v1.2.2: Debuffing


Card Removal

To make room for new and less polarized design space for attack-debuffing spells (expect darts in the next patch), Zap (2) is being removed from the game. X-bow (6) is also being removed from the game.

New Cards

Skeleton Army (3) is now a neutral ranked spell!

RankEffect
2Skeleton Army, Rank 2
! Summon X 1/6s.
@ enemy takes 1 damage for each that doesn't fit.
6
39
48+
5Elite Skeleton Army, Rank 5
! Summon X 2/8s.
@ enemy takes 2 damage for each that doesn't fit.
6
68
73+


Breaking Wave is a ranked spell coming to Banisher, and will be the first card to feature the attack-debuffing mechanic.

RankEffect
3Breaking Wave, Rank 3
! Attack enemy creatures. Modify them with -1 attack.
3
45
57
69
74+

Dev Comment: I gave it an extra point over Blizzard because in playtesting, it felt harder to find a good time to use it.

Balance

Though I think the cards are mostly balanced, 9000 games of stats say a few cards are need some adjustments. (only 2% wr off, but the 3-sigma confidence interval is only 2%, and its believable I wouldn't have noticed.)

W1 buff: Life gain: 2 -> 3

W4 nerf: No longer loses 1 life on play, hp 9 -> 8

E5 buff: No longer has haste, hp 9 -> 10

I am interested to see what the mana generators having different health totals does to the game. It should at the very least lead to less static openers, as I'm sure everyone has by now figured out a lot of ways to deal exactly 9 damage.

Misc. Changes

Cards should do what they say they do. Bombardment now keeps firing after everything is dead, because nothing says it should stop. (This may on occasion be relevant against indestructible creatures.)

So it feels more like a skeleton army, the new skeleton army now does X hits of 1 damage instead of 1 hit of X damage.

So that people don't wonder why their missiles didn't work, VFX will now be played if something hits a Turtle (or something protected by wall of protection), but doesn't actually do damage.

Get Aethermancer

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