Wonderboy8700;n10335402 said:
If you check the question for developers thread you can see they already plan to tweak them. As for your picture I see your point but disagree with the diagnosis. Six cards is imo less relevant than the 17 points from the play. 1 viper Witcher with a proper deck does 17 damage. Hatori plus agitator plus skirmisher does 17+. Another example is restore plus beast master (19 point point replayable.) If the developers insist on power creep then every factions must be able to balance it.
In principle centralized vs decentralized power is a debate worth having. Centralized can be scorched, decentralized often requires more vulnerability (double tremors, overdose, etc...) I think the better point your picture shows is the eleven scouts can create a huge advantage for both NG and SC and they are the card that needs tweaking. Dwarves already have agitators and no other faction has 2 power spawners, (not to mention scouts are the only create that takes cards not already in either players deck and makes them available.) Honestly if any faction should have that kind of card it should be monsters (finally make deathwish viable.)
I think there's an issue with the examples used there. Viper Witcher has an entire deck built around him, and is really only able to reach those numbers because of novices and Vesemir pulling out large numbers of alchemy cards so the deck's unlikely to brick its hand. Both Hattori and Restore are silvers, so the power is reasonable. A 17 point play out of a vanilla bronze is not normal. Even Novice into Ointment into Witcher into full-value damage (somewhere between 17-20 points) requires three cards to get there. Slave Driver is a 2 point bronze that can get there without using a single other card (though in this example not so much, you can do stupid things if specific bronzes from other factions are available). Also, the agitator engine has been problematic for some time, and got broken in half in the Dorf deck. Also in that specific example it's 18 minimum; because of hand buff.
The problem with Slave Driver isn't the number or the power, it's the RANDOMNESS. Some decks he gets bricked, some he allows you to set up the opponent's central engine, some he allows for increased synergy with his own deck, some he allows access to affects his deck shouldn't have, and on and on. And in all cases, he pulls superior versions of the bronze he draws (functionally driver +2). He is actually a lot of fun, but he's also incredibly badly designed.
Also, while vicovaro novice can do obscene things, he requires that bronze alchemy card to pull. I've seen them get bricked in long games with bad hands/mulligan. Even Agitator can be 'shut down' by Sweers or by drawing into all his choice targets (though realistically he shouldn't draw copies, but the actual card). Slave Driver does his thing every time guaranteed.