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Some suggestions for a rebalance | |||||||
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A few suggestions for a rebalance and they should be easy and quick to implement:
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Posted On: 05/05/2009 2:09PM | View Amasius's Profile | # | ||||||
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amasius, unsurprisingly, talks sense. Signed. |
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Posted On: 05/05/2009 2:13PM | View Fortunato's Profile | # | ||||||
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Amasius Posted:
Could be slightly exploitable if someone buys 9 cards, uses them all, buys 9 cards, uses them all, etc. Other than that one minor quibble I think this is a good idea and worthy of further discussion.
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Posted On: 05/05/2009 2:27PM | View Vageena Davis's Profile | # | ||||||
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Vageena Davis Posted:
That’s exactly what I intend with this suggestion, the downside would be that you might have to play your cards early (basic rule for dom: the later you get scoops/play cards the better). Destro would be cheaper but also weaker after the rebalance. Amasius edited this message on 05/05/2009 2:38PM |
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Posted On: 05/05/2009 2:35PM | View Amasius's Profile | # | ||||||
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I prefer a solid cost for cards. 4 scoops is fair. We saw the week where cards cost only 1 scoop and the majority of the lower brackets didn’t get cards at all.
I like the full on nerf of The bumhole at this point. Hit for 7 or 8 if you have less than 4 (10? whatever, don’t care as long as it is a low number) scoops, hit for 4 or 5 if over 4 (10) scoops.
Stray Bullet – I’d be fine with hitting the top card holder as The bumhole hits the top scoop holder. I also really like the idea of it missing 50% of the time (thematically, it is a “stray” bullet, so it could miss.)
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Posted On: 05/05/2009 2:52PM | View scully's Profile | # | ||||||
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scully Posted:
Yeah, I’m not really agreeing with the card cost thing. I do agree that removing the cap on cards held could be a good thing, and making stray bullets hit the person with the most cards seems like a really good idea. |
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Posted On: 05/05/2009 3:00PM | View Ducksrule's Profile | # | ||||||
If people feel that the Stray Bullet is too powerful, then I think that having it live up to its “Stray” name and missing 20% or so of the time would be thematically and conceptually great! |
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Posted On: 05/05/2009 4:29PM | View Grayson81's Profile | # | ||||||
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Grayson81 Posted:
Could someone explain to me why Stray Bullet is too powerful? As compared to just another element of strategy? |
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Posted On: 05/05/2009 4:32PM | View MC Banhammer's Profile | # | ||||||
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Vageena Davis Posted:
Likewise, as you get to the end of the round (particularly if you’re not in harsh competition for a medal), it makes blowing your cards then buying that one more card at cut-cost an option.
If a system could be introduced to track “total cards bought this round” on top of current count, that could be used instead of current count, eliminating the option of 9-card splurges. |
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Posted On: 05/05/2009 4:43PM | View Samildanach's Profile | # | ||||||
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MC Banhammer Posted: Honestly I reserved my opinion until I’d played it out for several weeks. I can absolutely do too much damage with it.
Prior to Stray Bullet you could destroy exposed scoops. Sometimes you had to work through Shield first, but most of the time people wanted to save their Shields until late in the week. So you plink Shields and then blow up scoops, but the person is still left with a good portion of their scoop earning effort preserved.
Stray Bullet is a very multi-functional card that always breaks even. You pay 4 scoops for a Stray Bullet. Using it *always* eliminates the 4 scoops your opponent paid for their card, there is no defense. They cannot plan ahead to Switcharoo scoops, their Switcharoo is gone. They cannot rebuild at half scoop, their Modest Improvements are gone. They cannot retaliate, all their destruction is gone.
It also eliminated the main reason for buying cards. Why does one pay 4 scoops for a Modest Improvement? That card purchase is a 2 scoop sacrifice, but it has always meant that those scoops are safe. Now they are not safe.
There is no reason to buy much of anything except The bumhole and Stray Bullet early in the week. I used 12 visits worth of scoops and wiped far more scoops than I earned from the board. I shouldn’t be able to take out 2 or 3 people who have earned as many if not more scoops than I did. That kind of thing is just going to make people decide there is no reason to bother playing. |
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Posted On: 05/05/2009 5:09PM | View scully's Profile | # | ||||||
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scully Posted:
Or, as I’ve said repeatedly, decide only to play at 8:50 PM Wednesday night late in their streak, which is the only way to win in high brackets these days, otherwise too many scoops get taken off the table. |
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Posted On: 05/05/2009 5:13PM | View Montressor's Profile | # | ||||||
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What scully said. Also the Stray Bullet makes it pretty much impossible for solo players or klanned players in hostile brackets to win. If I have a klannie in my bracket who’s willing to do the dirty work for me all he needs are about 300 scoops to wipe out the entire hand of cards of my worst competitor and destroy a lot of his scoops too. The perfect job for someone who has just started a new streak and has no chance to medal that week. But overpowered pistachio streaks are another problem that needs to be addressed. |
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Posted On: 05/05/2009 5:37PM | View Amasius's Profile | # | ||||||
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Amasius Posted:
* |
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Posted On: 05/06/2009 12:01PM | View Re dei sepolcri's Profile | # | ||||||
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Amasius Posted:
1 is obviously ok. 2 and 3 are a bit mutually exclusive. If 2+3, then hoards of cards become almost indestructible. 2 only sounds best for me. |
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Posted On: 05/06/2009 12:04PM | View Inconnu's Profile | # | ||||||
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Inconnu Posted: Huh? If the Stray Bullet hits only the player with the most cards hoards of cards are very vulnerable, you might want to play some cards early and optimise your hand to avoid getting hit. |
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Posted On: 05/06/2009 12:20PM | View Amasius's Profile | # | ||||||
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Amasius Posted:
My suggestion – let’s do this as a theme week (either separate or together) soon. There will probably be a little tweaking once it’s tried out. |
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Posted On: 05/06/2009 12:26PM | View Catt although's Profile | # | ||||||