v1.1.4: Spell 'Damage' does what now?


More ranked spells

Triosurge (Neutral Ranked)

! (some life total adjustment for balance fine-tuning)

@ ally. +X Fire/Water/Air/Earth, except its element.

Cannot target Aether creatures.

Rank23456789
Power12345670+
Life+20-2-3-3-2-1-2

Turns out I suck at balancing. That's why we have playtesting.

Rank23456789
Power12345670+
Life0-4-7-8-7-5-3-4

Falling Water / Rising Water (Abjurer Splitline)

RankEffect
[45]Falling Water
! Opponent loses X water.
2
14
26
35+
4Rising Water
! Opponent loses 2 of each mana. +X water.
0
52
64
77 6
82+ 0+

Rising Fire (Banisher Ranked)

! +X Fire. Attack enemy creatures. (Some life total adjustment for fine-tuning.)

Rank[45] [46]1234567
Power12345671+
Life0-1-2-3-4-4 -5-3 -5-2 -5

Rising Air (Evoker Ranked)

! +X Air. Attack all enemies. (Some life total adjustment for fine-tuning.)

Rank2345678
Power2345670+
Life+1-1-3-5-6-6-5

Magic Missiles / Deterministic Bombardment (Illusionist Splitline)

RankEffect
[44]Magic Missiles, Rank 0
! 1 damage to toughest enemy, X times.
(highest health, leftmost if tied)
4
16
28
37+
4Deterministic Bombardment, Rank 4
! Attack the toughest enemy. Repeat this with 1 less power.
(highest health, leftmost if tied.)
5
56
67
78
81+

Cannon (Banisher 6) has been moved to Illusionist.

Q&A

How do you determine when to stop the line and add a +?

Card Development is more an art than a science, but generally speaking:

- I generally try to design ranked spells to go up to Rank 8. I go up to Rank 9 if Rank 9 can do something interesting, and I might stop at Rank 7 if there's nothing great to do at Rank 8. If I have to stop earlier, I try to make a split-line.

- The last rank of a spell should have a +, if possible.

- Negative numbers with a + look incredibly ugly in the UI. I will go up to Rank 9 to avoid them.

- In most cases, cards with a + should be perfectly castable at base cost. While on occasion I have reasons to make exceptions (A6 and E3 most notably), in general I wait to add a + to a card until the burden of having to store an extra aether approximately matches an extra +1 in the effect. For example, with Rising Fire, the value of the 8th Aether is 4.2 credits, and the value of the 1st aether is 2 credits. As such, the burden of having to store the 8th aether is 2.2 credits, which approximately matches the benefit from the +. If I put a + in the effect any earlier, then waiting would be almost always superior.

Why no Rising Earth?

For balance reasons, since the effect is so granular, these cards need a life total adjustment to properly balance.

However, an effect for Rising Earth would probably be to increase your life total, so adding a life total adjustment on top of that looks particularly ugly.

Get Aethermancer

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