That is another manipulative claim. I was checking 8 provision cards and in fact about 80% of golden 8 provision cards is able to give better value than very little boosted Sheldon Skaggs.
Okay, whatever. Sheldon is fine.
That is another manipulative claim. I was checking 8 provision cards and in fact about 80% of golden 8 provision cards is able to give better value than very little boosted Sheldon Skaggs.
Why wouldn't I include the boosts Sheldon gets in my calculation? That's literally the gist of the card, boosting it. A guy played a 10 power Sheldon that did 10 damage. That's a 20 point play. Even if Sheldon is boosted by just three points, he still gets more value than his provision cost and is able to destroy any engine. He clearly needs some balancing.
From a practical standpoint you would include the boosts in Sheldon value because, ultimately, the point swing is of greater relevance. Once again, you cannot consider the value of the point swing on Sheldon without considering the value on the point swing of the hand-buff cards to get him there though. Sheldon leads to a large swing, in an ideal case, and the hand-buff cards lead to a sub-optimal swing at the moment they are played. They're both important and need to be considered as such when evaluating Sheldon.
The problem being in most other cases there are counters and counters all decks can use Skaggs counters are only in 3 factions and the counters not only aren't Meta themselves (meaning on stuff other than a Skaggs / handbuff deck they're actually mostly useless) they tend to require more skill to play.Sheldon isn't exactly unique in the sense he can output value well above his provision cost either. Nor is he unique in his ability to generate a huge point swing. A lot of cards can do one or both. If anything Sheldon would be yet another example of this particular issue. Too many cards end up disproportionately powerful compared to the rest of the card pool when they achieve maximum value (there is even a dedicated thread on the topic). It's not a mystery why a great number of decks flock to these cards as round win cons.
How would this be "fixed"? A slight provision increase isn't going to do it. All that does is make the rest of the deck surrounding Sheldon worse. People will swap a different card out for something slightly cheaper. A redesign could work but that requires... doing something . It also risks the card getting pushed into unplayable land.
That so funny how peoples who play in proladder dont count Sheldon as overpowered card. They mention Gregoire, Regis Bloodlust, Coral [...]
I hope the developers will not take into account suggestions of novice players from low ranks.
Point swing in a turn. 18 with a minor buff 24 with a major buff.
Value overall could be 6
It doesn't sound like much until it's put into comparison Skaggs played for 6 value (which takes into account the buff cards) is the value equivalent of scorching a 20
The problem being in most other cases there are counters and counters all decks can use Skaggs counters are only in 3 factions and the counters not only aren't Meta themselves (meaning on stuff other than a Skaggs / handbuff deck they're actually mostly useless) they tend to require more skill to play.
Skaggs requires far less prediction / skill to pull off than basically any of his counters some of which require you to literally play them the turn before Skaggs (which could be any time in round 3)
There needs to be some better counter play to the handbuff IMO.
Cards in the hand for the most part are protected in a way ones on the board are not.
A simple solution would be to make Skaggs either
1) an order card so you have to order him
or
2) Make it so he does the damage spread across all enemy units. So he can't just target a powerful / critical unit and kill it so easily.
That so funny how peoples who play in proladder dont count Sheldon as overpowered card. They mention Gregoire, Regis Bloodlust, Corall and maybe Jutta.
I hope the developers will not take into account suggestions of novice players from low ranks.
Sheldon is the equivalent of scorching a 20.Sheldon is fine.
Your suggestion is very bad.
The problem being in most other cases there are counters and counters all decks can use Skaggs counters are only in 3 factions and the counters not only aren't Meta themselves (meaning on stuff other than a Skaggs / handbuff deck they're actually mostly useless) they tend to require more skill to play.
Skaggs requires far less prediction / skill to pull off than basically any of his counters some of which require you to literally play them the turn before Skaggs (which could be any time in round 3)
1) an order card so you have to order him
2) Make it so he does the damage spread across all enemy units. So he can't just target a powerful / critical unit and kill it so easily.
Because a lot of strategies start in public and get refined by pros
Because a lot of strategies start in public and get refined by pros
Also probably not a good plan to balance round the top 1% of players really.
Also Greg is only really giving 3-4 value when pulled off. That's fairly above the power curve but again Skaggs can give 6 and actually gives 4 fairly easily.
At present the lack of Skaggs is more due to the meta than due to him being good or bad.
Regis Bloodlust on a provision level actually loses value unless it kills a unit as it gets 8 value for 9 but banish is the +1 meaning it loses little value or breaks even fairly easily. The true strength of Regis is that he is 4 value which at present is the magic number in Gwent and he deals 4 damage which only 1 other card deals and that's faction specific. With the number of 4 it's a very specific damage number.
Sheldon is the equivalent of scorching a 20.
The strategy is very easy to play.
Very hard and with some factions impossible to counter play.
Also I said they were short term fixes.
Longer term there would need to be re balances to hand buff card or cards put in to counter handbuff more effectively.
Dude come on, he is just like Hubert, easy and predictible because you can see it coming easily. You can neutralize him easily if you win round 1 and you have the correct cards.
Tips: Win round 1 and neutralize him with your last move with Geralts, Spores, Peter, Scorch, Leo, Curse of Corrumption, Bekker's Mirror, Pitfall Trap, etc. You can use Shilard too against him. You have a lot of tools in the game to deal with him so stop [edit] netdecking and add these cards if you are facing many Scoia'tael decks with Sheldon.
SC have dwarf, dryad and sometimes roach/aerlienn/fauve for thinning. That means you had 16 cards in hand out of ~22. And 7 or 6 mulligans. Thats why Sheldon in 90% plays last cardEVERY SINGLE TIME I PLAY AGAINST A SCOIATEL DECK, SHELDON IS THE LAST CARD TO APPEAR AND IS BOOSTED TO BUGGERY????
SC have dwarf, dryad and sometimes roach/aerlienn for thinning. That means you had 16 cards in hand out of ~22. And 7 or 6 mulligans. Thats why Sheldon in 90% plays last card
SHELDON IS THE LAST CARD TO APPEAR AND IS BOOSTED TO BUGGERY?
I use Sheldon myself in an Eithne Control deck and I haven't pulled him in 5 matches in a row. Talk about the opposite. Your move.