oEtG Forum
General Category => Cards => Darkness => Topic started by: serprex on August 27, 2014, 03:46:55 am
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:darkness Weapon, onhit reduces maxhp
Don't know good stats for mechanic, needs to be balanced with Tempering in mind. 3 makes adrenal void scary
CG was suggesting not basing reduction on damage dealt. That seems boring
EDIT implemented as 3/2 cost, 4 damage
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:darkness Weapon, onhit reduces maxhp
Don't know good stats for mechanic, needs to be balanced with Tempering in mind. 3 makes adrenal void scary
CG was suggesting not basing reduction on damage dealt. That seems boring
instead of dealing damage, each turn it lowers max health by that of how much darkness quanta you have/5
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There is something similar in CI&A, in various versions.
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With SoV it can be abused too much to be OP, even if it only decreases 2 HP. If it ever chips more, it would be too strong with double draw imo.
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With SoV it can be abused too much to be OP, even if it only decreases 2 HP. If it ever chips more, it would be too strong with double draw imo.
I think this is okay with sereprex's idea of having it be a weapon.
Right now, being able to stack them up makes giving it any higher drain level a potential OP problem... As a weapon, you would have to work much hard to do this.
Moreover, depending on how it is implemented, the effect could be potentially blocked by shields.
If that is the case, then I think having the max HP absorb match the damage dealt might not be too bad.
If shields can block the absorb by stoping attack damage, then even the adrena void is manageable.
I think this is a good route to go. It gives darkness a very interesting secondary weapon and helps keep shards interesting.
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Point of contention when this was added in chat: should it be throttled with adrenaline?
Its attack is 4, not 3. But it raises the question if adrenal maxhp reduction should be treated like adrenal venom
Currently throttled, but leaning towards not throttling
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Upped vampire vs unupped shark implies reducemaxhp is worth less than vampirism
Yet Shank costs more than vagger for the same damage while having 1 less largeness when flown
Unupped shark could do with +1 attack or -1 cost anyways too
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Isn't your arena deck pwning happless grinders hard enough already?
Just kidding... kind of...
Balancing this is tricky since arena decks get a decided advantage when using / abusing max hp drain.
The only reason it isn't an outstanding arena grinder for players is that arena decks can have a lot more starting HPs to chew through.
More importantly, arena decks don't need to rely on stalls as much as players do and this mechanic tears heal stalls to shreds.
So the question is, how can it be made viable for player decks without making it to powerful in the hands of an AI.