counter heavy. Faux Pas gets new life as a strike against early game accelerators.
Board wiping effects are now much stronger given the reduced card draw efficiency and income. It will take longer to rebuild your setup after a full wipe.
Big combo decks take a big dive with the reduced income, or take massive risks. This is cool. Nothing Ventured makes a comeback as the largest possible early game boost, and fares pretty well as most decks will be retooled to run on lower income.
Some previously unexciting cards that didn't get socked with an income drop all of a sudden become very interesting. Torre Grossa might replace Forced Inheritance in most blue decks, Dama Rossa becomes very desirable, and Rosa in Fiore gets new life. Even Benevolent Midwife becomes a little more interesting, and Heathen Followers become an early rush counter and engine builder for red.
Anyhow, as much as some of the big money spenders are really hit by the changes (myself included here), I think that this large scale change breathes some new life into the game.
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rav950
Junior Member

Posts: 106
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Post by rav950 on Aug 28, 2012 12:58:39 GMT -5
Oh, and Octavian Valdis has gone from "OK" to "no way"... giving your opponent a +2 income boost in the early game is dangerous, especially since many will be equipped with cheap removal or agents.
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Post by Pete on Aug 28, 2012 13:02:12 GMT -5
I am unhappy with the patch. I don't feel they could have balanced so many changes, and my thinking is they want people to buy cards that were useless before, thus sinking more money into the game. I don't feel money should be a deciding factor for changes, but that's how I feel now 
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rav950
Junior Member

Posts: 106
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Post by rav950 on Aug 28, 2012 13:05:58 GMT -5
Actually, I'd say the contrary... a lot of cards that have been useless/suboptimal are becoming a lot more playable, and a lot of cheap trash you have had sitting around is suddenly viable. Even the intro sequences with their reasonably low costs and good acceleration are more viable than before.
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Post by MarcUbi on Aug 28, 2012 13:31:23 GMT -5
Hello Pete,
I just wanted to assure you that money as absolutely nothing to do with the current balancing. I don't think that it will have any impact on the sales. It might increase the market traffic a bit but this does not affect our numbers.
Actually, sales were never even considered for this.
Here are the intent goals: - slow down the game a bit + More valid strategies (including rush) + last minute upheaval + less crazy combos - separate income bonus and utility + clear choice during Sequence building - allow working around counters
The result should be closer to the original design for the game. We tested it as best as we could and I hope that you will still give it a try.
Marc
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rav950
Junior Member

Posts: 106
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Post by rav950 on Aug 28, 2012 13:36:27 GMT -5
Marc, its definitely a different game. There are still large combo options, but they are harder and riskier. I think we'll see most games have a much lower average cost. I think that initially there will be gripes, and at some point you'll find yourself dealing with balancing out a lot of income denial in the metagame; Collateral Damage and Cappaducian Market have gotten fantastically strong with the income nerfs, and it won't take long for serious players to capitalize on it.
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Post by Pete on Aug 28, 2012 14:09:49 GMT -5
Hello Pete, I just wanted to assure you that money as absolutely nothing to do with the current balancing. I don't think that it will have any impact on the sales. It might increase the market traffic a bit but this does not affect our numbers. Actually, sales were never even considered for this. Here are the intent goals: - slow down the game a bit + More valid strategies (including rush) + last minute upheaval + less crazy combos - separate income bonus and utility + clear choice during Sequence building - allow working around counters The result should be closer to the original design for the game. We tested it as best as we could and I hope that you will still give it a try. Marc Fair enough, can't argue with that. I'm just upset I suck.
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Post by nadcel on Aug 28, 2012 14:25:22 GMT -5
Some decks are really powerful now with theses income nerfs.
- Nico/Odais - Deceptive Sites - Peasans
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Post by Blind_Angel_(Juelette) on Aug 28, 2012 15:31:48 GMT -5
It will be great if changes were tested, but every new update also was tested. And we saw anover nerf. I think this nerf will be nerfed soon. But idea that was realized is very good. Slow income to more strategies. Let's See where it leads to, but for now I saw ONLY RUSH decks in competitive multiplayer.
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Post by Tuism on Aug 28, 2012 16:45:41 GMT -5
Rushes are dangerous. I'm playing a rush, and that means dedicating resources to income - like as in REALLY dedicating. Whereas before income used to be a byproduct of being on the attack. So that measn if your opponent holds up with a wipe or good defence, your hand is empty and you've got no more steam. I'm going back to some of my original decks to if they can work now again - I like this pacing - it IS a lot more like the original game, with more variety. Can't say I don't like that 
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rav950
Junior Member

Posts: 106
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Post by rav950 on Aug 28, 2012 17:33:32 GMT -5
Cards that are basically dead now: - Juno.... getting to 30 income is going to be ridiculously rare. - Merchant's Guild... really hard to rapidly spike your income now. - the big zeros like Judgement Day and Divine Intervention.... can't build up the money to make them work well. - Lorenzo De'Medici - Preemptive Strike is no longer the queen of the prom... at 8 cost, its not countering much More cards that got more interesting: - Incite Revolt - Forum of the Ox - Il Colosseo.... 5 cost, +2, 3 power site. Its costly, but the +2 income is more significant now. Also funny to see some jackasses tricking on the market based on this post. 
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Post by victorybot on Aug 28, 2012 18:01:26 GMT -5
I agree that it comes back to the original gameplay, which is s step in the right direction as far as i'm concerned.
Slowing down the pace allows more strategy in the game. I am really happy with this update.
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Post by Tuism on Aug 28, 2012 18:05:43 GMT -5
ALTHOUGH I think they should make the game run faster... As in the timer move a bit faster. The waits are getting ridiculous in my mind 
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rav950
Junior Member

Posts: 106
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Post by rav950 on Aug 28, 2012 18:10:54 GMT -5
+1 to Tuism on speed, also anything to indicate a player's network health. I hate out of sync and choppy games. Just made a bunch of sales to thin my collection of certain cards before their value tanks. I'm certainly not going to miss them.  Invested the several K into a few cards I think I will use, and awaaaaayyyyy we go.
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Post by azreal on Aug 28, 2012 18:30:38 GMT -5
I'm very tempted to put nothing ventured, nothing gained in my decks just to speed up the game. One of the best things about this game was the speed in which it could be played.
Playing a friendly match, we actually agreed to both put 3 in our decks (all we each had) and play with 53 cards each. It was pretty amusing, but obviously not a real solution.
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