4RM3D;n7768630 said:
Ocvist is a legendary card.
The point you're responding to was "
Ocvist. First of all its a silver not a legendary. Don't kid yourself in thinking that a cards scrap cost denotes any power whatsoever." You decided to selectively exclude the bit about scrap cost (legendary/epic/rare/common) being irrelevant when it comes to balancing, which is true. This is a topic regarding game balance not price points so it being legendary holds no relevance to the topic and that was the point being made. Its a silver card and should be balanced against other silvers even the blue rarity 80 scrap ones, neigh especially the 80 scrap ones.
4RM3D;n7768630 said:
...as well as the weighted average and then compare it with other abilities. Don't quote only half the sentence, when that changes its meaning.
It is very ironic that you would state this directly after having done it yourself, this is very hypocritical of you. It makes it look as if you are not here to rationally debate the balance of the card in question, it might appear that you are only posting here to win/end the debate regardless of how you do it or whether it makes sense. You're arguments so far has often just been buzzwords, semantics, and at times quotes that sound a lot like game dev rhetoric. I however provide very simple solid mathematics, if there is a flaw in my reasoning then it would be very easy to discredit using your own maths and reasoning. I decided to quote the aforementioned because it emphasised the central point I've been making, which was that these bronze cards provide a minimum of 14 points of strength when 'countered' with only a handful of extremely fringe exceptions, two of which include silver/gold cards.
4RM3D;n7768630 said:
Lets talk balancing. The devs have stated that the baseline for bronze is 8, silver is 10 and gold is 12. This is good as a starting point. However it's impossible to enforce.
Those are the correct baseline figures and the ones I have been using, as for it being impossible to enforce - that is just wrong! I'm not seeing any 9,10,11 etc strength blank bronze cards. Whilst cards with effects vary in impact based on the situation its used in (epidemic for example) they have not been making plain bronze cards that exceed this 8 point total, any below it are objectively under powered, any above this would therefore be overpowered. Bronze cards that apply more than this total often have a flaw, Kaedweni siege supports for example provide 9 board strength but 6 points of these points are spread as a buff across 2 other units making it potentially worse than just fielding the 8 pointer, the NG knights with their whopping 11 points have to reveal a random card in the hand. (they are likely op seeing as they buff the spotters among other things but this is going off on a tangent) Effect cards like epidemic have large swings, they can potentially do more harm than good, should they ever be more likely to do more than 8 points of damage more often than not they would get a nerf, Mushrooms got nerfed for this reason as they were more often than not providing 12 points of value other the course of a game.
4RM3D;n7768630 said:
You mentioned the Redanian Knight; a pretty simple card. Lets compare it with Dun Banner Light Cavalry. It might look easy to compare, but this alone is already quite difficult. The Cavalry has 1 less strength, however it's weather immune. Is weather immunity worth losing 1 strength? With the meta heavy weather decks, definitely. So we've already lost the balance (in the strictest sense). How much strength do you have to pay for weather immunity? 2, 3? It's impossible to tell; too many variables. That one point might make all the different in the world (e.g. Iorveth not being able to snipe YenCon). Then I haven't even talked about the different between ranged (Cavalry) and melee (Knight) and situational (de)buffs on a row.
I agree 1 strength right now is worth sacrificing for weather immunity because of the current 8 weather effect dagon meta deck, you are also correct that evaluating the strength of weather immunity is very tricky but its far from impossible, as it is weather is to damn strong but that is a different discussion entirely, balancing it would be rather easy, but it would really need to be changed before we can really evaluate the value of weather immunity, blizzard pots help somewhat, seeing as a bronze card needs to be worth at least 8 and generally speaking most decks field no more than 3 of a given unit, (with a couple exceptions) we can say that weather immunity is probably worth 3 points, that or blizzard pots are crap.
To continue with the Iorveth point - Triss isn't being fielded much any more, this is because Odrin, Dandelion, and Reaver hunters amoung other have received base strength buffs, on top of that Odrin and Dandelion are much less common now that the pesky PFI varients strat won't get you up to the 2k+ elo ranges. Yencon being 5 strength can survive Triss and shes (yen) a meta pick. With that in mind lets compare Vernon, Triss, and Iorveth, 2 can kill the yencon and Triss cannot, Roche can kill yencon whilst being higher strength than Iorveth. This might lead one to say that Vernon is the most powerful of all 3 but that is not the case, they are all equally balanced as they are simple cards its easy to see they are all meeting the 12 strength gold card base line it just happens that dealing 5 damage is better right now because of the meta. Triss though less desirable is just as strong as Vernon, if we was to then buff her so she was another Vernon it could end up with the game turning into all cards being equal relative to their colour group, the game would be too shallow, rounds would be based on what cards were drawn and when and it would become extremely boring.
There are a lot of variables however it is far from as you declare 'impossible' to balance a card properly. In the case of this card in question - the rot tosser its extremely easy. I've provided the math which quite clearly proves that the card will provide more than 8 points worth of impact even when countered correctly, if a card is being countered properly then it should provide far less strength than its baseline. With the tosser the common counters yield a 1:1 exchange of bronze cards + the 4 base strength which means that the tosser is granting free points, seeing as the cards used to kill the cow could be used against the nilf player (alzurs thunder sniping cards for example) you can add that total to its value. With this in mind evaluating the tosser becomes its base strength (4) plus the total damage the cow deals to the opponent (should it proc) + the value of any card used to counter said cow minus any damage the cow may deal to the rot tosser user in the incredibly rare one off (ST natures gift on decoy is very rare) chance its decoyed back at you.
So ~ 4 base strength plus the value of the bronze card that was used to kill the cow, [bronze cards are again baselined at 8] so the tosser =
12 strength WHEN COUNTERED!
Ironically ignoring the cow is more often the best move. Unless you're going to lose 8 points worth of strength when it pops, the cards used to stop it if used properly should net 8 or more points, alzur on an ocvist would provide more than 7 value, if you are using lacerates/manticores/epidemics and dealing less than 8 points worth of impact with them you're misusing them. Finally you can not count the cow tosser that kills a single 2 strength unit and say "its basically a 6 strength card because a single arachas spawned on the row - buff rot tosser" that would be on the rot tosser user misusing his cards.
4RM3D;n7768630 said:
Balancing is a bitch. As someone once said: if balancing is impossible, then try to create as much chaos as possible and everything will balance out naturally at some point.
This is an example of that game dev rhetoric I mentioned earlier, first of all its not true and it adds no substance to your counter argument. Bringing chaos to order takes a lot of effort applied with surgical precision.
4RM3D;n7768630 said:
Back on the topic of Rot Tosser. A quick comparison with Epidemic again. Having Epidemic you can make sure the opponent has the weakest unit. The only thing you can't do, is target a specific row. So if you want to keep Rot Tosser bronze and good compromise would be to no longer be able to target a specific row. Instead Rot Tosser will wait 1 turn and then kills the weakest unit on the opponent's side.
If you mean the weakest units not just the weakest unit, the rot tosser would just become a 4 strength bronze card with epidemic thrown on it for free and it should therefore become silver as a result, it would reduce its maximum impact as you can't target high strength isolated units but at the same time it would still be to op. If however you meant that it should kill just 1 of the weakest units picked randomly then it would be under powered more often than not killing nothing but a 2-3 strength unit, it would also stop being a fun card to use. In essence it would become nilfgaards shitty Ballista, I don't feel it needs to be gimped into a crap unit, just restricted to 1 per game.
By making it silver you retain the 'fun to use' nature of the card, this fun comes from its amazing potential damage output and fairly unique gameplay, at the same time if it were silver it would become far more acceptable to say "Just decoy/cleaver" the unit as a counter. Individually the card isn't too problematically, its that the problems compound due to being able to field 3 of them. If it were limited to 1 by being silver it would still be a very powerful choice as its very highly likely to yield 12 (gold) strength worth of value when countered whilst being a high risk but potentially astronomical reward, especially when wombo'd with weather or used against Cantarella.