Discuss Reasoning for card changes [patch 0.9.20]
Huge thanks to CDPR for the latest patch - well done. Special thanks to mr. Burza for patchnotes and re-evaluation of end-of-season reward distribution.
Now that the patchnotes actually include "developers feedback" / viewpoint reasoning behind particular changes, would you like to discuss?
Commanders Horn
You decided to nerf the entire card for ALL archetypes just because of 1 archetype of 1 faction (Eithne Scoiatael). Sure playing a leader for 25 guaranteed points was op, but only in this particular iteration, which was NOT the only one possible in the game. Commanders Horn as it is will barely see play now all the way across the game and is destroyed as a card just because of 1 use.
Projected better solution: make the CH doomed itself - it will stay the same for other archetypes (none other had the ability to replay it) and exclude the OP Eithne. Another possibility: make it buff 6x3 for 18 total points (harder to play, easier to counter, cannot be played by itself for 18 points (unlike Paulie Dal etc))
Summoning Circle
It feels like you concentrated on the wrong problem with this card. It was only used for spies particularly because its shit for anything else. Under even conditions, SS will NEVER WIN you a game, best case is a draw (if you play the exact same card on even points), or loss (SS spawns base copy, so if opponent plays a buffed dwarf or tuirseach soldier, you get less points).
Projected solution: SS strengthens the summoned unit by 1-2 points (or buffs).
Slave Driver
Fixed the wrong problem. Your change only added more pissy random, but did not change the possible versatility. Slave driver is not good because of versatility, but because it can Ointment --> into slave driver --> into elven scout --> into Sage --> into ointment --> into slave driver --> into elven scout --> into [any 12-point card].
Solution: Slave driver should not spawn something that can spawn something else (elven scouts and alike).
Tremors: this card will never be played again. It was only good because of double effect by Ithlinne. No other factions were using it (there are many 12-14 point bronzes which do NOT require the opponent to have 12-14 units on the board). Necessary here is the Ithlinne rework, not the tremors rework.
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End of season rewards: why did the border and title reward changes only come into effect the current (next) season, if the previous season was already 27 days (more than 2 times shorter than any other?)
Huge thanks to CDPR for the latest patch - well done. Special thanks to mr. Burza for patchnotes and re-evaluation of end-of-season reward distribution.
Now that the patchnotes actually include "developers feedback" / viewpoint reasoning behind particular changes, would you like to discuss?
Commanders Horn
You decided to nerf the entire card for ALL archetypes just because of 1 archetype of 1 faction (Eithne Scoiatael). Sure playing a leader for 25 guaranteed points was op, but only in this particular iteration, which was NOT the only one possible in the game. Commanders Horn as it is will barely see play now all the way across the game and is destroyed as a card just because of 1 use.
Projected better solution: make the CH doomed itself - it will stay the same for other archetypes (none other had the ability to replay it) and exclude the OP Eithne. Another possibility: make it buff 6x3 for 18 total points (harder to play, easier to counter, cannot be played by itself for 18 points (unlike Paulie Dal etc))
Summoning Circle
It feels like you concentrated on the wrong problem with this card. It was only used for spies particularly because its shit for anything else. Under even conditions, SS will NEVER WIN you a game, best case is a draw (if you play the exact same card on even points), or loss (SS spawns base copy, so if opponent plays a buffed dwarf or tuirseach soldier, you get less points).
Projected solution: SS strengthens the summoned unit by 1-2 points (or buffs).
Slave Driver
Fixed the wrong problem. Your change only added more pissy random, but did not change the possible versatility. Slave driver is not good because of versatility, but because it can Ointment --> into slave driver --> into elven scout --> into Sage --> into ointment --> into slave driver --> into elven scout --> into [any 12-point card].
Solution: Slave driver should not spawn something that can spawn something else (elven scouts and alike).
Tremors: this card will never be played again. It was only good because of double effect by Ithlinne. No other factions were using it (there are many 12-14 point bronzes which do NOT require the opponent to have 12-14 units on the board). Necessary here is the Ithlinne rework, not the tremors rework.
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End of season rewards: why did the border and title reward changes only come into effect the current (next) season, if the previous season was already 27 days (more than 2 times shorter than any other?)