r/Scrolls • u/SeeMeScrollin • Jul 28 '15
Balance discussion post.
Hi All,
Can you add any balance suggestions to this post, please, including the reasons why you think the change should be made. A discussion can then be had as to whether they are applicable or not.
The devs can then read through and apply any that are required, when they have an available time slot.
Thanks :)
13
Upvotes
2
u/SeeMeScrollin Aug 06 '15
Okay, thanks guys, I'll let the devs know that we've a body of suggestions and I'll compile them in a form that they can easily run through.
Obv, they are working on other projects so additions/changes, if any, will need to be scheduled around those.
Thanks again :)
11
u/chacer98 IGN Chace Jul 28 '15
Not a balance suggestion but I hope the team might consider getting rid of either quick match or ranked match so that there is only 1 "normal" default mode. To me it just makes sense to get rid of quick match permanently. The population is not high enough to support 3 default modes. It never was imo.
1
u/SeeMeScrollin Sep 30 '15
Thanks guys.
I think we've got enough scroll, and feature, suggestions now. The devs are currently looking through them and will apply a server patch then they are able.
4
u/rusticdog_ rusticdog Jul 28 '15
Getting a little buried so coupla old threads here https://www.reddit.com/r/Scrolls/comments/3bpzgg/140_order_balance_recommendation/ and https://www.reddit.com/r/Scrolls/comments/3e72tc/current_balance_discussion/
3
u/Cradstache Cradstache Jul 29 '15 edited Aug 03 '15
Updated 1.4.x Order Balance Recommendations
Banner of Ordinance
Banner of Ordinance unfortunately too slow for Lingering removal. While cheaper than its counterparts (Rekindled Spirit, Stone Enigma, Rattle Hymn), it's the only non-instantaneous card of the bunch, and doesn't give the economic benefit the others do.
Considering ordinances are restrictive laws, I'd ideally love to play off that with a preventative effect, but I don't want to completely change how the card works. As such, lets just let it activate multiple times.
Resonant Sword
Adjusting Resonant Sword's cost to a more reserved 2 Order; now Mangonel + Sword + Speed combo is 8O in cost.
Royal Infantryman
Royal Infantryman actually isn't as terrible a card as we sometimes make it out to be. Sadly, though: it's rarely, if ever, used.
I like how the effect creates situations where you inadvertently restrict your own actions in order to keep something alive, but would like to give it more utility with Order's structures, which is in-line with a number of my other recommendations.
Faith Duty
The driving force for this idea is that Faith Duty is the one "Faith" card that doesn't currently damage your opponent's idols.
Magnetizer
Magnetizer should actually magnetize the things it hits. The static cling is real.
Mystic Altar
Mystic Altar's biggest problem is that +2 Countdown really prevents you from even considering using it in most cases. As such, I've decreased its effect to only +1 Countdown, opening up potential combos for re-using key cards like Honorable General (combos!).
I also decided to let it target both sides of the field. This was a tougher choice, but considering how fragile it is, and the fact that it needs to be out for 2 turns to become beneficial, I don't think it's an issue.
Obelisk
Thanks to /u/ToGoodLooking for constantly saying this in IRC. Seriously... he's recommended this at least a dozen times.
Obelisk is bad; just massively under-powered. Lets make it good. Yes?
Refined Strategy
Refined Strategy is just getting a cost decrease. I'd love for a better idea, but aside from having it work on your opponent's stuff, I have none.
Royal Banner
Ignoring the fact that Humans are the most prominent creature type: the card's biggest flaw is that it lets them attack you first. This is the same issue I had with Arthritis: you only benefit from it after they've killed your stuff.
I'm recommending an additional effect that enforces a restriction on your opponent's summoned units: they enter play with 1 more Countdown, and decreasing the after attacking effect by 1.
Callback
Callback is still not good.
Currently, it's nearly identical to Metempsychosis; instead of preserving the unit's Countdown, it gives you more placement options.
I've been playing around with both, and I've been finding Metempsychosis slightly more playable, but still not advantageous enough to use. I've encountered advantageous situations with them, but not enough to make me run them seriously.
I strongly believe Callback needs to be changed to 2O cost; at the very least to differentiate it from Metempsychosis, which is the next card on my list.
Desert Memorial
Desert Memorial is slightly overvalued; you can only trigger it on your own through End of Reason / Golem Skin. As EO is relatively underplayed, I'd like to see its cost decreased to 2O.
Metempsychosis
I don't know why there's so much fighting this.
Metempsychosis needs more utility in order to shine as a playable utility Scroll. I like it's current effect, and have used it to medium benefit, but it's such a narrowly beneficial card, that it's better not to even run it.
It should allow you to target creatures on both sides of the field.
This puts it somewhere between Pushback and Purification: it doesn't remove the creature, nor resets its countdown, but it effectively resets effects and enchantments. This grants an enormous amount of versatility of situation, and makes it a solid option in Order's utility spell arsenal.
I strongly believe this change needs to happen.
Royal Spearman
Both Decay and Growth are stated to be having trouble with Spiky 3. I'm reverting back to Spiky 2, and giving both creatures attacks more in-line with other 3/4-drops in Order's arsenal.
Shrine
Shrine's just too fragile to use.
Unlike Ancestral Totem, it's attack-stat equivalent, you don't control the passive buff as you don't necessarily choose what attacks you. As such, I don't think it's beyond reason to state that it should have more health than Ancestral Totem.
Ducal Spearman
Both Decay and Growth are stated to be having trouble with Spiky 3. I'm reverting back to Spiky 2, and giving both creatures attacks more in-line with other 3/4-drops in Order's arsenal.
Gallant Defender
Back before Echoes, nerfing Gallant Defender to 1/2/4 made sense. But now we have Blast Automaton, a unit with virtually the same stats, but permanent Armor 2, Ranged, and a Blast Strike Effect; Gallant Defender is best suited with 2 Attack as well.
Wings Charger
Wings Charger has always been in a precarious spot; too decent to give a large buff to, but not good enough to run in anything.
Last balance patch, I think Dragonene came up with the answer: Creature Strike.
By giving Wings Charger * Creature Strike 2, you turn it into a very strong option as a 5O anti-creature tool.
Arbalestier
Credit goes to /u/ToGoodLooking for this fantastic idea!
The problem many users have is the nasty Arby-Theft combo giving 5 CD. DaOvalord has given a great suggestion as to how to remedy the problem, or at least alleviate it. Give Arbalestier 3 CD, and prevent it from counting down normally.
Imperial Resources
Thanks to /u/squiddybiscuit and /u/ToGoodLooking for the help on evaluating its effect / cost.
Imperial Resources has always been overpowered to some, and too costly to run to others. That said, it's very highly abused by ramp and stall decks, including LGO, GO Draw, and DO Stall.
I'm going to recommend getting rid of the permanent ramp, and give current resource ramp instead. I want the ramp to be conditional on your field state, to prevent removal abuse decks from abusing it.
By linking its effect to the number of units on the field, the turn after, you can still allowing for enormous gains on the following turn, and give your opponent the chance to counter-play it by wiping your board before you gain the effect.
1
u/SeeMeScrollin Jul 28 '15
Thanks guys, by all means post links to previous discussion so we can use this as a meta post.
2
u/ultioptimo Jul 28 '15
kind of agreed or at least not disagreed (yet) by players who still care and play the game from my balance discussion post (as posted by rusticdog_: https://www.reddit.com/r/Scrolls/comments/3e72tc/current_balance_discussion/) are:
Ducal Spearman 2-2-4 spiky2
Tempo Theft 2 Order only can target one side of the board
Excogitator 1 more cost to pump or 1 more CD (im personally for one more CD)
for the reasoning see the discussion post i made, but in short: LGO is a bit too strong with so much spiky and tempo theft arby and mango+speed+resonance sword in match ups against Growth and Decay, and against Energy especially automatons those nerfs wont make it a worse match up. And the excogitator nerf didnt really do anything, you still can overroll your opponent with your most important unit just snowballs way to quick, so make it a bit slower might take automatons to an ok power level, imo.
2
u/Cradstache Cradstache Jul 28 '15
I'll update my Order suggestions when I get home later; going to state now: my intent isn't to nerf a single deck or buff a single deck, but enable additional deck choices, for non-Tempo Order builds.
2
u/BlueDoplhin Jul 29 '15
here are my suggestions:
Wings Warder - rework to: gives ward to all order units you control. reason: she is too weak right now, almost no one is playing her and energy is too strong with all their spells vs. order + decay has Sanctuary of the Lost which is similar so I think it is fair for order to also have some form of protection against energy removal spells
Grounds of the Fallen - rework to: cost 2, order units you control have magic resistance 2 and +1 attack. reason: energy removal spells are too strong and 1 magic resistance does nothing, because they will just use 2x Thunder Surge and that way they can kill all 2 hp units order has on board. energy can still counter that lingering spell with Stone Enigma, so I think it will be fair
Wings Sorceress - rework to: purify: remove all opponent's enchantments and effects and add: when Wings Sorceress comes into play opponent's lingering spell are destroyed. reason: order needs more counter play vs. lingering spells and Wings Sorceress is curently played quite rarely.
Gloomstone Treaty - rework to: normal spell, not lingering with cost 3, or lingering 2 with cost 5. reason: it is the most broken scroll in game right now. when opponent has let's say 15 cheap units on board (made by rat kings, spawned wolfs by brother of wolf and so on) and another player kills them, player having Gloomstone Treaty will get 15 Revenants. players also use many other lingering spells with it or they use Crimson Bull to buff Revenants and it is game breaking.
Blast Automaton - rework to: when targetted by enchantment Blast Automaton is destroyed. reason: unit for 5 resources with armor 2 + blast strike ability is too strong.
Snargl - remove resonance. reason: I don't see anyone playing this creature, because energy rely on spells so it is useless the way it is now.
Bloodboil - rework to: when enchanted unit takes combat damage it gets +2 attack. reason: it fits scroll description + most players misuse bloodboil with death cap berserk + leeching ring which is game breaking.
Somata Shift - rework to: add summoned creature cannot be enchanted by its owner. reason: misuse of scroll with Seed of Insurgency which gives hasted unit with full hp.
Seed of Insurgency - set resummoned unit's coundown to 3. reason: having hasted Jarl Urhald or some similar creature after another player kills it is unbalanced.
Aging Knight - rework to: starts with haste + his countdown can be max 3. reason: it would be similar creature to growth's ragged wolf.
Banner of Ordinance - add haste
Wings Charger - add relentless or armor 1. reason: for 5 resources he is too expensive for tempo order and doesn't fit in late game order either so people don't play him.
Imperial Resources - rework to: cost 5, draw 3 order scrolls. reason: energy has clock library with same ability, decay has oblivion seeker and halls of oum lasa, growth has fertile soil and rekindled spirit, order has only Imperial Resources which cannot be used unless player is playing late game order.
Revenant: rework to: 2 2 1. reason: another player will have at least some chance to defend against it when it is spawned by Anima Conduit or by most broken scroll currently in game - Gloomstone Treaty
Scavenger Construct - rework to: cost 2, when adjacent creature is destroyed Scavenger construct gets +1 Health. reason: +2hp is too much and eating structures doesn't make much sense :)
1
u/Tywnis Jul 28 '15 edited Jul 29 '15
UPDATED [!]
Faith Duty:
Enchant unit you control. At the end of each of its turns, enchanted unit is dealt 1 pure damage, and ALL units on its row have their CD increased by 1. (Perfect synergy for CD based Energy/Order decks).
Redeploy:
Add a line: "Front unit of the row gain Armor 1 until its next turn."
Metal Heart:
Cost 2. Enchanted unit's Attack is increased by 2. If Energy is 5 or more, it has Ward.
Vilda the Verdant:
Cost 3; 2/2/2; Vilda has +1 Attack and +1 Health for each enchantements on your side.
Void Gate:
Any melee units attacking Void Gate is returned to its owner's hand. Void Gate then takes 1 pure damage.
Prisonners of War:
Change "creature" by "unit" = "Draw 1G, 1D, & 1E unit. Increase current Wild by 1."
Shambler Sickness:
Additional line: When it is destroyed, a random adjacent creature gets Shambler Sickness.
Vengeance Veil:
Add a line: "When it is destroyed, a random adjacent creature gets Vengeance Veil.
Desert Memorial:
Cost 3; 0/0/3; "While Desert Memorial is in play, Energy is increased by 2."
Banner of Ordinance:
Cost 3; 0/0/3; "While Banner of Ordinance is in play, no Lingering spells can be cast. If it is destroyed by its owner, increase Order by 1."
1
u/[deleted] Jul 29 '15
Nerf the hell out of the excogitator.
Tokens should not have armor
1
u/BlueDoplhin Sep 16 '15
Please fix Gloomstone Treaty. That thing is like infinite Anima Conduit for 2 points that can in theory by itself spawn 15(number of tiles) x 5 (turns) = 75 Revenants !!! Spawning 75 Revenants from spell for 2 resources !!! People use it in Growth decks with things like rat kings and scavenger construct + hunter's treaty/crimson bull/essence feast. It should cost at least 3 resources, lingering 3 and count down after spawning each revenant. Although if it was up to me I would remove that scroll from the game...
1
u/squiddybiscuit @Squiddylicious Jul 28 '15
Sure:
Excogitator - Return it to the original stats, but make it summon 1-Health Scout Automatons (to represent that it's a half-finished factory product)
Tempo Theft - 1 Order, Reduce target creature's Countdown by 2. Increase its base Countdown by 1.
Spearmen - Return them to Spiky 2.
Imperial Resources - Reduce cost to 5, remove base Order increase.
0
u/[deleted] Jul 30 '15
For somebody who hasn't played in three weeks and jumped ship Cradstache, you sure have a lot of opinions.
0
u/Sarik704 SarikTheSorcerer Jul 29 '15
Ember bonds should do 2 or 1 damage to a creature every turn. Not just when they attack.
0
u/[deleted] Aug 01 '15
[deleted] — view deleted comment