Master "suggested changes" list

Discussion in 'Kongai virtual card game' started by Purechance, Mar 1, 2010.

  1. Purechance

    Purechance Member

    This thread is for posting the changes you would like to have made only. Since suggestions are getting buried and lost too quickly with each new update.

    Only ONE post per person.

    This thread is NOT for discussions.

    Please DO NOT comment on other people's suggestions.

    Please discuss possible changes in the various balance threads.

    Please post a brand new list each time when you want to change your recommendations and 'edit-delete' your original post. This will keep the post on the first page and reduce the amount of confusion by not having twenty different lists posted by the same person.
     
  2. esiex3

    esiex3 Active Member

    Change all bench-hitting decks to "hits opponent currently out as well as 2 random characters on bench"

    BTW, this would only be a useful thread if this were stickied.

    EDIT: i accidentally a word
     
  3. Kataphrakt

    Kataphrakt New Member

    Sadie:
    - demon frenzy deals 20 damage to the active character and 20 damage to a random character, speed 6
    - Demonic revelry gives a 70% chance to do 5x2 bleeding instead of the 30% damage buff
    - claws damage 14x2 => 15x2
    - nether vortex deals 15 damage to enemies when they switch while it is active

    Ambrosia:
    - Inniate: Immunity against poison, burn, elemental damage (cold damage should be included in elemental)

    Andromeda:
    - trueshot ignores defences

    Rumiko:
    - Eviscerate 60 energy and ninja port 40 energy
    - poison dart proc 25% => 33%
    - Resistances up 2/0/0 => 2/1/0

    Ibo-K9:
    - self destruct damage up 50 => 55

    Anex:
    - enchant blade damage bonus down 8 => 6

    Helene:
    - shield bash speed 7 and 40 energy, but 1 turn cooldown

    Stoneheel Totem:
    - +5 energy to change range or use range change attacks

    Healing Salve:
    - +1 healing in or out of play and 20% chance to remove debuffs

    Mindreader's Chalice:
    - still not sure what to do

    Zina:
    - MC: stun chance: 40 % => 30 % but bleeding proc 40 % => 50 %

    Marquis Le Morte:
    - vampiric touch hit rate up 98 => 100
    - teleport proc up 95 => 100

    Balthazar:
    - the description of load cannon doesn't tell you that the buff is unremovable
    - drop kick proc reduced to 85 %

    Starbuck:
    - crit rates of his inniate and of "the old one, two" aren't in the description

    Prism:
    - should only be able to work once when bestor uses pyroclasm

    Oxbox:
    - replace stone skin with "Shatter": 20 energy, deals 8 damage, 85 % hit, speed 3 or 4, 50 % chance to destroy the item of the opponent
    - warhammer smash damage down 40 => 37
    - warhammer ram damage down 25 => 22

    Hero's Flagon:
    - change "on switch" with "when leaves play" in the description, since it also works when you get tossed out

    Omega Boosters:
    - 5x3 => 4x3

    Eva:
    - innate can proc when you or your opponent switches in
    - Searing Touch: 20 energy / speed 7 / 15 light damage / 70% proc 5 burn damage for 3 turns

    Amaya:
    - HP up 55 => 60

    Marvin:
    - depressive mood duration up 3 turns => 4 turns

    Phylactery:
    - if phyl doesn't proc a single time it explodes and deals 10 damage to the active enemy

    Valk Charm:
    - Immunity against speed reduction additional to +1 speed

    Sigil:
    - Deals 3 times x damage to the enemy when he leaves play, where x is 10% of the opponent's energy when he switches

    Caltrops:
    - Stops hit fleeing attacks and deals 10 damage when the enemy switches
    - or: stops a hit fleeing attack 80 % of the times and deals 12 damage on switches of the enemy

    Spyglass:
    - your attacks cannot miss and you can see your opponents team when the character with the spyglass is in play

    Chalice:
    - i run out of ideas *cries*. maybe 100 energy when you successfully switch out?
     
  4. Cerberus™

    Cerberus™ Member

    To all: Read the original post! Only one message a person!

    1. Sadie needs some buffs.

    2. Omega needs a small nerf to 4x3. Perhaps Prism too?

    3. Angelan's innate needs to be more useful and more fun: I like PC's idea

    4. Eva's innate should be changed into something more strategic: this one is very unreliable, and no fun imo.

    5. Rathbone should only trigger attacks for which his opponent would have enough energy at the start of the turn; however the energy should not be subtracted. This I propose because Rath's chance to trigger a power attack makes him a bit Popo-like: very luck based. His being used most of all cards in Saturday's tournament shows that he is very strong: he could do with a nerf, though this isn't even a huge nerf when you think about it, because his chance of a power attack is small to begin with.

    6. Some of the old items still need buffs to make then interesting.

    7. E's idea sounds good for 5-card, though it took me a while to understand what he meant. Ehhh, this is not an official comment! PC would kill me. Don't worry, I shall edit this out in a day or so.

    8. All hit rates between 95% and 100% should be changed to 100%.
     
  5. x1372

    x1372 Active Member

    Might as well throw in my thoughts. This is assuming 2.4 changes are in place. I'll admit to having way more knowledge of the original 20 than the newbies, but here's my thoughts anyway.

    Amaya: Seems good, will need to see how the new hits fleeing curse works but I'm assuming all is well here.

    Higashi: I'd really like to see sweep at 20 energy. Its just not terribly useful outside of corner cases, and making it energy neutral give it more corner cases to work with.

    Onimaru: Seems good with recent changes.

    Rumiko: I'd like to try the 60 en eviscerate 40 en ninjaport myself, but w/e. Cut the evis proc to 67% if you have to. Maybe increase the proc on her dart to 33%

    Yoshiro: All is well.

    Andromeda: Rain of Arrows to speed 4 maybe?

    Anex: Seems ok now. Maybe reduce enchant blade to 6 if she seems too good.

    Ashi: Like the changes, think she's good now.

    Helene: Seems fine, might be ok with the 40 en bash with a cooldown

    Phoebe: I dunno anymore. I'd still like deafening crack to hit fleeing (or hit incoming).

    Juju: Fine

    Popo: I'd like the kid to have 3 light defense but w/e.

    Tafari: Fine

    Ubuntu: Fine (?)

    Zina: Would prefer a 30% stun 55% bleed MC

    Ambrosia Thorn: Add immunity to cold/elemental

    Cain Solomon: Seems good

    Corneleus Constantine: Seems good

    Marquis Le Morte: Would like 100% tele proc, blood burn proc, and vamp touch hit %.

    Vanessa Voss: Seems good

    Auger Blackboot: Seems fine

    Balthezar Bomb-Britches: Seems fine

    Darla Cross: Iffy on this one. I'd like Quad Dagger to be dark to match poisoned dagger and be a different damage type from torpedo if that wouldn't make her too strong.

    Ranec Vest: Still don't know how this guy works too well, no recommendations here.

    Starbuck: Seems fine.

    Fallen Knight Rathborne: Until the game-crashing glitches are taken care of, I cant' imagine anyone really understanding his true strengths/weaknesses.

    Knight Bestor: Seems fine

    Knight Gunbjorn: Seems fine

    Knight Oxbox: Seems fine.

    Knight Wei-Shan: Still a big fat question mark for me.

    Angelan Seried D: Helped a lot by the recent changes... not sure yet.

    B9: Still not sure, seems reasonable.

    Gorbax-Mark 2: Seems fine, though very swingy.

    IBO-K9: I've always been iffy on this pup. I'd kinda like self-destruct to be cheaper just so its a threat if he does something other than yelp for a few turns. With a 55 energy self-destruct it might be reasonable to make his innate "cost 5 energy for 2 turns" rather than "free for 2 turns" just to give him just a tiny incentive to pass.

    MR-V1N: Maybe make depressive mood last a turn longer?

    Agatha De Grey: Seems fine

    Eva Bovary: Any chance searing touch and Kiss could be... differentiated a bit more?

    Margo Curie: Seems fine, though I'd prefer 65 en Hallu or 95% Hallu. 70 en 90% is just a bit too harsh.

    Sadie Trudeau: Still feels weak but I'm not sure what to change.

    Sophie Merovingian: Still iffy but seems fine.

    ---

    (will add items later)
     
  6. ChumpChange

    ChumpChange Well-Known Member Staff Member

    Omega Boosters: Damage down to 4 for 3

    Prism: Can only proc once per turn

    Ambrosia: Immune to cold/elemental damage as well

    Angelan: Innate to last 5 turns, Precision Strike to something nonphysical

    Sadie: Nether Vortex to 50 EN

    Anex: Enchant Blade down to +6

    Eva: Kiss crit up to 30%?

    Margo: Hallucination to 95% accuracy

    Popo: Fix Herbal Preparations bug, augh

    Marquis: Accuracy buffs, please

    Agathe: HP down to 65

    Rumiko: Definitely something, now that Girdle is super buffed
     
  7. MidKnight

    MidKnight New Member

    • Rumiko: 15 energy poison dart.
    • Ambrosia: Immune to elemental and cold as well.
    • MLM: accuracy buff to teleport and blood burn to 100%.
    • Balthazar: agree with PC there, dropping proc chance a bit would help a lot of chars. 85% seems fine.
    • Oxbox Warhammer smash damage to 38.
    • Angelan: like PC's idea as well.Don't like that it's yet another innate from "Switch in/Switch out" series though :p
    • Eva: Innate triggering when switching Eva in + when opponent switches his char in at 25% is a nice buff.
    • Margo: Hallucinogenic at 70 energy and 95%.
    • Sadie: Vortex 50 energy
    • Andromeda Crippling shot energy 25 and proc to 70%.Currently you rarely have a turn to spare to use it and it's too unreliable.
      And andro really needs a buff, she still gets destroyed by far range specialists too much..
    • CC Voidstream's debuff to last for 1 turn only.That way cards with 4-5 Dark resist can at least threaten switchouts more easily, as CC cannot afford to miss a turn not voidstreaming..Not a big nerf by any means IMO


    • Healing Salve: Quoting PC "+1 healing in and out of play & 20% to remove 1 debuff per turn"
    • Mindreader's Chalice: +15 damage on intercepts and regain 40 energy + immunity to "mind control" effects (HoH/WoC/Domi/Hallucinogenic/Gigaton Punch etc.)
      I don't like specific counters terribly much, but it would be a nice buff.
    • Totem: Quoting PC "+5 energy for range change or range change attacks"
    • Caltrops: A lot of cool suggestions.
      I'd suggest 11 or 12 damage + applying a debuff identical to Ranec's Le Chuck's curse on character which switches out for 5 turns, dealing same amount of damage if they switch back in.
    • Valkyrie's Charm: Quoting again "+1 speed and Immune to speed debuffs".
    • Phylactery: When character with phylactery dies, phylactery does 8 damage to every opponent.
    • Prism: Damage reduced to 5.
    • Flagon: Quoting Kata "change "on switch" with "when leaves play" in the description, since it also works when you get tossed out" + Removes 2 random debuffs.
    • Knight's Emblem: Not so great anymore especially when Prism got buffed.+5 HP as an additional effect.
    • Omega Boosters: 4x3 seems ok.
    • Periapt: Reduces bleed damage by half.Not very imaginative, but this item really needs a buff, maybe someone else will think of something better.
    • Sigil.Bleeding 2 damage per turn for 10 turns.
     
  8. lightshaver

    lightshaver Member

    Well time to toss in my thought
    I third EsIeX3's idea for bench attacks.

    Amaya: +5 hp

    Higashi: sweep at 20 energy.

    Rumiko: I have nothing right now

    Andromeda: Read below

    Ashi:Axe handle 35en

    Helene: 40 en bash

    Popo: 2 light res

    Zina: MC 30% stun 50% bleed

    Ambrosia Thorn: Add immunity to cold/elemental

    Marquis Le Morte: Vampiric touch spd 8
    Blood burn current + bleeding for 3 turns 4 damage

    Balt: Drop kick hit and proc both become 90 or 85.

    Darla Cross: Quad Dagger dark. posion blade 5 damage for 2 turns. Innate work on all enemys. Pilfer 100% hit and 35 en 10 damage.

    Angelan: still not sure yet but I like PC idea. Innate Sabatoge: All enemy moves cost double energy the turn Angelan switches in.

    Gorbax-Mark 2: 9x2 blo

    Eva Bovary: Pc idea. Searing Touch - 20 energy / speed 7 / 15 light damage / 70% proc 3 burn damage for 6 turns.

    Margo Curie: 65 en Hallu

    Sadie Trudeau: Nether Vortex need a change.


    ITEMS

    Phylactery:

    you survive with 1 hp 100% of the time, but you lose -60 energy, and it breaks

    Or Pc`s

    current version + Hits all foes for 8 dark damage if it doesn't proc a single time.

    Stoneheel: +5 energy for range change and the turn range is change your moves cost 5 less energy that turn

    Mindreader's Chalice: Holder is immune to mind control attacks (WoC, HoH, HypnoStare, Dominate, Hallu)

    Valk Charm: +1 speed and Immune to speed debuffs

    Healing Salve: PC idea again.
    +1 healing in and out of play & 20% to remove 1 debuff per turn.


    Prism: Damage reduced to 5 elemental.


    Omega Boosters: Reduce to 4 damage over 3 turns.

    Okay some more Ideas

    Sadie
    Nether Vortex
    Energy: 40
    Damage: None
    Speed: 4
    Hit: 100%
    Proc: 100%
    Type: Dark
    Range: Far
    Effect: For 5 turn when range is change Deal 5 elemental damage to the opponent deck.

    Ubuntu hp 75 => 80
    This below is just an Idea
    Rain dance
    Energy: 35
    Damage: None
    Speed: 3
    Hit: 100%
    Proc: 100%
    Type: Light
    Range: Both
    Effect: Rasie the cost of the opponent moves by 6 energy for 4 turns. Can`t be stacked. Effect the whole opponent`s team.

    Items:

    Spyglasses +15% to dodge to light and dark at far.

    Others
    Buff Eva innate to 40%
    Bezerk Lasers from 9x5 to 8x5
    Anchor Toss from 35 to 30 energy and The Old One Two from 20x2 to 19x2.
    Juju innate to 25%.
    Caltrops Deals 8 damage to opponents who switch out, and 8 damage to opponents who switch in.
    Ambro kiss hit rate 90 => 95%
    K9 hp 65 => 70
    Andromeda Please give her something because she is sad.
    Tomes 9 drain.
    Bracers 1/2/2

    Okay this time my suggetion is about changing Andro. I`m sorry If this is long But Andro need this change before patch 3.7 to get out of character spot #40. All of these will not be need but some of these can be used to buff andro.

    Andro hp 70 => 75 This one is a long Time coming I mean why do Every other monorangers have more hit points then she. Is because she fights for far? I mean she kinda a -10 point ashi right there for the opposite combat range.

    Innate 5 less enegry on range changes. so you telling me every 10 range changes I only used energy equal to 9 yay! Really It dose more but It just don`t helps enough.

    New innate: Andro gain 10 energy a turn unless she rested the perviosly turn. No infostalls makes her better more useful

    just another Idea when Andro come in the range is set to far.

    Crippling shot
    It`s not as good as you think. It like a popo move on a character that can`t afford luck so she need something more reliable

    Crippling shot
    Energy: 25
    Damage: 20
    Speed: 9
    Hit: 95% or 90%
    Proc: 70%
    Type: Physical
    Range: Far
    Effect: has a chance to disable range changing next turn.

    Or

    Crippling shot
    Energy: 25
    Damage: 17
    Speed: 6
    Hit: 90%
    Proc: 100%
    Type: Physical
    Range: Far
    Effect: causes the enemy's range changing costs to increase by 20 for 2 turns.
    Phoebes current Hamstring may have been to strong but this could just right mabye shift the numbers a little bit like efffect 20 => 10 or something.

    lightning arrow
    good move adjust if you feel nessercerry


    Rain of arrows
    Not bad just may need to be change like 10x4. Many players would like a proc and hit swicth. Archers do need to have good aim.
    Pc Idea
    8x3 physical with 90% proc for a 2nd attack of 8x3 physical vs 2nd benched card. Is also good.

    Trueshot okay this is the hard part I think trueshot failed as a nuke. i know your against take all slow moves out the game and belive me I love vamp kiss and pilebunker the way they is but andro can`t afford a slow nukes since she gets beat by many far characters. Cough *cc too*. I`m not agaisnt It`s speed since you won`t change it.

    Trueshot
    Energy: 50
    Damage: 34
    Speed: 2
    Hit: 100%
    Proc: 75%
    Type: Light
    Range: Far
    Effect: Can strike through another characters.

    This can breath new life into andro beautiful body now she can be in a aoe deck. like Gorbax/z-phase Zina/posion Andro/Sharping stone.

    Trueshot
    Energy: 45
    Damage: 40
    Speed: 2
    Hit: 100%
    Proc: 50%
    Type: Light
    Range: Far
    Effect: The opponent can`t change ranges for 2 turns

    This seem op but really andro ness this if she don`t need a 70 procs shot.

    All in all It takes balls to play andro before any changes. Because you will need them a lot. Playing andro is like a handicap. She useless at close get own at far by far fighters. the best thing she can says is I have 100% light interrupter or I hit fleeing good. I also pulled a post about andro. i hope she becomes tier 2. The new cards don`t help as much as you surspect. If anyone think this should be It`s own thread tell me.


    Take note of this.
    http://www.kongregate.com/forums/18/topics/85492?page=1#posts-1899372
     
  9. DredNicolson

    DredNicolson Active Member

    Reposting my dredcrazy (or maybe not-so crazy) item ideas here. Lightning Edit: Sorry for being the one to make this thread a 2-pager!

    Phylactery:
    When a physical or dark magic attack would kill you, 50% chance you survive with 1 hit point and take no further damage for the rest of the turn.

    Higher proc chance, but only procs on certain damage sources. Light attacks and DoTs could still finish the Phylactery user with no ressurection chance, if they are the killing blow.

    Chalice:
    When you successfully intercept, you gain full energy. When the opponent fails an intercept, he loses 50 energy.

    This Chalice doesn't put all the pressure on you to attempt intercepts to get any of its benefits. Note that the second effect would only proc on whiffed intercepts, not correct ones that were dodged by Rumi or Yoshi, etc.

    Caltrops:
    Deals 7 damage to opponents who switch out, and 7 damage to opponents who switch in.

    Sigil of Heartache:
    Opponents who switch out lose 50 energy and cannot regain energy for 2 turns.

    This would make each of the 'bad things happen when opponent switches out' items have a unique use.
     
  10. Edit: Ranks changed!

    I also recommend that we reset ranks when this goes live.
     
  11. Drakir

    Drakir Member

    General: Cold damage included among elemental damage.

    Characters

    Gorbax: Hp decreased 85->80.

    Zina: Stun chance down 40%->30%, possibly separate the bleed from the stun and increase its % to compensate.

    Amaya: Hp increased 55->60.

    Andromeda: Trueshot speed up 2->6.

    Marquis le Morte: All attacks to 100% accuracy.

    Ashi: Axe Handle energy cost down 40->35.

    Eva Bovary: Searing Touch energy cost down 25->20. Innate buffed to 50%.

    Sadie Trudeau: Demon Claws damage up 14x2->15x2.
    Demon Frenzy changed: speed 5, 40 energy, 90% hit, 10x2 damage, 90% chance to deal an additional 10x2 dark damage to a random opponent (including the active one).
    Nether Vortex energy cost down 55->50.

    Wei-Shan: Either Crippling Palm damage up 16->18 and Dashing Strike damage up 11x2->13x2 or increase hp 70->75.

    Ambrosia Thorn: Innate buffed to include elemental (and cold) damage. Vamp Kiss accuracy up 90%->95%. Spectral Choke accuracy up 95%->100%.

    Rumiko: Either Eviscerate energy cost down 65->60 or Poison dart energy cost down 20->10.

    Auger Blackboot: Word of Command energy cost down 45->40.

    Ubuntu: Hp increased 75->80.

    Starbuck: Anchor Toss energy cost down 35->30.

    Items

    Phylactery: Deal 8 damage to current opponent upon death unless it procs at least once.

    Mindreaders Chalice: Successful intercepts deal 50 damage, reveals opposing bench when brought into play.

    Omega Boosters: Damage down 5x3->4x3.

    Sigil of Heartache: Deals 2 damage per turn for 15 turns.

    Healing Salve: Either current effect + 20% chance to cure one debuff each turn or heals 1 hp every turn.

    Stoneheel Totem: Increase energy cost of changing the range or using a move which does so by 5.
     
  12. zakid

    zakid Member

    Here's the old list of mine:

     
  13. MidKnight

    MidKnight New Member

    Just wanted to say that I appreciate your efforts PureChance :p
    Let's hope Sirlin takes at least some of that stuff into account
     
  14. intreped

    intreped New Member

    Juju
    Increase innate debuff removal from 20% to 25%

    Marvin
    depressive mood from 3 turns to 4 turns

    Ubuntu
    Innate energy tax up from 5 to 6

    Marquis Le Morte
    teleport proc up 95 to 100

    Sadie
    Nether Vortex hits fleeing
    or
    Demon Frenzy - 7x3 Dark with 100% proc for 35 energy

    Rumiko
    Resistances up 2/0/0 to 2/1/1

    Stoneheel Totem
    +5 energy to change range or use range change attacks

    Healing Salve
    +1 healing in or out of play and 20% chance to remove debuffs

    Caltrops
    Deals 7 damage to opponents who switch out, and 7 damage to opponents who switch in.

    Sigil of Heartache
    Exactly what YRoC is now (makes the most sense given the name) EDIT: That is, deals 8 damage when you switch out and 8 damage when your opponent switches out.

    Yellow Rock
    Deals to your opponent 6 damage when you switch in and 6 damage when you switch out.

    Spyglass
    Attacks can't miss, +10% to dodge physical
     
  15. Purechance

    Purechance Member

    Oxbox:
    Kataphrakt - replace stone skin with "Shatter": 20 energy, deals 8 damage, 85 % hit, speed 3 or 4, 50 % chance to destroy the item of the opponent (requires additional programming)
    Kataphrakt - warhammer smash damage down 40 => 37
    Kataphrakt - warhammer ram damage down 25 => 22
    MidKnight - warhammer smash damage down 40 => 38
    Purechance - Replace Stoneskin with Jagged Ground: 15 energy version of Le Chuck's Curse OR
    Purechance - Change Stoneskin from +6/+1/+1 to +4/+3/+2 and make it last one additional turn (or the same as Oni Spirit since it is the reverse of Oni's buff +2/+3/+4)

    Rathbone:
    Cerebus - should only trigger attacks based on available enemy energy (requires additional programming)
    Zakid - Reckless Fire should deal 4 typeless damage to his own bench

    Wei-Shan
    Drakir - Crippling Palm from 16 to 18 and Dashing Strike damage up 11x2->13x2 OR
    Drakir - increase hp 70->75
    Purechance - Dashing Strike damage up 11x2 to 12x2 OR Whirlwind Hits Fleeing
    Zakid - Innate healing from 4 to 5
    Zakid - Crippling Palm from 16 to 18

    Balthazar:
    Kataphrakt - the description of load cannon doesn't tell you that the buff is unremovable
    Kataphrakt - drop kick proc reduced to 85 %
    MidKnight - Drop Kick from 100% to 85% proc
    PureChance - Drop Kick from 100% to 85% proc

    Darla:
    lightshaver - Quad Dagger from physical to dark damage

    Auger
    Drakir - Word of Command from 45 to 40 energy
    PureChance - Word of Command from 45 to 40 energy with 1 turn cooldown
    Zakid - Word of Command from 45 to 40 energy with 1 turn cooldown

    Starbuck
    Drakir - Anchor Toss from 35 to 30 energy
    Zakid - The Old One Two from 20x2 to 19x2
    lightshaver - Anchor Toss from 35 to 30 energy
    lightshaver - The Old One Two from 20x2 to 19x2

    Angelan:
    Cerebus - Change innate - double enemy energy costs the turn Angelan switches in (requires additional programming)
    Chumpy - Change innate to last 5 turns.
    Chumpy - Make Precision Strike something nonphysical
    MidKnight - Change innate - double enemy energy costs the turn Angelan switches in (requires additional programming)
    lightshaver - Change innate - double enemy energy costs the turn Angelan switches in (requires additional programming)

    B9
    Zakid - Bezerk Lasers from 9x5 to 8x5
    lightshaver - Bezerk Lasers from 9x5 to 8x5

    Ibo-K9:
    Kataphrakt - self destruct damage up 50 => 55
    x1372 - change innate to reduce maneuver cost by 45 energy for 2 turns.
    Zakid - self destruct damage up 50 => 55
    lightshaver - HP from 65 to 70

    Gorbax
    lightshaver - Death Blossom from 10x2 to 9x2
    Drakir - Health from 85 to 80
    PureChance - Health from 85 to 80

    Marvin:
    Kataphrakt - depressive mood from 3 turns to 4 turns
    x1372 - depressive mood from 3 turns to 4 turns
    intreped - depressive mood from 3 turns to 4 turns

    Zina:
    Kataphrakt - MC: stun chance 40% to 30% / bleed 40% to 55%
    x1372 - MC: stun chance 40% to 30% / bleed 40% to 55%
    lightshaver - MC: stun chance 40% to 30% / bleed 40% to 50%
    Drakir - MC: stun chance 40% to 30% / possibly increase bleed %
    Purechance - MC: stun chance 40% to 30% / bleed 40% to 50%
    Zakid - MC: stun chance 40% to 30% / bleed 40% to 50% OR 25% stun/40% bleed. Increase MC to 4 turns.

    Popo:
    x1372 - increase light resistance from 1 to 3
    lighshaver - increase light resistance from 1 to 2
    Purechance - Poison Dart - 20 energy / speed 7 / close&far / 90% to hit / 10 dark damage / 75% proc for 5 poison damage for 3 turns.
    Purechance - Herbal Remedy - 35 energy / speed 6? / close&far / 100% to hit / Gain Herbal Poison for 3 turns + 75% to heal 10 health.

    Ubuntu
    Drakir - Hp from 75 to 80
    intreped - increase innate from 5 to 6 extra energy cost
    lightshaver - Hp from 75 to 80
    lightshaver - change rain dance - energy 35 / speed 3 / 100% to hit and proc / both ranges / raises cost of any opponent action by 6 energy for 4 turns. Can not stack. Effects entire enemy team (requires additional programming)

    Juju
    Purechance - Increase Innate Debuff removal from 20% to 25%
    intreped - Increase Innate Debuff removal from 20% to 25%
    lightshaver - Increase Innate Debuff removal from 20% to 25%

    Marquis Le Morte:
    Kataphrakt - vampiric touch hit rate up 98 => 100
    Kataphrakt - teleport proc up 95 => 100
    x1372 - blood burn to 100% proc
    x1372 - vampiric touch hit rate up 98 => 100
    x1372 - teleport proc up 95 => 100
    Chumpy - accuracy buffs please
    MidKnight - teleport and blood burn to 100% proc
    lighshaver - Vamp Touch to speed 8
    lighshaver - add 2 damage for 3 turns to blood burn
    Drakir - increase all attack to 100% accuracy
    Purechance - Vamp Touch to-hit from 98% to 100%
    Purechance - Vamp Touch to-proc from 100% to 98%
    intreped - teleport proc up 95 => 100

    Ambro:
    Kataphrakt - Inniate: Immunity against poison, burn, elemental damage (cold damage should be included in elemental)
    x1372 - Inniate: Immunity against poison, burn, elemental damage (cold damage should be included in elemental)
    MidKnight - Inniate: Immunity against poison, burn, elemental damage (cold damage should be included in elemental)
    lighshaver - Inniate: Immunity against poison, burn, elemental damage (cold damage should be included in elemental)
    lighshaver - Kiss from 90% to 95% to hit
    Drakir - Inniate: Immunity against poison, burn, elemental damage (cold damage should be included in elemental)
    Purechance - Inniate: Immunity against poison, burn, elemental damage (cold damage should be included in elemental)

    Andromeda:
    Kataphrakt - trueshot ignores defences
    Purechance - Rain of Arrows: 8x3 physical with 90% proc for a 2nd attack of 8x3 physical vs 2nd benched card
    Zakid - ROA - add 1 turn -2 speed debuff OR crippling arrow to 15 energy
    lighshaver - please give her something

    Anex:
    Kataphrakt - enchant blade damage bonus down 8 => 6
    x1372 - enchant blade damage bonus down 8 => 6
    Chumpy - enchant blade damage bonus down 8 => 6
    Zakid - enchant blade damage bonus down 8 => 5

    Ashi:
    lighshaver - Axe Handle to 35 energy
    Drakir - Axe Handle to 35 energy

    Helene:
    Kataphrakt - shield bash speed 7 and 40 energy, but 1 turn cooldown
    x1372 - shield bash 40 energy, but 1 turn cooldown
    lighshaver - shield bash 40 energy
    Purechance - shield bash 40 energy, but 1 turn cooldown

    Rumiko:
    Kataphrakt - Eviscerate 60 energy and ninja port 40 energy
    Kataphrakt - poison dart proc 25% => 33%
    Kataphrakt - Resistances up 2/0/0 => 2/1/0
    x1372 - Eviscerate 60 energy and ninja port 40 energy
    x1372 - poison dart proc 25% => 33%
    Chumpy - definitely something
    MidKnight - Eviscerate 60 energy (65% proc) and ninja port 40 energy
    MidKnight - poison dart proc 25% => 30%
    lighshaver - definitely something
    Drakir - Evis to 60 energy OR Poison to 10 energy
    PureChance - poison dart from 20 to 10 energy
    PureChance - Resistances 2/0/0 to 2/1/1
    Intreped - Resistances 2/0/0 to 2/1/1

    Amaya:
    Kataphrakt - HP up 55 => 60
    lighshaver - HP up 55 => 60
    Drakir - HP up 55 => 60
    PureChance - HP up 55 => 60

    Higashi:
    x1372 - sweep to 20 energy
    lighshaver - sweep to 20 energy

    Eva:
    Kataphrakt - innate can proc when you or your opponent switches in
    Kataphrakt - Searing Touch: 20 energy / speed 7 / 15 light damage / 70% proc 5 burn damage for 3 turns
    Cerebus - Eva's innate should be more strategic
    Chumpy - Kiss Crit to 30%
    MidKnight - innate can proc when you or your opponent switches in
    lighshaver - Searing Touch: 20 energy / speed 7 / 15 light damage / 70% proc 3 burn damage for 6 turns
    lighshaver - Innate to 40%
    Drakir - Innate to 50%
    Drakir - Searing Touch to 20 energy
    PureChance - innate can proc when you or your opponent switches in
    PureChance - Searing Touch: 20 energy / speed 7 / 15 light damage / 70% proc 6 burn damage for 3 turns
    Zakid - Innate can proc when she switches out
    Zakid - Kiss Crit to 50%

    Margo:
    x1372 - change Incense to 65 energy or 95% to hit
    Chumpy - change Incense to 95% to hit
    MidKnight - change Incense to 95% to hit
    lighshaver - change Incense to 65 energy
    PureChance - change Incense to 65 energy (if offset somehow)

    Agathe:
    Chumpy - Health from 70 down to 65

    Sadie:
    Kataphrakt - demon frenzy deals 20 damage to the active character and 20 damage to a random character, speed 6
    Kataphrakt - Demonic revelry gives a 70% chance to do 5x2 bleeding instead of the 30% damage buff
    Kataphrakt - claws damage 14x2 => 15x2
    Kataphrakt - nether vortex deals 15 damage to enemies when they switch while it is active (requires additional programming)
    Cerebus - needs changes
    x1372 - needs changes
    Chumpy - Nether to 50 energy
    MidKnight - Nether to 50 energy
    lightshaver - change Nether Vortex 40 energy / speed 4 / 100% to hit and proc / far / for 5 turns, deal 5 elemental damage to enemy team when range is changed (requires additional programming)
    Drakir - claws damage 14x2 => 15x2
    Drakir - Demon Frenzy changed: speed 5, 40 energy, 90% hit, 10x2 damage, 90% chance to deal an additional 10x2 dark damage to a random opponent (including the active one).
    Drakir - Nether to 50 energy
    PureChance - Demon Frenzy: 15x2 dark plus 80% proc for a second 15x1 dark attack vs random foe
    PureChance - Demon Claws: from 14x2 to 15x2 physical damage
    PureChance - Nether Vortex: keep at 55 energy. Add hits fleeing.
    Zakid - Nether to 50 energy
    Zakid - +1 or +2 light resistance
    intreped - Nether Vortex: keep at 55 energy. Add hits fleeing OR
    intreped - Demon Frenzy 35 energy / 7x3 dark / with 100% proc for 2nd 7x3 attack vs random foe?

    Stoneheel Totem: (requires additional programming)
    Kataphrakt - +5 energy to change range or use range change attacks
    MidKnight - +5 energy to change range or use range change attacks
    lightshaver - +5 energy to change range or use range change attacks
    Drakir - +5 energy to change range or use range change attacks
    Intreped - +5 energy to change range or use range change attacks

    Healing Salve:
    Kataphrakt - +1 healing in or out of play and 20% chance to remove debuffs
    MidKnight - +1 healing in or out of play and 20% chance to remove debuffs
    lightshaver - +1 healing in or out of play and 20% chance to remove debuffs
    Drakir - +2 healing in play and 20% chance to remove debuffs OR heal +1 in or out of play
    Purechance - +1 healing in or out of play and 20% chance to remove debuffs
    Intreped - +1 healing in or out of play and 20% chance to remove debuffs

    Mindreader's Chalice: (requires additional programming)
    Kataphrakt - still not sure what to do
    MidKnight - +15 damage on intercepts and regain 40 energy + immunity to "mind control" effects
    lightshaver - immunity to "mind control" effects
    DredNicolson - When you successfully intercept, you gain full energy. When the opponent fails an intercept, he loses 50 energy.
    Drakir - Successful intercepts deal 50 damage, reveals opposing bench when brought into play

    Omega Boosters:
    Kataphrakt - 5x3 => 4x3
    Cerebus - 5x3 => 4x3
    Chumpy - 5x3 => 4x3
    MidKnight - 5x3 => 4x3
    lightshaver - 5x3 => 4x3
    Drakir - 5x3 => 4x3
    Purechance - 5x3 => 4x3
    Zakid - 5x3 => 5x2

    Prism:
    Chumpy - can only proc once per turn
    MidKnight - reduce damage from 6 to 5
    lightshaver - reduce damage from 6 to 5

    Phylactery:
    Kataphrakt - if phyl doesn't proc a single time it explodes and deals 10 damage to the active enemy (requires additional programming)
    lightshaver - when you die, 100% resurrect with 1hp and -60 energy. Item breaks. (requires additional programming)
    DredNicolson - When a physical or dark magic attack would kill you, 50% chance you survive with 1 hit point and take no further damage for the rest of the turn. (requires additional programming)
    Drakir - if phyl doesn't proc a single time it explodes and deals 8 damage to the active enemy (requires additional programming)
    Purechance - make it a clone of coffin nails

    Valk Charm:
    Kataphrakt - Immunity against speed reduction additional to +1 speed
    MidKnight - Immunity against speed reduction additional to +1 speed
    lightshaver - Immunity against speed reduction additional to +1 speed
    Purechance - Immunity against speed reduction additional to +1 speed

    Sigil:
    Kataphrakt - Deals 3 damage for each 10 energy the enemy has when he leaves play (requires additional programming)
    DredNicolson - Opponents who switch out lose 50 energy and cannot regain energy for 2 turns. (requires additional programming)
    Drakir - Deals 2 damage per turn for 15 turns
    Purechance - Deals 2 damage per turn for 10 turns
    Zakid - 40% to dodge intercept attempts
    intreped - Deals 8 damage to opponents when you or they switch out

    Caltrops:
    Kataphrakt - Stops hit fleeing attacks and deals 10 damage when the enemy switches (requires additional programming)
    Kataphrakt - or: stops a hit fleeing attack 80 % of the times and deals 12 damage on switches of the enemy (requires additional programming)
    MidKnight - 12 damage + applying a debuff identical to Ranec's Le Chuck's curse for 5 turns (requires additional programming)
    DredNicolson - Deals 7 damage to opponents who switch out, and 7 damage to opponents who switch in.
    Zakid - +5 damage on range change (requires additional programming)
    intreped - Deals 7 damage to opponents who switch out, and 7 damage to opponents who switch in.
    lighshaver - Deals 8 damage to opponents who switch out, and 8 damage to opponents who switch in.

    Spyglass:
    Kataphrakt - your attacks cannot miss and you can see your opponents team when the character with the spyglass is in play (requires additional programming)
    intreped - your attacks cannot miss and +10% to dodge physical attacks
    lighshaver - +15% to dodge light or dark attacks at far

    Hero's Flagon:
    Kataphrakt - change to "when leaves play"
    MidKnight - change to "when leaves play" + removes 2 debuffs

    Periapt:
    MidKnight - Reduce bleed damage by half (requires additional programming)

    Yellow Rock of Cowards
    Purechance - Deals 4 damage when you switch out, 8 damage when your opponent switches out, and 16 damage on dual switches.
    intreped - Deals 6 damage to opponent when you switch in, and Deals 6 damage to opponent when you switch out

    Tomes
    lighshaver - increase drain from 8 max to 9 max

    Bracers of Righteousness
    lighshaver - change to +2/+1/+2
     
  16. Shebn

    Shebn New Member

    you want tiger claws to be Ubuntu's old innate on a stick that also affects intercepts?

    Does that not seem a little too powerful?
     
  17. Purechance

    Purechance Member

    This thread is for posting the changes you would like to have made only. Since suggestions are getting buried and lost too quickly with each new update.

    Only ONE post per person.

    This thread is NOT for discussions.

    Please DO NOT comment on other people's suggestions.

    Please discuss possible changes in the various balance threads.

    Please post a brand new list each time when you want to change your recommendations and 'edit-delete' your original post. This will keep the post on the first page and reduce the amount of confusion by not having twenty different lists posted by the same person.
     
  18. TruePurple

    TruePurple New Member

    I assume your going to delete that post in a bit too, right pure chance?

    Blue named ones are links to specific decision threads on the idea.

    Darla Cross:

    Her parrot steal attack should have perhaps like a 80% chance of hitting and a 85% chance of proc/stealing.

    Stealing items is very powerful. She can modify either with the the egg or the spyglass. Though she can't get 100% of both unless facing a fellow pirate with those items, or someone with the crane item.

    Yellow Rock of Cowards:
    Does 12 damage to your opponent every time you attempt to switch out, even if you fail.

    Tiger's Claw:

    Starbuck, the Strapping First Mate:
    Needs his increased crit chances percentages specified and 'the old one, two' attack needs its text modified to not confusingly say that it has a high crit chance when it has no higher crit chance then any of starbucks other attacks.

    Caltrops

    Does its damage every time a opponent attempts a switch out, whether successful or not.

    VV's special give 1, 1.5, or 2 damage per dark attack of the target, rather then equal to the targets dark defense.
     
  19. vasifan

    vasifan New Member

    I cant have an oppinion about knights.

    Balthazar:
    Dropkick 35 energy

    Darla:
    1/5 or 2/5 of the items cant be stolen/crashed.

    Auger
    Word of Command from 45 to 40 energy.
    Innate disables all physical, or all dark, or all light depending on what hit him.

    Starbuck
    Anchor Toss from 35 to 30 energy
    The Old One Two from 20x2 to 19x2

    Angelan:
    No oppinion.

    B9
    Robot?

    Ibo-K9:
    Cool moves^^

    Gorbax
    Pewpew.

    Marvin:
    Emo-bot.

    Zina:
    MC: No duration buff. 10 energy. Each time it is cast it adds to zinas attacks 1 bleed damage for 4 turns + 10% chance to stun.
    With 2 buffs she has 8 bleed over 4 turns + 20% stun... etc.

    Popo:
    +1 PureChance
    Purechance - Poison Dart - 20 energy / speed 7 / close&far / 90% to hit / 10 dark damage / 75% proc for 5 poison damage for 3 turns.
    Purechance - Herbal Remedy - 35 energy / speed 6? / close&far / 100% to hit / Gain Herbal Poison for 3 turns + 75% to heal 10 health.

    Ubuntu
    Hp from 75 to 80

    Juju
    Go with the wave. 25% Innate.

    Marquis Le Morte:
    Proc of teleport and Boodburn 100%

    Vanesa Voss:
    Ray of light adds 20% miss debuff.

    Ambro:
    Go with the wave.

    Andromeda:
    Make Anex's Power Toss Light.

    Anex:
    Enchant blade: 8->6 Damage. 100% hit/proc even with debuffs.
    Power Toss: Light Damge. (And maybe tone it done a bit.)

    Ashi:
    Power Swing -> Intimidating Shout: Dark small damage/Both ranges/Average speed/Low energy/% Forces a switch.

    Helene:
    Shield bash: Go with the wave.
    Enchant blade: 100% Hit/Proc even with debuffs.

    Phoebe:
    Hamstring +1-2 Damage, Crack +1 Damage, Power Lash has separate chance to confuse.

    Onimaru:
    AS: 100% Hit/Proc even with debuffs.

    Rumiko:
    Kataphrakt - Eviscerate 60 energy
    Resistances up 2/0/0 => 2/1/0
    Nerf Girdle.

    Amaya:
    HP 55->60

    Higashi:
    Sweep to 20 energy
    Take 1-2 damage from OP.

    Cant comment Witches.

    Stoneheel Totem: (requires additional programming)
    Go with the wave.

    Healing Salve:
    Go with the wave.

    Mindreader's Chalice:
    No idea.

    Phylactery:
    Cant think anything original.

    Valk Charm:
    Go with the wave.

    Caltrops:
    Mybe damage to Switch in (8)+ to Range change (5)

    Spyglass:
    +1 to Kataphract.

    Yellow Rock of Cowards
    Let it be.

    Tomes
    Let it be.
     
  20. Buzz4rd

    Buzz4rd New Member

    ok i only suggest changes on the official released cards cause i did not play enough games in the beta to judge all the new cards.

    andromeda:
    -rain of arrows: hit rate->98%
    -crippling shot ->covering fire 55 energy, 8 speed 14x2 physical damage 70proc. high chance to allow andromeda to leave the battle/switch out. works like toss/swing but you can chose whom to switch in.

    cain:
    -rush of bats: rit rate->95%

    mlm:
    -teleport: energy cost->30
    -health->65

    onimaru:
    -anestral spirit: energy cost->30; duration-> 10 turns; change resistances to +2/+2/+2

    starbuck:
    -the old one, two: speed-> 7

    balthazar:
    -drop kick: energy-> 35
    -drop kick: damage-> 12

    zina:
    -mistress command: energy-> 40

    auger:
    -rapid fire pistol: speed-> 8

    phylactery:
    -70% to reincarnate with 1 health and 30 additional energy. breaks afterwards.

    mindreader:
    -every (not successful)interception: energy-> +10


    more suggestions may be added.

    edit: changed phylactery
    edit II: changed crippling shot; clarified mindreaders change
     
  21. agroagro2

    agroagro2 New Member

    Edited apr 23rd
    Edited may 12

    *for edited take notice.
    Bold in quote are my comments
    Im a rando and heres my take on things

    *Corn change innate to only stop changes to damage and speed. Sole motivation for this is to make the mirror match tolerable. There arnt all that many def debuffs anyways. So I dont think this change will ruin him.

    Zina: 40%->30% last 4 turns

    Amaya: 95% proc on innate (with message in log)

    Andromeda: fine imo

    Marquis le Morte: no character should be all 100% hits without buffs. Add a low damage burn effect to blood burn. 6 damage eont. raise energy cost to 5

    - Make physical armor 3.

    Ashi: Axe Handle energy cost down 40->25. I see no reason for it to be so much worse then rising dragon.

    Ambrosia Thorn: Innate buffed to include elemental (and cold) damage. This isnt my idea but I think it makes sense

    Ubuntu: Maybe tiger claws 5x4->6x4

    Starbuck: Old one two 20x2->19x2
    gigaton punch damage up 40->44. energy cost up 50->55

    Phylactery: 30% chance to save life: if this triggers character gains unremoveable "lich" debuff causing all moves to cost 10(15?) energy more and -1 speed. This debuff can stack.

    Mindreaders Chalice: Same but also when you make an intercept you receive a -2 damage like tiger claws.

    - another idea is a 5-10 energy cost added to enemies intercept.

    Healing Salve: Id vote no debuff removal. but yes for a 50% chance to remove poison (rolled once per poison debuff).

    Stoneheel Totem: Increase energy cost of changing the range or using a move which does so by 5. sounds good but a pain to program. Not my idea but i second it.

    *Ranec: Armor 3 physical 2 light. mostly light because his innate is already cancel by light damage there is no need for him to get toally owned as well.
    -Ghostly touch changed to a end of turn energy drain debuff (instead of being tied to attacks).

    - Drop two sword slash to 35 energy

    Anex: Enchant damage down 8->5

    Phoebe: Whip damage 5->7 hits fleeing

    Popo: Poison Dart damage up 5->10. poison damage down 10->5.

    -Instead of adding poison turn it towards its healing aspect. 50% chance of heal 30% chance to remove all debuff 20% chance to make immune to debuffs for 1 turn. add cant be used 2 turns in a row. These procs would have a huge impact in the mirror match.
     
  22. Shebn

    Shebn New Member

    Amaya: I can see the argument for the log but why 95%? Amaya is presently balanced. Amaya's innate already has a good chance to do nothing since it frequently disables abilities that are off range, etc.

    MlM: a damaging BB is really powerful against Mono-rangers. 3 physical armor would be a huge buff. Either of these changes would make MlM OP.

    Ashi: Balance characters, not moves. Ashi is slightly underpowered, but I think there are better Buffs. I think BS should be speed 6, just to give her unvalked options vs. CC.

    Ambro: Is pretty strong right now. I don't think we should buff her.

    Phylactery: I don't want to see a version of phylactery that would encourage more people to play it unless you remove the whole, "sometimes this character doesn't die when you kill him because the RNG hates you."

    Ranec: He isn't as weak as you seem to think. The only buff I might give him is make TSS 35 energy. It used to be 18X2 and was OP, particularly against the witches. At 17X2, it doesn't have much 2HKO potential, so I could see it at 35, where you can range change and get two TSS, or PS and follow with two TSS.

    Popo: You're trying to unrandomize Popo. I hate Popo poison damage because it is so swingy, but this change would just make Popo bad, instead of random, which isn't good either.

    Herbal Remedy: It's already a powerful item in the current meta, imo. Any buffs would make it OP. Since all of the Amazons have some range dancing, they stay in a little longer on average. 3 HP a turn really adds up.
     
  23. Purechance

    Purechance Member

    This thread is for posting the changes you would like to have made only. Since suggestions are getting buried and lost too quickly with each new update.

    Only ONE post per person.

    This thread is NOT for discussions.

    Please DO NOT comment on other people's suggestions.

    Please discuss possible changes in the various balance threads.

    Please post a brand new list each time when you want to change your recommendations and 'edit-delete' your original post. This will keep the post on the first page and reduce the amount of confusion by not having twenty different lists posted by the same person.
     
  24. 2Sexy

    2Sexy New Member

    I suggest making the less used cards more special for players who enjoy using unorthodox playing styles. This gives more variety to the game.

    mindreader's: do +35 damage and full energy back per succesful intercept, do 20 damage to self for unsuccessful intercept. (or 25 damage to self if you think that's too powerful)

    amaya: health: 45
    ninjaport: speed 9

    popo: slingshot: 40 percent hit rate, crits for x5 damage, 35 energy, 9 speed
     
  25. MidKnight

    MidKnight New Member

    I agree.
    This man knows his balance
     
  26. Amgard

    Amgard New Member

    I suggest replacing Higashi's innate to something like Helene's Sword Slash's proc. 30% to regen 25 energy per turn would be cheap in a lot of ways, but Higashi's energy game is pretty weak currently and he has to rely on taking less risks to be an effective character. This would allow him better opportunities to use his dual-range capabilities in response to switches, and he always has a viable option even if the opponent switches out on his attack, so he isn't worn out of energy too quickly.

    Also a scroll can be put on him to allow him to go far, dash, and have a 30% chance to threaten with a Chiblast the next turn. If 25 is too high, 20 could work too and avoid a strategy like that. But as it is, I feel Higashi's biggest fault is that his innate doesn't help his energy problem. This would make him similar in lines to Yoshiro without being a copy. Also it fit more with the flavour of the character.

    tl;dr: Hig is a wrecking ball right now. He should be a steamroller :)
     
  27. tinkady

    tinkady New Member

    how about this new moveset for amaya?

    shadow wrath and shadow curse stay the same
    ninja port: +2 speed (now 7)
    dark chi blast -15 energy (now 55), -20 damage (now 35), +1 speed (now 7), switches close

    basically the new chi blast+faster ninja port would let him do his multihit thang while being really annoying and being able to switch ranges and possibly interrupt whenever he wants to...could be interesting with his innate too. chi blast would go well with scroll

    is this too OP? not powerful enough? i think the added capabilities would more than make up for him losing his nuke. we could make his switching moves have speed 8, but that would probably be too fast
     
  28. firewind

    firewind Member

    Chalice:
    - while you rest, interrupt opponent's switch-out attempt.

    Onimaru:
    - ancient curse speed 3=>7, i want to be able to suicide him in last turn to setup rumiko or darla

    Darla:
    - torpedo change to light or quad dagger to dark, she have huge problem against Tafari.

    Ranec:
    - ghostly touch 90% hit, 100% proc
    - le chuck's curse physical => dark, i mean why the heck should a curse move trigger leaf trap?

    Bestor:
    - pyroclasm interrupt 33% -> no interrupt. This simplify everything.

    Helene:
    - resis 8/5/0 => 8/3/0 or 6/4/0, as it stands now Phoebe can't crack herbal Helene's armor at all

    Balth:
    - fire cannon splash damage to bench characters => other characters on the same team
    (this prevent Rathbone dominate him using fire cannon doing 62+10 splash to one character on the bench)


    IBO-K9:
    - self destruct splash damage 10 => 12 elemental bypass armor damage
    - self destruct splash damage to bench characters => other characters on the same team
    (this prevent Rathbone dominate him using self destruct doing 50+10 splash to one character on the bench)

    Gorbax:
    - omega missile splash damage 10 => 12 bypass armor damage
    - omega missile accuracy 45 => 50
    - omega missile splash damage to bench characters => other characters on the same team
    (this prevent Rathbone dominate him using omega missile doing 65+10 splash to one character on the bench)

    MR-V1n:
    - hp 70 => 75?
    - switch out drain 40 => 30 energy?

    Capacitor:
    - bench damage 5 => 6, helps Mr-V1N and Angelan

    Marquis:
    - life drain accuracy 94 -> 100, every game breaker is when he misses this; there's a risk of letting opponent go first and crit kill so this is justified.
    - teleport proc 95 -> 100
     
  29. agroagro2

    agroagro2 New Member

    While a interesting idea. I dont think an old mans innate should be gaining random bursts of energy.

    sorry about dbl post; chance
     
  30. Amgard

    Amgard New Member

    You've never seen wise old kung fu masters in action :)
     
  31. Purechance

    Purechance Member

    This thread is for posting the changes you would like to have made only. Since suggestions are getting buried and lost too quickly with each new update.

    Only ONE post per person.

    This thread is NOT for discussions.

    Please DO NOT comment on other people's suggestions.

    Please discuss possible changes in the various balance threads.

    Please post a brand new list each time when you want to change your recommendations and 'edit-delete' your original post. This will keep the post on the first page and reduce the amount of confusion by not having twenty different lists posted by the same person.
     
  32. Sefthuko

    Sefthuko Member

    Look who's talking :p
     
  33. Red Jackdaw

    Red Jackdaw New Member

    Andromeda: Crippling shot damage 20 > 15, proc rate 50%>75%
    Ashi: Axe handle cost 40>35, or damage 20>25
    Juju: Innate 20% debuff > 25% debuff
    Popo: Slingshot hit rate 60%>66% (33% miss, hit and hit+crit)
    Voss: Ray of light 45 damage > 48 damage
    Phlactery: Change to > Costs 50 energy to activate when you die.
    Auger: Captains mirror 90% > 95%
    Ranec Vest: Double slash energy 40>35
    Ranec Vest: Le chucks curse damage 10>12
    Darla cross: Parrot pilfer energy 40>35
    Balthazar: Drop kick proc 100>85, or hit rate 100>80
    Sextant: 50% > 60% (More of an advantage to user)

    Have a total movement choice time for each player of 6 or 7 minutes (When you move, your move timer counts down), rather than a 30 second timer each time.
     
  34. Amgard

    Amgard New Member

    Have another suggestion. Yoshiro's innate doesn't really contribute to flavour, nor does it have an effective use in strategy. I think Yoshiro's innate should be changed. While it's a bit of a longshot for balance issues, I think Yoshiro should have a chance (10% or so?) to get a free range change each turn. While his energy game is already quite good, it works by threatening the opponent into making an unwise range change (Yoshi can threaten mono-rangers) thus controlling the energy game more effectively. Yoshi is a finisher moreso than anything, so his innate is currently VERY ineffective for what he does. The random chance of a free range change gives him the ability to push weak characters up against the wall.
     
  35. Purechance

    Purechance Member

    This thread is for posting the changes you would like to have made only. Since suggestions are getting buried and lost too quickly with each new update.

    Only ONE post per person.

    This thread is NOT for discussions.

    Please DO NOT comment in this thread on other people's suggestions.

    Please discuss possible changes in the various balance threads.

    Please post a brand new list each time when you want to change your recommendations and 'edit-delete' your original post. This will keep the post on the first page and reduce the amount of confusion by not having twenty different lists posted by the same person.
     
  36. TruePurple

    TruePurple New Member

    Hypocritical poster spamming posts saying only 1 post per person.

    Purechance, your hypocrisy of spamming posts saying "only one post per person" and other multiple posts too, is getting on my nerves.

    If you want to post telling others only one post per person, delete every other post where you have done that first! And have one post yourself, plus maybe a post saying one post per person, title post should be sufficient if you make another post at the end telling people one post per person, delete it after awhile when you are sure the other person received your message.

    The person who's breaking the rule you established for your thread the most, is purechance herself!
     
  37. lightshaver

    lightshaver Member

    Well time to toss in my thought
    I third EsIeX3's idea for bench attacks.

    Amaya: +5 hp and + 1 physcal defefence

    Higashi: sweep at 20 energy.

    Rumiko: I have nothing right now

    Andromeda: Read below. Please give her something because she is sad.

    Ashi: Axe handle 35en

    Helene: 40 en bash and -1 light.

    Zina: MC 30% stun 50% bleed

    Ubunutu: Some thing small.

    Juju: innate to 25%

    Ambrosia Thorn: Add immunity to cold/elemental

    Marquis Le Morte: Vampiric touch spd 8
    Blood burn current + bleeding for 3 turns 4 damage

    Balt: Drop kick hit and proc both become 90 or 85%.

    Darla Cross: Quad Dagger dark. posion blade 5 damage for 2 turns. Innate work on all enemys. Pilfer 100% hit and 35 en 10 damage.

    Starbucks: Anchor Toss from 35 to 30 energy and The Old One Two from 20x2 to 19x2.

    B9: Bezerk Lasers from 9x5 to 8x5

    K9 hp 65 => 70

    Eva Bovary: Pc idea. Searing Touch - 20 energy / speed 7 / 15 light damage / 70% proc 3 burn damage for 6 turns.
    Or delete kiss for a new move.
    Innate works if opponent switch in.

    Margo Curie: 65 en Hallu

    Sadie Trudeau: Nether Vortex need a change. Also 9x4 demon frezey and demon claws damage up 15 x 2.


    ITEMS

    Phylactery: Well actaully by calculation it only abot 3 time as effective as the old Phylacatery.
    It`s broke rate is high so you may only get one.
    Half of the time not none.
    The opponent can plan a little better for it.

    Chance of working once: 50%
    (Current phyl = 30%)
    Chance of working twice if 70% break: 50% * 30% * 50% = 7.5%
    Chance of working twice if 80% break: 50% * 20% * 50% = 5%
    (Current phyl = 30% * 30% = 9%)
    Chance of working three times if 70% break: 50%30%50%30%50% = 1.125%
    Chance of working three times if 80% break: 50%20%50%20%50% = 0.5%
    (Current phyl = 2.7%).

    I owe credit to feff.

    Caltrops Deals 8 damage to opponents who switch out, and 8 damage to opponents who switch in. Or just 15 to the person that switch in.

    Stoneheel: +5 energy for range change and the turn range is change your moves cost 5 less energy that turn

    Mindreader's Chalice: Holder is immune to mind control attacks (WoC, HoH, HypnoStare, Dominate, Hallu)

    Valk Charm: +1 speed and Immune to speed debuffs

    Healing Salve: PC idea again.
    +1 healing in and out of play & 20% to remove 1 debuff per turn.

    Omega Boosters: Reduce to 4 damage over 3 turns or 5 for 2.

    Tomes 9 drain.

    Bracers 1/2/2

    Girdle: 75 % chance to immune to stun interurtions or crits.

    Okay some more Ideas

    Sadie
    Nether Vortex
    Energy: 40
    Damage: None
    Speed: 4
    Hit: 100%
    Proc: 100%
    Type: Dark
    Range: Far
    Effect: For 5 turn when range is change Deal 5 elemental damage to the opponent deck.

    Andro change.If you have an andro Idea and it is very good it will make this page.

    My andro Ideas

    Hit points up 70 => 75

    Physical defence down 2 => 1 this one may not be needed.
    Light defence up 4 => 5
    Dark defense down 2 => 1

    Lighting arrow now is phiscal and now interupts phiscal instead of light .

    Crippling shot 24 damage 60 proc.

    Mines and ionut Ideas
    Lighting arrow now is phiscal and now interupts phiscal instead of light. Spd is now 7
    Crippling shot 24 damage
    Roa hit up 90 => 95%
    Trueshot drop for a new move that decreases enemy's resistances and damage by 2. 0 energy and both range spd 2 last for 4 turns




    Note read the bottom paragraph If you don`t like the changes above.

    Okay this time my suggetion is about changing Andro. I`m sorry If this is long But Andro need this change before patch 3.7 to get out of character spot #40. All of these will not be need but some of these can be used to buff andro.

    Andro hp 70 => 75 This one is a long Time coming I mean why do Every other monorangers have more hit points then she. Is because she fights for far? I mean she kinda a -10 point ashi right there for the opposite combat range.

    Innate 5 less enegry on range changes. so you telling me every 10 range changes I only used energy equal to 9 yay! Really It dose more but It just don`t helps enough.

    New innate: Andro gain 10 energy a turn unless she rested the perviosly turn. No infostalls makes her better more useful

    just another Idea when Andro come in the range is set to far.

    Crippling shot
    It`s not as good as you think. It like a popo move on a character that can`t afford luck so she need something more reliable

    Crippling shot
    Energy: 25
    Damage: 20
    Speed: 9
    Hit: 95% or 90%
    Proc: 70%
    Type: Physical
    Range: Far
    Effect: has a chance to disable range changing next turn.

    Or

    Crippling shot
    Energy: 25
    Damage: 17
    Speed: 6
    Hit: 90%
    Proc: 100%
    Type: Physical
    Range: Far
    Effect: causes the enemy's range changing costs to increase by 20 for 2 turns.
    Phoebes current Hamstring may have been to strong but this could just right mabye shift the numbers a little bit like efffect 20 => 10 or something.

    lightning arrow
    good move adjust if you feel nessercerry


    Rain of arrows
    Not bad just may need to be change like 10x4. Many players would like a proc and hit swicth. Archers do need to have good aim.
    Pc Idea
    8x3 physical with 90% proc for a 2nd attack of 8x3 physical vs 2nd benched card. Is also good.

    Trueshot okay this is the hard part I think trueshot failed as a nuke. i know your against take all slow moves out the game and belive me I love vamp kiss and pilebunker the way they is but andro can`t afford a slow nukes since she gets beat by many far characters. Cough *cc too*. I`m not agaisnt It`s speed since you won`t change it.

    Trueshot
    Energy: 50
    Damage: 34
    Speed: 2
    Hit: 100%
    Proc: 75%
    Type: Light
    Range: Far
    Effect: Can strike through another characters.

    This can breath new life into andro beautiful body now she can be in a aoe deck. like Gorbax/z-phase Zina/posion Andro/Sharping stone.

    Trueshot
    Energy: 45
    Damage: 40
    Speed: 2
    Hit: 100%
    Proc: 50%
    Type: Light
    Range: Far
    Effect: The opponent can`t change ranges for 2 turns

    This seem op but really andro ness this if she don`t need a 70 procs shot.

    All in all It takes balls to play andro before any changes. Because you will need them a lot. Playing andro is like a handicap. She useless at close get own at far by far fighters. the best thing she can says is I have 100% light interrupter or I hit fleeing good. I also pulled a post about andro. I hope she becomes tier 2. The new cards don`t help as much as you Think. If anyone think this should be It`s own thread tell me.


    Take note of this.
    http://www.kongregate.com/forums/18/...#posts-1899372
     
  38. Purechance

    Purechance Member

    so does everyone still stand by their suggestions after all of this time? If not, delete your old post and repost with your new suggestions.

    Please keep it to only one post per person and no comments please on this thread. Thank you. The consolidated list that I put together is out of date, and is too much work at this time to update.

    - - -

    Ideas I dropped because there was no chance of additional programming: Oxbox Shatter attack (low damage attack with chance to break enemy item), Sigil to disable innates idea, Marq's teleport hits incoming proc (if they switch out), Andro's crippling arrow hits incoming proc (if they switch out), Angelan's new team energy buff innate idea (-5 energy cost for entire team for 4 turns), phylactery explodes unless one proc save, stoneheel +5 energy cost for range-change-attacks, chalice reveal all cards idea

    With exception to Gorbax and Sadie, I think that everyone is pretty well balanced, but I do think that a few minor tweaks to help buff some underpowered characters and items would be beneficial and make for a more enjoyable game (but that is just my opinion).


    GAME MECHANICS:

    Change Bench Attack to hit active card + 2 different random benched cards (per EsIeX3's original suggestion)

    Change cold damage to elemental and eliminate cold from the game (per Drakir's original suggestion)


    CHARACTERS:

    Gorbax: high priority / critical
    (problem: He can currently cripple entire decks by himself (especially with Omega Boosters or Capacitor) not every time but enough that he may be just slightly op. Dropping his health nerfs him twice because of his unique innate.)
    - Drop health from 85 to 80

    Sadie: high priority / critical
    (problem: Sadie is just not working right now. IF the idea to make her a short lived powerhouse (which does seem to fit her picture) then I agree with some of Kataphract's ideas.)
    - Demon Frenzy: 15x2 dark plus 80% proc for a second 15x1 dark attack vs random foe
    - Demon Claws: from 14x2 to 15x2 physical damage
    - Nether Vortex: keep at 55 energy. Add hits fleeing.

    Zina: medium priority
    (problem: It is not uncommon for Zina to stunhax cripple an entire deck by herself - which is no fun for either party. This change reduces her stun chance and compensates by increasing her bleed chance. She will still be a solid top performer, just without the same number of hax complaints. This is partially offset by the current popularity of Girdle.)
    - Mistress Command from 40% stun & bleed to 30% stun and 50% bleed

    Eva: medium priority
    (problem: Eva is slightly underpowered with 2 almost identical moves (speed, cost, energy, damage) and an innate that can have little or no impact.)
    - Make innate proc on switch in or foe switch in.
    - Searing Touch - 20 energy / speed 7 / 15 light damage / 70% proc 6 burn damage for 3 turns

    Rumi: medium priority
    (problem: Rumi is a bit underwhelming with the new card mix, low resistance, set move options, new switch limiting items, and abundance of new deck attacks.)
    - Poison Dart from 20 energy to 10 energy (allows for evis, dart, evis without Scroll)
    - Resistance from 2/0/0 to 2/1/1

    Marq: medium priority
    (problem: Marq lost some steam vs the new light abundance cards and switching restrictions, plus he has always been difficult to play. Marq needs a tiny buff, and I am trying to stay away from simply making everything 100%/100%.
    - Vamp Touch to-hit from 98% to 100%
    - Vamp Touch to-proc from 100% to 98% (increases his chance to damage while still keeping a chance of him not healing)

    Popo: medium priority
    (problem: Popo is just too much of a wild card. Every single option is 25%, 30%, 50%, or 85%. Having 'flavor' for being random does not mean that every single thing about Popo has to be random. Popo can stay random with dodge, slingshot, and knee bash, but still have viable (non-25% to 50%) fall back options.
    - Poison Dart - 20 energy / speed 7 / close&far / 90% to hit / 10 dark damage / 75% proc for 5 poison damage for 3 turns.
    - Herbal Remedy - 35 energy / speed 4 / close&far / 100% to hit / Gain Herbal Poison for 3 turns + 75% to heal 10 health.

    Juju: low priority
    (problem: his innate now seems underpowered when compared with all of the other remove debuff options out there (Wei-Shan, Healing Wind, Margo, Flagon, Emblem). Increasing it back to 25% will no longer prolong mirror matchs and would be a minor buff at this point.)
    - Increase Innate Debuff removal from 20% to 25%

    Balthazar: low priority
    (problem: Balt is a solid performer, but he has a number of good match ups, his speed 5 range change owns several characters. Dropping his proc to 85% still allows him to keep his edge, while giving those with bad match ups a chance to actually do something.)
    - Drop Kick from 30 energy / 18 damage to 35 energy / 15 damage
    - Fire Cannon to 55 energy

    Andro: low priority
    (problem: Andro is ok as is, but seems to be lacking just a smidge)
    - TrueShot: 45 energy / speed 2 / far only / 100%* to hit / 40 physical damage / 100% proc = can not miss* and ignores physical defense / 25% to crit

    Wei-shan: low priority
    (problem: Wei-shan has a mishmash of abilities. He is ok, but a tiny bump wouldn't hurt especially since his innate was toned down significantly)
    - Dashing Strike from 11x2 physical to 12x2 physical

    Margo: very low priority / IF she is changed, then something on her may need to be nerfed to offset her increased utility.
    (problem: The recent increase to 70 energy was a step too far in the right direction.)
    - Hallu Incense from 70 energy to 65 energy (Incense needs a 10% to-miss based on its potential impact. At 65 energy, you can Incense [miss], Heartache Cocktail, Incense)

    Ambro: very low priority / IF she is changed, then something on her may need to be nerfed to offset her increased utility.
    (problem: none, except that this change fits her original theme. This change is in line with her current innate given that cold and elemental were not around when she was first created. Plus it mirrors the same combination as Periapt.)
    - Add Immunity to elemental (which should include cold) to her current Poison and Burn immunity.

    Helene: very low priority
    (problem: none except that Shield Bash rarely sees the light of day. Dropping energy cost by 5 won't be a significant buff but may make Shield Bash a more viable option.)
    - Shield Bash from 45 energy to 40 energy (with one turn cool down)

    Auger: very low priority
    (problem: the cost for Word of Command completely throws off the energy curve for Auger for no known reason.)
    - Word of Command from 45 energy to 40 energy (with one turn cool down)

    Oxbox: very low priority / IF he is changed, then something on him may need to be nerfed to offset his increased utility.
    (problem: none except that Ox has two moves he rarely uses. The opportunity cost for skipping a turn to cast stoneskin is very rarely worth it.
    - Replace Stoneskin with Jagged Ground: 15 energy version of Le Chuck's Curse OR
    - Change Stoneskin Dance to an attack: 5 energy / speed 1 / 95% to hit / 7 physical damage / 100% proc gain +6/+1/+1 resistance for 3 turns.


    ITEMS:

    Omega Boosters: high priority / critical
    (problem: The current buff was great, but may have taken it a bit too far.)
    - Reduce from 5 damage for 3 turns to 4 damage for 3 turns.

    Phylactery: medium priority
    (problem: Phylactery is one of the underused/rarely-used items currently and needs something to make it into mainstream use.)
    - Redirects killing damage to teammate. Breaks when used. (just like coffin nails).

    Healing Salve: medium priority
    (problem: Another currently underused item that needs a slight buff to make it viable and into mainstream use.)
    - +1 healing in and out of play & 20% to remove 1 debuff per turn.

    Sigil: medium priority
    (problem: YRoC is > current Sigil.)
    - Deals 2 bleed damage for 10 turns to opponents who successfully switch out.

    Yellow Rock of Cowards: medium priority
    (problem: The current buff was great, but may have taken it a bit too far.)
    - Deals 4 damage when you switch out, 8 damage when your opponent switches out, and 16 damage on dual switches.

    Girdle of Iron Will: low priority / not critical
    (problem: recent buff may have taken things a bit too far.)
    - reduce opposing stun proc, interrupt proc, and crit chance by 20% (30% stun proc = 10% stun proc, 25% crit = 5% crit)

    Valk Charm: low priority / not critical
    (problem: Another currently underused item that was nerfed and could use a tiny buff to make it viable and into mainstream use.)
    - +1 speed and Immune to speed debuffs
     
  39. Eiderdaus

    Eiderdaus New Member

    Phoebe: Display Item Lash debuff in the playing field like any other newly applied debuff. Maybe remove showing it permanently.
    Balt: Make load buff removable. Probably remove multiple loads. Preserve Fire Cannon like it is, if possible.
    Gunbjorn: Change innate icon to Ubuntu's.

    Girdle: Some little nerf.
    Prism: Fix multi-proc bug in case it's still there.

    Stun, Confused: Skip the maneuver and combat phase instead of having players click pass, rest. Faster and not misleading that way, as the character won't rest anyway.
     

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