Cards balance tweaks (My wish list)
08 Jul 2018 12:30 - 08 Jul 2018 13:30 #88638
by BogusMagus
Cards balance tweaks (My wish list) was created by BogusMagus
If it was up to me (I am very ware that is is NOT), I would like to "fix" card balance like this.
(So, "should" is just my opinion, of course.)
They are "easy" (lazy) fixes, meaning they are mostly (all?) numerical adjustments.
I thank you in advance for reading.
(So, "should" is just my opinion, of course.)
They are "easy" (lazy) fixes, meaning they are mostly (all?) numerical adjustments.
I thank you in advance for reading.
Last edit: 08 Jul 2018 13:30 by BogusMagus.
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08 Jul 2018 12:32 #88639
by BogusMagus
Replied by BogusMagus on topic Cards balance tweaks (My wish list)
***Dominate***
My opinions/ intentions are;
* Encourage more variety in cards used in actual games.
* Make lower Caps less useful (relatively).
* Dominate is too strong.
I think more "only usable (or get additional bonus) against younger vampires" clause would be both more flavorful (mimicking VtM) AND better balanced.
BUT I will not touch that this time and go more lazy style. (Meaning less change.)
* Blood does NOT equal Pool.
They are initially 1:1, but their value is not equal.
Which means bleed cards should cost more or do less than combat cards.
* for Actions, more effect should cost more.
Currently, it's like this;
Cost 0 -> Plus 1
Cost 1 -> Plus 2
I think it should be like this;
Cost 0 -> Plus 1
Cost 2 -> Plus 2
* "bounce" is too easy.
Deflection's Cost should be increased.
I think other cards are probably okay, because they have restrictions or are only usable at superior.
============================
* Dominate cards
Scouting Mission
Type: Action
Requires: Dominate
[dom] Bleed with +1 bleed.
[DOM] +1 stealth action. Move 2 blood from the blood bank to a younger vampire in your uncontrolled region.
-> Keep it as it is.
Govern the Unaligned
Type: Action
Requires: Dominate
Cost: 1 blood
[dom] Bleed with +2 bleed.
[DOM] +1 stealth action. Move 3 blood from the bank to a younger vampire in your uncontrolled region.
-> Cost: 2 blood
Threats
Type: Action Modifier
Requires: Dominate
After playing this card, you cannot play another action modifier to further increase the bleed for this action.
[dom] +1 bleed.
[DOM] +2 bleed.
-> Keep it as it is.
Bonding
Type: Action Modifier
Requires: Dominate
You cannot play another action modifier to increase this bleed amount. (Only usable during a bleed action.)
[dom] +1 bleed.
[DOM] +1 stealth and +1 bleed.
-> Keep it as it is?
Or maybe change to "Cost: 1 blood".
Conditioning
Type: Action Modifier
Requires: Dominate
Cost: 1 blood
You cannot play another action modifier to increase this bleed amount.
[dom] +2 bleed.
[DOM] +3 bleed.
-> Cost: 2 blood
Deflection
Type: Reaction
Requires: Dominate
Cost: 1 blood
[dom] Only usable when you are being bled, after blocks are declined. Tap this reacting vampire. Choose another Methuselah other than the controller of the acting minion. The acting minion is now bleeding that Methuselah.
[DOM] As above, but do not tap this vampire.
-> Cost: 2 blood
Redirection
Type: Reaction
Requires: Dominate
[dom] Only usable when a younger vampire is bleeding you, after blocks are declined. Tap this reacting vampire. Choose another Methuselah other than the acting vampire's controller. That acting vampire is now bleeding that Methuselah.
[DOM] As above, but the acting vampire can be the same age or older.
-> Keep it as it is.
Murmur of the False Will
Type: Action Modifier/Reaction
Requires: Dominate
[dom] [ACTION MODIFIER] +1 bleed. You cannot play another action modifier to increase this bleed amount.
[DOM] [REACTION] Only usable when a younger vampire is bleeding you, after blocks are declined. Lock this reacting vampire. Choose another Methuselah other than the acting vampire's controller. That acting vampire is now bleeding that Methuselah.
-> Keep it as it is.
My opinions/ intentions are;
* Encourage more variety in cards used in actual games.
* Make lower Caps less useful (relatively).
* Dominate is too strong.
I think more "only usable (or get additional bonus) against younger vampires" clause would be both more flavorful (mimicking VtM) AND better balanced.
BUT I will not touch that this time and go more lazy style. (Meaning less change.)
* Blood does NOT equal Pool.
They are initially 1:1, but their value is not equal.
Which means bleed cards should cost more or do less than combat cards.
* for Actions, more effect should cost more.
Currently, it's like this;
Cost 0 -> Plus 1
Cost 1 -> Plus 2
I think it should be like this;
Cost 0 -> Plus 1
Cost 2 -> Plus 2
* "bounce" is too easy.
Deflection's Cost should be increased.
I think other cards are probably okay, because they have restrictions or are only usable at superior.
============================
* Dominate cards
Scouting Mission
Type: Action
Requires: Dominate
[dom] Bleed with +1 bleed.
[DOM] +1 stealth action. Move 2 blood from the blood bank to a younger vampire in your uncontrolled region.
-> Keep it as it is.
Govern the Unaligned
Type: Action
Requires: Dominate
Cost: 1 blood
[dom] Bleed with +2 bleed.
[DOM] +1 stealth action. Move 3 blood from the bank to a younger vampire in your uncontrolled region.
-> Cost: 2 blood
Threats
Type: Action Modifier
Requires: Dominate
After playing this card, you cannot play another action modifier to further increase the bleed for this action.
[dom] +1 bleed.
[DOM] +2 bleed.
-> Keep it as it is.
Bonding
Type: Action Modifier
Requires: Dominate
You cannot play another action modifier to increase this bleed amount. (Only usable during a bleed action.)
[dom] +1 bleed.
[DOM] +1 stealth and +1 bleed.
-> Keep it as it is?
Or maybe change to "Cost: 1 blood".
Conditioning
Type: Action Modifier
Requires: Dominate
Cost: 1 blood
You cannot play another action modifier to increase this bleed amount.
[dom] +2 bleed.
[DOM] +3 bleed.
-> Cost: 2 blood
Deflection
Type: Reaction
Requires: Dominate
Cost: 1 blood
[dom] Only usable when you are being bled, after blocks are declined. Tap this reacting vampire. Choose another Methuselah other than the controller of the acting minion. The acting minion is now bleeding that Methuselah.
[DOM] As above, but do not tap this vampire.
-> Cost: 2 blood
Redirection
Type: Reaction
Requires: Dominate
[dom] Only usable when a younger vampire is bleeding you, after blocks are declined. Tap this reacting vampire. Choose another Methuselah other than the acting vampire's controller. That acting vampire is now bleeding that Methuselah.
[DOM] As above, but the acting vampire can be the same age or older.
-> Keep it as it is.
Murmur of the False Will
Type: Action Modifier/Reaction
Requires: Dominate
[dom] [ACTION MODIFIER] +1 bleed. You cannot play another action modifier to increase this bleed amount.
[DOM] [REACTION] Only usable when a younger vampire is bleeding you, after blocks are declined. Lock this reacting vampire. Choose another Methuselah other than the acting vampire's controller. That acting vampire is now bleeding that Methuselah.
-> Keep it as it is.
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08 Jul 2018 12:34 #88640
by BogusMagus
Replied by BogusMagus on topic Cards balance tweaks (My wish list)
***Auspex***
============================
* Auspex cards
I think Auspex bounce cards are fine.
============================
* Auspex cards
I think Auspex bounce cards are fine.
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08 Jul 2018 13:02 #88641
by BogusMagus
Replied by BogusMagus on topic Cards balance tweaks (My wish list)
***Potence***
My opinions/ intentions are;
* Blood does NOT equal Pool.
They are initially 1:1, but their value is not equal.
Which means bleed cards should cost more or do less than combat cards.
* for Bleed cards, more effect should cost more.
Currently, it's like this;
Cost 0 -> Plus 1
Cost 1 -> Plus 2
I think it should be like this;
Cost 0 -> Plus 1
Cost 2 -> Plus 2
* for Combat cards, more cost should mean even more effect.
Currently, it's like this;
Cost 0 -> Plus 1
Cost 1 -> Plus 2
I think it should be like this;
Cost 0 -> Plus 1
Cost 1 -> Plus 3
* Increase Potence/Fortitude cards used in games.
I believe, currently, either you use it heavily or don't bother.
Like lot's of Lasombra/Giovanni decks, for instance.
Even their combat decks usually pack a few Conditiong at least, right?
* Fortitude/Potence combat cards in general do too little.
Currently, the basic effects are;
1 card = (Plus) 1 for both Bleed (Pool) and Combat (Blood)
I think the basic effects should be like this;
1 card = (Plus) 1 for Bleed (Pool)
1 card = (Plus) 2 for Combat (Blood)
============================
* Potence cards
Torn Signpost
Type: Combat
Requires: Potence
Only usable before range is determined.
[pot] This vampire has a strength of 2 for the remainder of combat.
[POT] This vampire has a strength of 3 for the remainder of combat.
-> Keep it as it is.
I think this card should be a bench mark. (One of the cards I see often used.)
Undead Strength
Type: Combat
Requires: Potence
[pot] Strike: hand strike or use a melee weapon strike. This strike is at +1 damage.
[POT] Strike: hand strike or use a melee weapon strike. This strike is at +2 damage.
->
[pot] Strike: hand strike or use a melee weapon strike. This strike is at +2 damage.
[POT] Strike: hand strike or use a melee weapon strike. This strike is at +4 damage.
Pushing the Limit
Type: Combat
Requires: Potence
Cost: 1 blood
[pot] Strike: hand strike or use a melee weapon strike. This strike is at +2 damage.
[POT] Strike: hand strike or use a melee weapon strike. This strike is at +3 damage.
->
[pot] Strike: hand strike or use a melee weapon strike. This strike is at +4 damage.
[POT] Strike: hand strike or use a melee weapon strike. This strike is at +6 damage.
Brute Force
Type: Combat
Requires: Potence
Do not replace until after combat.
[pot] Strike: hand strike at +1 damage or use a melee weapon strike at +2 damage.
[POT] Strike: hand strike at +2 damage or use a melee weapon strike at +3 damage.
->
[pot] Strike: hand strike at +2 damage or use a melee weapon strike at +3 damage.
[POT] Strike: hand strike at +4 damage or use a melee weapon strike at +5 damage.
Slam
Type: Combat
Requires: Potence
Cost: 1 blood
[pot] Strike: hand strike at +2 damage.
[POT] As above, with an optional maneuver, only usable to maneuver to close range.
->
[pot] Strike: hand strike at +3 damage.
[POT] As above, with an optional maneuver, only usable to maneuver to close range.
Thrown Gate
Type: Combat
Requires: Potence
[pot] Strike: 1R damage, with an optional maneuver.
[POT] Strike: 2R damage, with an optional maneuver.
-> Keep it as it is.
(I kept long range strikes weaker, but I'm not sure about it.)
Thrown Sewer Lid
Type: Combat
Requires: Potence
Only usable at long range.
[pot] Strike: 3R damage.
[POT] As above, with an optional press.
-> Keep it as it is.
Stunt Cycle
Type: Combat
Requires: Potence
Only usable at long range.
[pot] Strike: 3R damage, and prevent 1 damage from the opposing minion's strike during this strike resolution. If the opposing minion has Celerity [cel], he or she can burn 1 blood to prevent all damage from this strike.
[POT] As above, but for 4R damage and prevent 2 damage from the opposing minion's strike.
-> Keep it as it is.
Sacrament of Carnage
Type: Combat
Requires: Potence
Cost: 1 blood
[pot] Strike: 2R damage.
[POT] Strike: 3R damage.
->
[pot] Strike: 3R damage.
[POT] Strike: 4R damage.
Earthshock
Type: Combat
Requires: Potence
Cost: 1 blood
[pot] Strike: strength ranged damage. This strike cannot be dodged. Not usable against a minion with flight [FLIGHT].
[POT] As above, but for strength+1 ranged damage.
-> Keep it as it is.
Burning Wrath
Type: Combat
Requires: Potence
Cost: 3 blood
[pot] Strike: hand strike at +1 damage, aggravated.
[POT] Strike: hand strike at +2 damage, aggravated.
-> Keep it as it is.
Increased Strength
Type: Combat
Requires: Potence
Only usable before range is determined.
[pot] For the remainder of combat, all damaging strikes that require Potence [pot] made by this vampire inflict +1 damage.
[POT] As above, but those strikes inflict +2 damage.
-> Keep it as it is.
I think if Potence strikes get stronger, this card will see more use.
Or, maybe it won't, because it wll be overkill? I don't know.
My opinions/ intentions are;
* Blood does NOT equal Pool.
They are initially 1:1, but their value is not equal.
Which means bleed cards should cost more or do less than combat cards.
* for Bleed cards, more effect should cost more.
Currently, it's like this;
Cost 0 -> Plus 1
Cost 1 -> Plus 2
I think it should be like this;
Cost 0 -> Plus 1
Cost 2 -> Plus 2
* for Combat cards, more cost should mean even more effect.
Currently, it's like this;
Cost 0 -> Plus 1
Cost 1 -> Plus 2
I think it should be like this;
Cost 0 -> Plus 1
Cost 1 -> Plus 3
* Increase Potence/Fortitude cards used in games.
I believe, currently, either you use it heavily or don't bother.
Like lot's of Lasombra/Giovanni decks, for instance.
Even their combat decks usually pack a few Conditiong at least, right?
* Fortitude/Potence combat cards in general do too little.
Currently, the basic effects are;
1 card = (Plus) 1 for both Bleed (Pool) and Combat (Blood)
I think the basic effects should be like this;
1 card = (Plus) 1 for Bleed (Pool)
1 card = (Plus) 2 for Combat (Blood)
============================
* Potence cards
Torn Signpost
Type: Combat
Requires: Potence
Only usable before range is determined.
[pot] This vampire has a strength of 2 for the remainder of combat.
[POT] This vampire has a strength of 3 for the remainder of combat.
-> Keep it as it is.
I think this card should be a bench mark. (One of the cards I see often used.)
Undead Strength
Type: Combat
Requires: Potence
[pot] Strike: hand strike or use a melee weapon strike. This strike is at +1 damage.
[POT] Strike: hand strike or use a melee weapon strike. This strike is at +2 damage.
->
[pot] Strike: hand strike or use a melee weapon strike. This strike is at +2 damage.
[POT] Strike: hand strike or use a melee weapon strike. This strike is at +4 damage.
Pushing the Limit
Type: Combat
Requires: Potence
Cost: 1 blood
[pot] Strike: hand strike or use a melee weapon strike. This strike is at +2 damage.
[POT] Strike: hand strike or use a melee weapon strike. This strike is at +3 damage.
->
[pot] Strike: hand strike or use a melee weapon strike. This strike is at +4 damage.
[POT] Strike: hand strike or use a melee weapon strike. This strike is at +6 damage.
Brute Force
Type: Combat
Requires: Potence
Do not replace until after combat.
[pot] Strike: hand strike at +1 damage or use a melee weapon strike at +2 damage.
[POT] Strike: hand strike at +2 damage or use a melee weapon strike at +3 damage.
->
[pot] Strike: hand strike at +2 damage or use a melee weapon strike at +3 damage.
[POT] Strike: hand strike at +4 damage or use a melee weapon strike at +5 damage.
Slam
Type: Combat
Requires: Potence
Cost: 1 blood
[pot] Strike: hand strike at +2 damage.
[POT] As above, with an optional maneuver, only usable to maneuver to close range.
->
[pot] Strike: hand strike at +3 damage.
[POT] As above, with an optional maneuver, only usable to maneuver to close range.
Thrown Gate
Type: Combat
Requires: Potence
[pot] Strike: 1R damage, with an optional maneuver.
[POT] Strike: 2R damage, with an optional maneuver.
-> Keep it as it is.
(I kept long range strikes weaker, but I'm not sure about it.)
Thrown Sewer Lid
Type: Combat
Requires: Potence
Only usable at long range.
[pot] Strike: 3R damage.
[POT] As above, with an optional press.
-> Keep it as it is.
Stunt Cycle
Type: Combat
Requires: Potence
Only usable at long range.
[pot] Strike: 3R damage, and prevent 1 damage from the opposing minion's strike during this strike resolution. If the opposing minion has Celerity [cel], he or she can burn 1 blood to prevent all damage from this strike.
[POT] As above, but for 4R damage and prevent 2 damage from the opposing minion's strike.
-> Keep it as it is.
Sacrament of Carnage
Type: Combat
Requires: Potence
Cost: 1 blood
[pot] Strike: 2R damage.
[POT] Strike: 3R damage.
->
[pot] Strike: 3R damage.
[POT] Strike: 4R damage.
Earthshock
Type: Combat
Requires: Potence
Cost: 1 blood
[pot] Strike: strength ranged damage. This strike cannot be dodged. Not usable against a minion with flight [FLIGHT].
[POT] As above, but for strength+1 ranged damage.
-> Keep it as it is.
Burning Wrath
Type: Combat
Requires: Potence
Cost: 3 blood
[pot] Strike: hand strike at +1 damage, aggravated.
[POT] Strike: hand strike at +2 damage, aggravated.
-> Keep it as it is.
Increased Strength
Type: Combat
Requires: Potence
Only usable before range is determined.
[pot] For the remainder of combat, all damaging strikes that require Potence [pot] made by this vampire inflict +1 damage.
[POT] As above, but those strikes inflict +2 damage.
-> Keep it as it is.
I think if Potence strikes get stronger, this card will see more use.
Or, maybe it won't, because it wll be overkill? I don't know.
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08 Jul 2018 13:10 #88642
by BogusMagus
Replied by BogusMagus on topic Cards balance tweaks (My wish list)
***Fortitude***
My opinions/ intentions are;
* Blood does NOT equal Pool.
They are initially 1:1, but their value is not equal.
Which means bleed cards should cost more or do less than combat cards.
* for Bleed cards, more effect should cost more.
Currently, it's like this;
Cost 0 -> Plus 1
Cost 1 -> Plus 2
I think it should be like this;
Cost 0 -> Plus 1
Cost 2 -> Plus 2
* for Combat cards, more cost should mean even more effect.
Currently, it's like this;
Cost 0 -> Plus 1
Cost 1 -> Plus 2
I think it should be like this;
Cost 0 -> Plus 1
Cost 1 -> Plus 3
* Increase Potence/Fortitude cards used in games.
I believe, currently, either you use it heavily or don't bother.
Like lot's of Lasombra/Giovanni decks, for instance.
Even their combat decks usually pack a few Conditiong at least, right?
* Fortitude/Potence combat cards in general do too little.
Currently, the basic effects are;
1 card = (Plus) 1 for both Bleed (Pool) and Combat (Blood)
I think the basic effects should be like this;
1 card = (Plus) 1 for Bleed (Pool)
1 card = (Plus) 2 for Combat (Blood)
* Freak Drive is too "easy".
The Cost should be increased.
============================
* Fortitude cards
Skin of Rock
Type: Combat
Requires: Fortitude
[for] Prevent 1 damage.
[FOR] Prevent 2 damage.
->
[for] Prevent 2 damage.
[FOR] Prevent 4 damage.
Soak
Type: Combat
Requires: Fortitude
A vampire may play only one Soak each round.
[for] Prevent 2 non-aggravated damage.
[FOR] Prevent 4 non-aggravated damage.
->
[for] Prevent 4 non-aggravated damage.
[FOR] Prevent 6 non-aggravated damage.
I think the current version of Soak should be the bench mark.
It is one of the cards I see most often used.
Unflinching Persistence
Type: Combat
Requires: Fortitude
[for] Prevent 1 damage.
[FOR] Maneuver, and prevent up to 1 damage later this round. Only usable when choosing range.
->
[for] Prevent 2 damage.
[FOR] Maneuver, and prevent up to 2 damage later this round. Only usable when choosing range.
Indomitability
Type: Combat
Requires: Fortitude
[for] Prevent 1 damage.
[FOR] Press, or prevent 1 damage with an optional press.
->
[for] Prevent 2 damage.
[FOR] Press, or prevent 2 damage with an optional press.
Resilience
Type: Combat
Requires: Fortitude
[for] Prevent 1 damage.
[FOR] Prevent 3 non-aggravated damage.
->
[for] Prevent 2 damage.
[FOR] Prevent 6 non-aggravated damage.
Hidden Strength
Type: Combat
Requires: Fortitude
Cost: X blood
[for] Prevent X+1 damage.
[FOR] As above, with an optional press.
->
[for] Prevent X+2 damage.
[FOR] As above, with an optional press.
Armor of Vitality
Type: Combat
Requires: Fortitude
Cost: 1 blood
[for] Prevent 3 damage.
[FOR] As above, and if any of the damage was from the opposing minion's melee weapon, that weapon is destroyed.
->
[for] Prevent 4 damage.
[FOR] As above, and if any of the damage was from the opposing minion's melee weapon, that weapon is destroyed.
Rolling with the Punches
Type: Combat
Requires: Fortitude
[for] Prevent 1 damage.
[FOR] This vampire burns 1 blood to prevent all damage from the opposing minion's strikes this round of combat.
-> Keep it as it is.
Skin of Steel
Type: Combat
Requires: Fortitude
Cost: 1 blood
[for] Prevent all damage from the opponent's strike.
[FOR] As above, and prevent all damage from the opponent's strikes for the remainder of this round.
-> Keep it as it is.
Superior Mettle
Type: Combat
Requires: Fortitude
Cost: 1 blood
[for] Prevent all damage from the opposing minion's strike.
[FOR] As above, and each round of this combat, this vampire may burn 1 blood to prevent all damage from the opposing minion's initial strike for that round.
-> Keep it as it is.
Freak Drive
Type: Action Modifier
Requires: Fortitude
Cost: 1 blood
[for] Only usable at the end of a successful action (after resolving the action). This vampire untaps.
[FOR] As above, but usable even if the action is blocked (play after combat, if any).
-> Cost: 2 blood
No more "Hunt and Freak Drive".
My opinions/ intentions are;
* Blood does NOT equal Pool.
They are initially 1:1, but their value is not equal.
Which means bleed cards should cost more or do less than combat cards.
* for Bleed cards, more effect should cost more.
Currently, it's like this;
Cost 0 -> Plus 1
Cost 1 -> Plus 2
I think it should be like this;
Cost 0 -> Plus 1
Cost 2 -> Plus 2
* for Combat cards, more cost should mean even more effect.
Currently, it's like this;
Cost 0 -> Plus 1
Cost 1 -> Plus 2
I think it should be like this;
Cost 0 -> Plus 1
Cost 1 -> Plus 3
* Increase Potence/Fortitude cards used in games.
I believe, currently, either you use it heavily or don't bother.
Like lot's of Lasombra/Giovanni decks, for instance.
Even their combat decks usually pack a few Conditiong at least, right?
* Fortitude/Potence combat cards in general do too little.
Currently, the basic effects are;
1 card = (Plus) 1 for both Bleed (Pool) and Combat (Blood)
I think the basic effects should be like this;
1 card = (Plus) 1 for Bleed (Pool)
1 card = (Plus) 2 for Combat (Blood)
* Freak Drive is too "easy".
The Cost should be increased.
============================
* Fortitude cards
Skin of Rock
Type: Combat
Requires: Fortitude
[for] Prevent 1 damage.
[FOR] Prevent 2 damage.
->
[for] Prevent 2 damage.
[FOR] Prevent 4 damage.
Soak
Type: Combat
Requires: Fortitude
A vampire may play only one Soak each round.
[for] Prevent 2 non-aggravated damage.
[FOR] Prevent 4 non-aggravated damage.
->
[for] Prevent 4 non-aggravated damage.
[FOR] Prevent 6 non-aggravated damage.
I think the current version of Soak should be the bench mark.
It is one of the cards I see most often used.
Unflinching Persistence
Type: Combat
Requires: Fortitude
[for] Prevent 1 damage.
[FOR] Maneuver, and prevent up to 1 damage later this round. Only usable when choosing range.
->
[for] Prevent 2 damage.
[FOR] Maneuver, and prevent up to 2 damage later this round. Only usable when choosing range.
Indomitability
Type: Combat
Requires: Fortitude
[for] Prevent 1 damage.
[FOR] Press, or prevent 1 damage with an optional press.
->
[for] Prevent 2 damage.
[FOR] Press, or prevent 2 damage with an optional press.
Resilience
Type: Combat
Requires: Fortitude
[for] Prevent 1 damage.
[FOR] Prevent 3 non-aggravated damage.
->
[for] Prevent 2 damage.
[FOR] Prevent 6 non-aggravated damage.
Hidden Strength
Type: Combat
Requires: Fortitude
Cost: X blood
[for] Prevent X+1 damage.
[FOR] As above, with an optional press.
->
[for] Prevent X+2 damage.
[FOR] As above, with an optional press.
Armor of Vitality
Type: Combat
Requires: Fortitude
Cost: 1 blood
[for] Prevent 3 damage.
[FOR] As above, and if any of the damage was from the opposing minion's melee weapon, that weapon is destroyed.
->
[for] Prevent 4 damage.
[FOR] As above, and if any of the damage was from the opposing minion's melee weapon, that weapon is destroyed.
Rolling with the Punches
Type: Combat
Requires: Fortitude
[for] Prevent 1 damage.
[FOR] This vampire burns 1 blood to prevent all damage from the opposing minion's strikes this round of combat.
-> Keep it as it is.
Skin of Steel
Type: Combat
Requires: Fortitude
Cost: 1 blood
[for] Prevent all damage from the opponent's strike.
[FOR] As above, and prevent all damage from the opponent's strikes for the remainder of this round.
-> Keep it as it is.
Superior Mettle
Type: Combat
Requires: Fortitude
Cost: 1 blood
[for] Prevent all damage from the opposing minion's strike.
[FOR] As above, and each round of this combat, this vampire may burn 1 blood to prevent all damage from the opposing minion's initial strike for that round.
-> Keep it as it is.
Freak Drive
Type: Action Modifier
Requires: Fortitude
Cost: 1 blood
[for] Only usable at the end of a successful action (after resolving the action). This vampire untaps.
[FOR] As above, but usable even if the action is blocked (play after combat, if any).
-> Cost: 2 blood
No more "Hunt and Freak Drive".
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08 Jul 2018 13:17 - 08 Jul 2018 13:28 #88643
by BogusMagus
Replied by BogusMagus on topic Cards balance tweaks (My wish list)
***Presence***
My opinions/ intentions are;
* Encourage more variety in cards used in actual games.
* Make lower Caps less useful (relatively).
* Blood does NOT equal Pool.
They are initially 1:1, but their value is not equal.
Which means bleed cards should cost more or do less than combat cards.
* for Bleed cards, more effect should cost more.
Currently, it's like this;
Cost 0 -> Plus 1
Cost 1 -> Plus 2
I think it should be like this;
Cost 0 -> Plus 1
Cost 2 -> Plus 2
* "Strike: Combat Ends" is too easy.
Their Cost in general should be increased.
============================
* Presence cards
Intimidation
Type: Action
Requires: Presence
[ pre] Bleed with +1 bleed.
[ PRE] Bleed with +2 bleed.
-> Keep it as it is.
The Basic. But I believe it is rarely used currently.
Enchant Kindred
Type: Action
Requires: Presence
[ pre] Bleed with +1 bleed.
[ PRE] +1 stealth action. Move 2 blood from the blood bank to a younger vampire in your uncontrolled region.
-> Keep it as it is.
Social Charm
Type: Action
Requires: Presence
[ pre] Bleed with +1 bleed.
[ PRE] As above, and gain 1 pool if the bleed is successful (for 1 or more).
-> Keep it as it is.
I believe it is rarely used currently.
Legal Manipulations
Type: Action
Requires: Presence
Cost: 1 blood
[ pre] Bleed with +2 bleed.
[ PRE] As above, and gain 1 pool if the bleed is successful (for 1 or more).
-> Cost: 2 blood
Public Trust
Type: Action
Requires: Presence
Cost: 1 blood
[ pre] Bleed at +2 bleed.
[ PRE] As above, and if the bleed is successful (for 1 or more), add 1 counter from the blood bank to a vampire in your uncontrolled region.
-> Cost: 2 blood
Media Influence
Type: Action
Requires: Presence
Cost: 1 blood
[ pre] Bleed with +2 bleed.
[ PRE] Each of your untapped vampires gains 1 blood from the blood bank.
-> Cost: 2 blood
[ pre] Bleed with +2 bleed.
[ PRE] Each of your vampires gains 1 blood from the blood bank.
Propaganda
Type: Action
Requires: Presence
Cost: 2 blood
[ pre] Bleed at +1 bleed. Titled vampires cannot block this action.
[ PRE] As above, and the Methuselah you are bleeding taps one of his or her ready untapped minions when the action resolves.
-> Keep it as it is.
Dream World
Type: Action
Requires: Presence
[ pre] Bleed at +1 bleed.
[ PRE] +1 stealth action. Each of your minions gets +1 bleed for the remainder of the turn or until a bleed action is blocked. Only one Dream World can be played at superior each turn.
-> Keep it as it is.
Entrancement
Type: Action
Requires: Presence
[ pre] Bleed with +1 bleed.
[ PRE] +1 stealth action. Take control of an ally controlled by another Methuselah.
-> Keep it as it is.
Aire of Elation
Type: Action Modifier
Requires: Presence
Cost: 1 blood
You cannot play another action modifier to further increase the bleed for this action.
[ pre] +1 bleed; +2 bleed if the acting vampire is Toreador.
[ PRE] +2 bleed; +3 bleed if the acting vampire is Toreador.
-> Keep it as it is.
Staredown
Type: Combat
Requires: Presence
[ pre] Strike: dodge.
[ PRE] Strike: combat ends.
-> Keep it as it is.
Majesty
Type: Combat
Requires: Presence
Cost: 1 blood
[ pre] Strike: combat ends.
[ PRE] As above, and this vampire untaps before combat ends.
->
Cost: 2 blood
Unholy Penance
Type: Combat
Requires: Presence
Cost: 1 blood
[ pre] Strike: combat ends.
[ PRE] As above, and put this card on the opposing minion (ranged). The striking vampire gets +1 bleed against this minion's controller. This minion may burn this card as a +1 stealth action. A minion can have only one Unholy Penance.
-> Keep it as it is.
Catatonic Fear
Type: Combat
Requires: Presence
Cost: 1 blood
[ pre] Strike: combat ends.
[ PRE] As above, and inflict 1 damage to the opposing minion once combat ends if the range is close.
-> Keep it as it is.
Force of Personality
Type: Action Modifier/Combat
Requires: Presence
Cost: 1 blood
[ pre] [COMBAT] Strike: combat ends.
[ PRE] [ACTION MODIFIER] Only usable as the action is announced. Vampires must burn a blood to attempt to block this action. Non-zombie allies cannot block this action.
-> Keep it as it is.
My opinions/ intentions are;
* Encourage more variety in cards used in actual games.
* Make lower Caps less useful (relatively).
* Blood does NOT equal Pool.
They are initially 1:1, but their value is not equal.
Which means bleed cards should cost more or do less than combat cards.
* for Bleed cards, more effect should cost more.
Currently, it's like this;
Cost 0 -> Plus 1
Cost 1 -> Plus 2
I think it should be like this;
Cost 0 -> Plus 1
Cost 2 -> Plus 2
* "Strike: Combat Ends" is too easy.
Their Cost in general should be increased.
============================
* Presence cards
Intimidation
Type: Action
Requires: Presence
[ pre] Bleed with +1 bleed.
[ PRE] Bleed with +2 bleed.
-> Keep it as it is.
The Basic. But I believe it is rarely used currently.
Enchant Kindred
Type: Action
Requires: Presence
[ pre] Bleed with +1 bleed.
[ PRE] +1 stealth action. Move 2 blood from the blood bank to a younger vampire in your uncontrolled region.
-> Keep it as it is.
Social Charm
Type: Action
Requires: Presence
[ pre] Bleed with +1 bleed.
[ PRE] As above, and gain 1 pool if the bleed is successful (for 1 or more).
-> Keep it as it is.
I believe it is rarely used currently.
Legal Manipulations
Type: Action
Requires: Presence
Cost: 1 blood
[ pre] Bleed with +2 bleed.
[ PRE] As above, and gain 1 pool if the bleed is successful (for 1 or more).
-> Cost: 2 blood
Public Trust
Type: Action
Requires: Presence
Cost: 1 blood
[ pre] Bleed at +2 bleed.
[ PRE] As above, and if the bleed is successful (for 1 or more), add 1 counter from the blood bank to a vampire in your uncontrolled region.
-> Cost: 2 blood
Media Influence
Type: Action
Requires: Presence
Cost: 1 blood
[ pre] Bleed with +2 bleed.
[ PRE] Each of your untapped vampires gains 1 blood from the blood bank.
-> Cost: 2 blood
[ pre] Bleed with +2 bleed.
[ PRE] Each of your vampires gains 1 blood from the blood bank.
Propaganda
Type: Action
Requires: Presence
Cost: 2 blood
[ pre] Bleed at +1 bleed. Titled vampires cannot block this action.
[ PRE] As above, and the Methuselah you are bleeding taps one of his or her ready untapped minions when the action resolves.
-> Keep it as it is.
Dream World
Type: Action
Requires: Presence
[ pre] Bleed at +1 bleed.
[ PRE] +1 stealth action. Each of your minions gets +1 bleed for the remainder of the turn or until a bleed action is blocked. Only one Dream World can be played at superior each turn.
-> Keep it as it is.
Entrancement
Type: Action
Requires: Presence
[ pre] Bleed with +1 bleed.
[ PRE] +1 stealth action. Take control of an ally controlled by another Methuselah.
-> Keep it as it is.
Aire of Elation
Type: Action Modifier
Requires: Presence
Cost: 1 blood
You cannot play another action modifier to further increase the bleed for this action.
[ pre] +1 bleed; +2 bleed if the acting vampire is Toreador.
[ PRE] +2 bleed; +3 bleed if the acting vampire is Toreador.
-> Keep it as it is.
Staredown
Type: Combat
Requires: Presence
[ pre] Strike: dodge.
[ PRE] Strike: combat ends.
-> Keep it as it is.
Majesty
Type: Combat
Requires: Presence
Cost: 1 blood
[ pre] Strike: combat ends.
[ PRE] As above, and this vampire untaps before combat ends.
->
Cost: 2 blood
Unholy Penance
Type: Combat
Requires: Presence
Cost: 1 blood
[ pre] Strike: combat ends.
[ PRE] As above, and put this card on the opposing minion (ranged). The striking vampire gets +1 bleed against this minion's controller. This minion may burn this card as a +1 stealth action. A minion can have only one Unholy Penance.
-> Keep it as it is.
Catatonic Fear
Type: Combat
Requires: Presence
Cost: 1 blood
[ pre] Strike: combat ends.
[ PRE] As above, and inflict 1 damage to the opposing minion once combat ends if the range is close.
-> Keep it as it is.
Force of Personality
Type: Action Modifier/Combat
Requires: Presence
Cost: 1 blood
[ pre] [COMBAT] Strike: combat ends.
[ PRE] [ACTION MODIFIER] Only usable as the action is announced. Vampires must burn a blood to attempt to block this action. Non-zombie allies cannot block this action.
-> Keep it as it is.
Last edit: 08 Jul 2018 13:28 by BogusMagus.
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