v1.1.0: Circling Back Around
I played some aethermancer recently, and I had two thoughts:
- Wow, these bots are strong. (Probably due to the Chip Damage bot update.)
- Wow, these games are fast. (Probably due to the removal of Ice Guard.)
The first one can be adjusted in response to player feedback. Let's focus on the second.
The target average game length for a game of Aethermancer is at least 12 turns per player, though it's expected and fine for some games to last shorter and longer than that.
Also, this target is for equally skilled players, it's natural for this to be shorter if there is a skill difference.
However, the average game length right now feels far shorter than 12 turns per player.
Base Set Update
Ice Guard is making it's glorious return! Out of the two new cards, the gameplay Blizzard has been decent, while the gameplay of Ice Warrior has been dubious (and it has a lot more in common with Starfish than it looks.)
As such, Ice Warrior is being removed from the game. Blizzard is being bumped down from 6 to 5, with its damage reduced from 2 to 1. It's now named Blizzard, Basic.
The free W5 aether goes up from [39] to [41].
Secondly, I've been unhappy with the gameplay of Healing Circle. It can lead to complete blowouts, both early game (its interaction with F4 in particular) and midgame, while it often fails as a stabilization tool in the late game, healing only 4 hp.
While it's possible that healing just shouldn't be a thing in the base set, I'm going to give Healing Circle one more try, making the following changes.
Text: "Heal all allies. [and summon a 6/23 Angel]" -> "Heal all allies, yourself twice. [and summon a 6/21 Angel]"
Rank | Old Power | New Power |
0 | [47] 2 | [45] 2 |
1/Basic | 4 | 3 |
2 | 6 | 4 |
3 | 9 | 6 |
4 | 8+ | 8 |
5 | 11+ | 5+ |
6 | 2 | 2 |
7 | 6 | 5 |
8 | 2+ | 0+ |
With this update, I don't see any more need for Greater Rejuvenate, so it's being removed from the game.
Finally, the balance update (based off statistics as well my personal feelings about the card, as well as a quantitative look at the card).
E4 is doing quite terribly in the stats. (-3.09 sigma) I considered adjusting it from 14->15hp but it was adjusted 15->14 in the past for balance reasons. Due to quantitative tools that were not available before, we can tell that the card is "on paper" balanced at 1!/15. This however disregards the power of the synergy with F7, which is quite massive.
Furthermore, in my own personal experience with the unit, the unit has not felt underpowered. As a result, I'm going to leave it as is for another patch.
As an aside, the sample size is big enough that -3.09 sigma means 48.2% winrate. This is within the acceptable range of balance.
Secondly, we have W2.
Statswise, it's doing very badly right now (-3.06 sigma over 7000 games).
Quantitative-wise, it's about as good as Barrier1, which is not a very popular unit right now.
Feelingwise, it has felt absolutely unplayable.
Furthermore, I have more granularity with buffs to W2 compared to E4, as 1hp means less on W2 than it would on E4.
As such, I'm comfortable buffing Starfish from 18hp to 19hp.
Barrier1 is also being buffed from 23 to 24hp to keep it on the power level as starfish, and a few of the higher barriers are also getting slight buffs.
Finally, we have the situation with the high water cards. W10 is significantly overperforming compared to W11 and W12.
Furthermore, it seems fairly clear to me that it's W11 and W12 that are underpowered rather than W10 is overpowered. Three factors are evidence of this:
- A simple quantitative comparison of W10 compared to the other elementals.
- My own experience with the units.
- The fact that W8 (despite the recent nerf!) and W9 are performing incredibly well in the stats.
As such, W11 and W12 are getting buffed.
W11's statline is getting revised from 4/15 to 3/17. Notably, it now survives E9, which was already a very strong and useful card (+2.33 sigma), and didn't need this extra nuance to keep it viable.
We've seen A10 drop from >2 sigma when Hydra was reworked to make it more resilient, and hopefully the same will happen with E9.
W12 is going from 3/11 to 4/11. I'm still concerned with the prospect of it surviving F9.
With this change, I'm resetting the stats for E9, W8, W9, W10, W11, and W12 for better future calibration.
Game Length
With the above changes, the results of Challenging AI playing against itself:
4283 turns in 200 games
This is a bit short of the target. As such: the starting life total for ALL cores have been increased by 6.
Update
The stats on E4 aren't exactly getting better. We'll try it at 15hp.
The new game lengths:
9650 turns in 441 games
Still not quite the target, but it already feels like we have significantly more room to breathe, and ramp strategies are already feeling very strong, so I don't want to raise starting HP any more.
Aether Card Changes
First of all, I'm going to get rid of the "Rising" cores. There's nothing really wrong with them, but they simply don't add very much to the game. Furthermore, since their introduction, we've had neutral meditate added to the game, which fills most of its role.
Rising Aether will stay. Furthermore, ramp-based strategies seem very good with more starting HP, so its HP has been nerfed by 1.
Aether Surge is also being removed. With the replacement of Here I Stand, this is the only card left that modifies the starting game state, and it doesn't seem like it does enough to justify it.
Expensive Aether Cards
I'm going around, trying out some aether cards with a cost of 9 or more to see if they need balance changes as a result of the increased HP.
Three Musketeers: No change needed. The three 5/22s is incredibly powerful, but the placement requirement is somewhat awkward, and after resolved, the card is beatable.
Deluge, Rank 9: Feels too strong. In most cases, a cast of this wipes the board, leaving your opponent on a reserve of less than 10 mana, while you're ready to cast big haymakers. By lowering its attack from 4+ to 3+, it now wipes the board less consistently.
Trig: It's no secret that Trig tends to win the game in short order after playing it - the challenge is getting to the 12 aether cost, the highest aether cost in the game, which simultaneously staying alive. With the extra starting HP, this challenge is much easier. By lowering its attack from 7! to 6!, boards that were developed might have an extra turn to punch in damage.
Ritual of Glory: Another card that tends to win the game after casting it, this card is definitely far too strong this patch. To slow down how quickly it gains life, it's being reworked:
Old Text | New Text | |
Ritual of Glory [52] ! Spend 11 aether to gain a charge. Start of turn: If charged, double your life total. | Ritual of Glory [50] ! Spend 9 aether to gain a charge. Start of turn: +1 life per charge, then double charges. |
Get Aethermancer
Aethermancer
Status | In development |
Author | MasN3 |
Genre | Card Game |
Tags | Deck Building, Multiplayer, Turn-based |
Languages | English |
More posts
- v1.1.7: Chess Battles3 days ago
- v1.1.6: Deluxe Deluxe Edition?7 days ago
- v1.1.5: Deluxe Edition10 days ago
- v1.1.4: Spell 'Damage' does what now?12 days ago
- v1.1.3: More Ranked Spells13 days ago
- v1.1.2: The Class Update16 days ago
- Bot Update18 days ago
- v1.1.1 - 1 life for 1 mana for p119 days ago
- v1.0.9: Cleaning Things Up27 days ago
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