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ElementalGod

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Badly balanced https://elementscommunity.org/forum/index.php?topic=455.msg4052#msg4052
« on: December 15, 2009, 10:09:51 pm »

I think one idea or theory behind balance is actually to feature slightly overpowered cards contrary to popular belief. However I think the attempt is to limit that to only a few cards per element. Light has Miracle but pretty much sucks apart from that, so having a card like Miracle is okay. However this approach to balancing can be overruled by using rainbow, which has the ability of packing the good cards of each element and leaving the rest be. By adding drawbacks to cards like Miracle you can balance it a bit, but again wiping all the light quanta usually does not hurt Rainbow much. It can cripple MonoLight decks but Rainbow can shrug that off quite easily, so maybe the drawback needs to be changed to something more "universal".

Evil Hamster

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Badly balanced https://elementscommunity.org/forum/index.php?topic=455.msg4053#msg4053
« Reply #1 on: December 15, 2009, 10:09:51 pm »

The way to beat those decks-

They are all built to take out the false gods in level 6. As such, they are heavy on defense.

Typically they have 3 otyughs, a single firefly queen, and an elf, an eagles eye and 2 boneyards as their only offense. There might be a little variation in the cards but typically not much more. All you have to do is take those out (especially the boneyards) and just keep beating on them until they are dead.

They aren't all that hard to beat with some practice and deck tweaking. Not at all like the days that devourer/earthquake dominated :)

KarabNor

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Badly balanced https://elementscommunity.org/forum/index.php?topic=455.msg4054#msg4054
« Reply #2 on: December 15, 2009, 10:09:51 pm »

Hi there,

I've been fiddling with this game now for some time, and though it's fun and very addictive, I have to say that I find it very badly balanced.
When challenging the Top 50, in nine out of ten you get a time or entropy adversary, always packed with sundials. And indeed, most of the time I can beat the other decks, but rarely the time or entropy decks.
Though it's ok (and in the nature of such kind of game) to find an optimal deck, it is not ok that theses decks are very much alike. Takes the fun out of trying the other "colors".

Also, I find the card healing to the max HP for all your light quanta MUCH too powerful. Sometimes it's more than a hundred worth of HP, and that's just ridiculous.


Would be nice if this could somehow be flattended out.



Kumlekar

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Badly balanced https://elementscommunity.org/forum/index.php?topic=455.msg4055#msg4055
« Reply #3 on: December 15, 2009, 10:09:51 pm »

Rather than saying that this game is badly balanced, I'd rather hear how to improve balance.  I actually think that the balance is excellent consider this is a beta build of the game. 

Scared, I agree with pretty much everythign in your post, but feel the need to add that while there are counters, that does not mean that something is not overpowered.  The basis of balance is making sure nothing wins is a large majority of situations, not making sure that nothing wins in all situations.  If you do that later, the game becomes rock paper scissors, and we all know how fun that is.

Scaredgirl

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Badly balanced https://elementscommunity.org/forum/index.php?topic=455.msg4056#msg4056
« Reply #4 on: December 15, 2009, 10:09:51 pm »

Yep, it's the Sundial that is the biggest problem. When they nerf it to last only 1 turn, things will be more balanced.

I also find Miracle to be quite overpowered, especially when you combine it with bunch of Shards. I use Miracle with my speed rainbow deck and collecting that 12 quantum is ridiculously easy. When Heal gives you 10 HP and Miracle potentially 199 HP, you know something is wrong.

That being said, top-50 decks are very easy to beat because AI doesn't know how Sundials should be used. There are many anti-rainbow decks on this forum that will win top-50 rainbow 95% of time. I personally find Pulverizer + Protect Artifact to be the key in defeating them.

Badly balanced https://elementscommunity.org/forum/index.php?topic=455.msg4057#msg4057
« Reply #5 on: December 15, 2009, 10:09:51 pm »

Well, the game is still in its infancy. Most likely, Sundials will be taken out, or their costs will be raised. That should help with the balance of Rainbow decks vs. other types of decks. Though, preferably, we should get more cards, too. As for Miracle, it's similar to Bone Wall: It may seem unbalanced, but there are plenty of ways around it, and it's beatable with the right strategies.

ElementalGod

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Badly balanced https://elementscommunity.org/forum/index.php?topic=455.msg5185#msg5185
« Reply #6 on: December 15, 2009, 10:09:55 pm »

I still wish quant towers could be changed slightly and limit the quanta gain when the tower is cast. It makes the start up of rainbow so powerful because they can power so much quanta in so little time and novas are simply icing on the cake. I would love to the quanta on cast to 1 or 2 and play test that for bit and no I am not arguing that the normal turn to turn quanta gain be touched like so many others do.

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Badly balanced https://elementscommunity.org/forum/index.php?topic=455.msg5186#msg5186
« Reply #7 on: December 15, 2009, 10:09:55 pm »

I agree, ElementalGod.  It seems to me like the biggest 'imbalance' in this game is actually Quantum Pillars.  The entire game is balanced around the idea that the elements are fairly tightly themed and limited in scope, so you can't 'have it all'.  By combining Quantum Pillars with delaying defense, you can escape that basic design limitation and take the best of everything.

If Quantum Pillars had a cost of 2 or 3 generic mana and allowed you to choose 1 mana type every turn (say, you click on the mana pool you want to add to), the game would be much less prone to rainbow-domination, because you wouldn't just have 8-12 mana of every type waiting to be used on whatever you happened to draw.  You'd have to think hard about what you need and then choose to get that kind of mana, and then draw the right card on top of it.



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Evil Hamster

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Badly balanced https://elementscommunity.org/forum/index.php?topic=455.msg5187#msg5187
« Reply #8 on: December 15, 2009, 10:09:55 pm »

Again, huh?

I agree with Scaredgirl QP are not OP.

But the problem isn't those two cards. It's the VERY limited selection each element has. That's not a design problem with the game- it's just because the game is new and once the card selection for each element roughly doubles I think there will be a lot more mono/dual decks and rainbow will diminish in popularity.

Evil Hamster

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Badly balanced https://elementscommunity.org/forum/index.php?topic=455.msg5188#msg5188
« Reply #9 on: December 15, 2009, 10:09:55 pm »

I still wish quant towers could be changed slightly and limit the quanta gain when the tower is cast. It makes the start up of rainbow so powerful because they can power so much quanta in so little time and novas are simply icing on the cake. I would love to the quanta on cast to 1 or 2 and play test that for bit and no I am not arguing that the normal turn to turn quanta gain be touched like so many others do.
Part of the problem is the bug where the AI gets 3x the number of QT quantums every time it plays a QT. Once that bug is fixed playing against AI rainbow decks will be somewhat easier.

Scaredgirl

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Badly balanced https://elementscommunity.org/forum/index.php?topic=455.msg5189#msg5189
« Reply #10 on: December 15, 2009, 10:09:55 pm »

Quantum Towers are not the problem. Problems are..

1. Sundial
2. Low cost, overpowered cards like Otyugh, Steal, etc.


If these 2 would be fixed, the game would be in much better balance and rainbow decks wouldn't be so OP.

Scaredgirl

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Badly balanced https://elementscommunity.org/forum/index.php?topic=455.msg5190#msg5190
« Reply #11 on: December 15, 2009, 10:09:55 pm »

But the problem isn't those two cards. It's the VERY limited selection each element has. That's not a design problem with the game- it's just because the game is new and once the card selection for each element roughly doubles I think there will be a lot more mono/dual decks and rainbow will diminish in popularity.

Yes, having more cards available would certainly increase the popularity of mono-decks, but that wouldn't mean rainbow decks wouldn't be OP anymore. Actually if all elements had more cards available, rainbow decks could be even MORE overpowered.

Rainbow decks are not powerful because they have more different cards they can use. They are powerful because they can pick the best low cost cards from each element.

Right now elements like Earth and Water don't have that many good cards for rainbow deck to use. If those elements had more options, that would create much stronger rainbow decks.

Cards like Sundial, Otyugh and Steal are overpowered no matter what some people say. It's not a coincidence that every single rainbow deck out there has multiple copies of these cards. Sundial should cost more or last only for one turn, Otyugh should have less HP or cost more, Steal should cost at least 3 quantum, maybe even 4.

 

blarg: