A change in the base set
After playing a number of games against the AI, I've noticed that too many games are being stolen by burn spells, A6 > F11 > E6.
The obvious solution would be to nerf A6. While it's fine when fired at 10 or so mana, at the 15+ mana zone, you have sequences of for example 15 damage -> 10 damage to steal games. However, there's no good nerf for A6. Lowering the base damage below 0 looks ugly as hell, and while increasing the cost to 7 might balance it, that would cause problems with Phoenix, which would cause severe gameplay issues if dropped down to 6.
Instead, I've decided to target the scaling that leads to very large air reserves. W3, especially placed twice early, can produce large amounts of air, and there's an entire strategy based around spamming W3 and accumulating a large reserve for A6, which is very easy to execute and is powerful enough to beat even very skilled players. As such, the cost is going up to 4, to make it harder to get two of them early. This also gives enough power budget for the card for me to give it extra point of attack, which should ease some of the pain when you open W3 and your opponent immediately responds with F5.
This obviously pushes W4 off where it was, but this is not necessarily a bad thing since W4 was also causing issues, especially with F11. The W4 F11 combo has been known to be strong for a while, but I was waiting to see if counterplay would emerge. No such counterplay has emerged. As a result, W4 is going down to 3, but also giving only 2 fire on play. Since the card is weaker due to filtering less mana, it's been given an extra point of toughness to compensate, going from 2/7 to 2/8.
To ensure the mana generator is always playable on turn 1, p1 now starts with 1 water and 2 random among (fire, air). p2 continues to start with 2 random among (fire, water, air).
These changes will be available in the next release.
Get Aethermancer
Aethermancer
Status | In development |
Author | MasN3 |
Genre | Card Game |
Tags | Multiplayer |
Languages | English |
More posts
- v0.8.3 patch notes11 hours ago
- v0.8.2 patch notes23 hours ago
- The Roadmap for v0.71 day ago
- Prototype pvp_main.exe2 days ago
- The Challenge of Balancing Vampires2 days ago
- Balancing Combinations in Aethermancer2 days ago
- Update v0.6.32 days ago
- Update v0.6.22 days ago
- Improving the AI in aethermancer2 days ago
Leave a comment
Log in with itch.io to leave a comment.