Fixing broken cards? Yea, nay. meh?
Comments
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yes and no, Maybe two, three or five cards but leave the rest alone.Sirchombli said:Still don't have most of them. I feel like nerfing cards is spitting in the faces of the people who choose to spend money on the game. F2p is a choice, after all
F2P viability is also necessary for the game to succeed and flourish.
I've whaled extensively, but that doesn't mean I can't look past my own self-interest and realize that broken cards make broken games that no one wants to play.
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YES!!!!! This would add balance to the present legacy/standard format
Olivia is definitely a force to be reckoned with, but she's only one of many, many cards that I see all too often and are just ridiculously over powered, cards I'll be happy to never see again. Short list:UweTellkampf said:@wereotter the recent few legacy events I was surprised to see a really small number of "broken cards". Maybe I just got lucky, but the people seem to be focussing on the objectives and not really putting Olivia in every deck. And even if there was one, there are so many answers to the threats these cards are producing, so that for me it's even more fun beating a seemingly OP deck, than beating a helpless cycling N3 build and the AI that keeps casting drake haven.
Nevertheless, I voted yes. I believe that the game would profit in variance (deck building possibilities, encountering new cards) if there was a larger "midfield" of cards, meaning a broader inventory of spells, creatures and support, that have interesting effects and are not too overpriced in terms of mana costs. This would mean that on the other end some existing cards of the "broken" feel should become more expensive to cast (depending on their rarity). New Perspectives for example should cost four times as much as it costs now (or give less mana to cycling cards), since it just creates a huge winning predisposition. Others, that seem cool but are way too expensive, could be reduced in their costs slightly in order to make them more interesting.Olivia
Ulrich
Metalwork Colossus
Angel of Invention
Tyrant of ValakutThese are cards I see played WAY too often and are either ridiculously powerful or incredibly obnoxious to be on the other side of, and all need a rework. Either way the previous over saturation of these cards has turned me off to the entire legacy format in the game and has me looking forward to the day when Kaladesh leaves standard.0 -
For creatures you mentioned: Olivia, pig, Angel - all are quite expensive and can be removed or stopped easily. Actually I like when opponent cast Olivia on my green Sandwurm decks

Each color have cheap ways to deal with them. I'd rather worried about untargetable supports - omninescence - I'm looking at you! For each strategy there is an answer so I don't see that single card is broken. Baral itself was not a problem - abundance of cheap spells make him broken.
The only thing I'd like to see is adding more control like cards - aggro and combo decks are in good shape.0 -
YES!!!!! This would add balance to the present legacy/standard formatMatthew said:
Do you honestly think Baral being changed was a bad thing?Gormhaus said:Fix broken mechanics? YES. "Fix" like they fixed Beral? NO!
Believe it or not, there was a significant amount of people who thought Baral shouldn't have been changed.0 -
The problem was, people paid cash for a card that was obviously broken. No possible painless solution to that.2
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yes and no, Maybe two, three or five cards but leave the rest alone.
I liked Beral and i didnt think he needed to be nerfed. His only drawback was when the ai piloted him the matches were long. He was just as powerful as a drakehaven cycling deck or kiora crazy cascade deck.Matthew said:
Do you honestly think Baral being changed was a bad thing?Gormhaus said:Fix broken mechanics? YES. "Fix" like they fixed Beral? NO!0 -
YES!!!!! This would add balance to the present legacy/standard formatYour solution was to leave the card alone?
Old Baral was the definition of P2W. Most of us who bought him only did so because they didn't want to be left behind when we saw how it was going to ruin the game experience for the rest.2 -
NO!!!, Legacy is legacy... it is what it is. I PAID/EARNED that card so don't you dare! If you can't handle the heat then get outta the kitchen, bub (bubette).i bought it, yes i knew it would be broken. It was, and i used it just on pve challenges the rest of the time it just was not worth the effort or time for the long drawn out battle just to have one creauture high enough to kill the opponent for one round only. fixed he is in several of my decks he isnt huge but a decent price with the advantage of being a decent mana ramp to get more spells out, baral and cheap black kills spells in t2 wow ;-)
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Unlike cycling, Baral was inflicting turn 3 losses when piloted by the AI.Gormhaus said:
I liked Beral and i didnt think he needed to be nerfed. His only drawback was when the ai piloted him the matches were long. He was just as powerful as a drakehaven cycling deck or kiora crazy cascade deck.Matthew said:
Do you honestly think Baral being changed was a bad thing?Gormhaus said:Fix broken mechanics? YES. "Fix" like they fixed Beral? NO!1 -
YES!!!!! This would add balance to the present legacy/standard format
The problem is that if you don't have that solution in hand, you're screwed. And no, not every color can cheaply take them out as green's only creature removal in legacy is Scour from Existence, and that's hardly a cheap spell. But the problem I find with the last three is that they can easily take out your entire board state the turn they come out.Szamsziel said:For creatures you mentioned: Olivia, pig, Angel - all are quite expensive and can be removed or stopped easily. Actually I like when opponent cast Olivia on my green Sandwurm decks
Each color have cheap ways to deal with them. I'd rather worried about untargetable supports - omninescence - I'm looking at you! For each strategy there is an answer so I don't see that single card is broken. Baral itself was not a problem - abundance of cheap spells make him broken.
The only thing I'd like to see is adding more control like cards - aggro and combo decks are in good shape.On a related note, Sandwurm Convergence is another of those cards that feels ridiculously over powered. For its effect. The card does accurately reflect it's paper counterpart, however, the cost of the card is too low for it's power level. It's an 8-mana spell in paper magic, should have translated to a higher cost here. World Breaker is 25 mana and is a 7-mana spell in paper magic.2 -
If there were terms and conditions (and there probably are) that stated D3 reserves the right to change the text and/or behavior of any card, would people still buy cards that are obviously broken? My guess is that they probably would take that risk.Gilesclone said:The problem was, people paid cash for a card that was obviously broken. No possible painless solution to that.
For the health of the game, the designers need to take steps and modify cards that debase the player experience. I, as a consumer, understand this.
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In a way SWC is worse. There is no targeted support removal in the game.1
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The card had to be fixed. I object to the fact that they deliberately designed an overpowered card because they knew they could sell it.wickedwitch74 said:
If there were terms and conditions (and there probably are) that stated D3 reserves the right to change the text and/or behavior of any card, would people still buy cards that are obviously broken? My guess is that they probably would take that risk.Gilesclone said:The problem was, people paid cash for a card that was obviously broken. No possible painless solution to that.
For the health of the game, the designers need to take steps and modify cards that debase the player experience. I, as a consumer, understand this.4 -
YES!!!!! This would add balance to the present legacy/standard formatGilesclone said:
The card had to be fixed. I object to the fact that they deliberately designed an overpowered card because they knew they could sell it.wickedwitch74 said:
If there were terms and conditions (and there probably are) that stated D3 reserves the right to change the text and/or behavior of any card, would people still buy cards that are obviously broken? My guess is that they probably would take that risk.Gilesclone said:The problem was, people paid cash for a card that was obviously broken. No possible painless solution to that.
For the health of the game, the designers need to take steps and modify cards that debase the player experience. I, as a consumer, understand this.
Well, in a way I agree. I think they knew they were designing a very powerful card, but they didn't see how degenerate it would be despite multiple warnings by the community between our first preview and the day it went for sale. A lot of us were trying to tell them, "DON'T release this card as is! You are just going to have to change it," and they ignored the warning. Then when all hell broke loose, they dragged their heels for weeks about changing it. Partly because the designers treated it like a bug rather than a complete design flaw.2 -
Forum users should bear responsibility for this too. If they hadn't been a tiny bit sarcastic when pointing out just how powerful Baral was, I'm sure D3/Hibernum wouldn't have pushed ahead with their egregious and calculated business plan.Mainloop25 said:Gilesclone said:
The card had to be fixed. I object to the fact that they deliberately designed an overpowered card because they knew they could sell it.wickedwitch74 said:
If there were terms and conditions (and there probably are) that stated D3 reserves the right to change the text and/or behavior of any card, would people still buy cards that are obviously broken? My guess is that they probably would take that risk.Gilesclone said:The problem was, people paid cash for a card that was obviously broken. No possible painless solution to that.
For the health of the game, the designers need to take steps and modify cards that debase the player experience. I, as a consumer, understand this.
Well, in a way I agree. I think they knew they were designing a very powerful card, but they didn't see how degenerate it would be despite multiple warnings by the community between our first preview and the day it went for sale. A lot of us were trying to tell them, "DON'T release this card as is! You are just going to have to change it," and they ignored the warning. Then when all hell broke loose, they dragged their heels for weeks about changing it. Partly because the designers treated it like a bug rather than a complete design flaw.
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YES!!!!! This would add balance to the present legacy/standard formatExtremely broken things shouldn't get released. Selling them for money and then changing them could be considered fraud in some countries. If you are going to sell something you need to have it right before selling it. It sounds like Baral was very irresponsible.
At a higher level I think D3Go and Oktagon need to sit down and work out how they want to make money out of this without being abusive.
To make people want to buy packs they need to be _excited_ about the idea of opening packs, there are a bunch of little tweaks to fix that, but one of them is _still_ booster crafting so people get less upset by the dupes.
The standard only single cards for free actually program people to be disappointed opening packs, it actually reduces the chance of people buying packs becaue they have negative feelings associated with opening packs.
When it was 3 cards, even 1 non-dupe made you forget thee other 2 dupes, with 1 card perception bias makes things look a lot worse even though the chances are the same.
The change to standard (which I understsad the reasons for) also increased the chance for dupes.
My suggestion is let people open a "3 card" pack every 4 hours but restrict it to 3 a day max and make the final one legacy instead of standard. If you want to actually encourage people to play rather than just open the app then make them play a game to get this pack. (Play, not win, can be any game at all including Training Grounds) That should match what the company is wanting from this and make players interested again.
It would also enable me to get my kids playing again... They loved the gsame originally, but the change to 1 card made it hard for them especially because they have older ipads and it takes a _long_ time to load. So let them get 3 cards but force them to play a game for it, lets slowly program them over time to make Magic a part of their life again.
Instead of worrying about the upper end abusive cards, I think it's more important to fix the _bad_ not used cards first. If you make the cards that are never used usable then this might actually provide answers to the abusive broken ones, it would make _every_ beginners life better but might help oldtimers too. Look at the bottom 20% of cards that are never used, work out the patterns for why (cost is probably the reason for most of them) and adjust that and _then_ see if the abusive upper ones are still a problem.
The costing thing isn't limited to Commons and Uncommons though. Like the Trial/Cartouche cycles... The red trial costs 17... At that price it simply can't compete with any other damage spell at all. The Cartouches make it so the trials are replayable, they are _meant_ to be cast multiple times, but the red one can't be played easily even once, it breaks the whole point.
Compare it to the black one... It costs 8 to destroy a creature. 17 to do damage suddenly seems ridiculous. Sure you can damage a planewalker instead of a creature, but that's not worth 9 mana.
The black one is balanced agaianst similar effects. Final Reward destroys a creature and costs 7, but because the black trial can be replayed sometimes that makes it situationally more useful even though it costs 1 more.
This is what cards are meant to be like, _Roughly_ the same cost for the same effect, but slight differences in where you would use them.
Oktagon need policies for all classes of cards as a starting point (obviously some invidual things need adjusting, but currently we don't have the _starting_ point.) So "destroy a creature" should _roughly_ cost the same (currently around 7/8), "gain mana" should cost roughly the same, "Draw a card" should cost roughly the same, etc etc.
Rambling rambling rambling...
Making a deck is meant to be, "Ok, I don't have that cool card you have, but I have this common thing that does roughly the same thing, it's slightly worse but it _works_.", that's not possible because too many cards have been completely neutered.7 -
yes and no, Maybe two, three or five cards but leave the rest alone.
The thing is, those players are more than likely not interested in the overall health of the game. I paid for him, but as you yourself said in your post just a few slots down from the one I've quoted here, it was because I knew I'd be worse off if I didn't do so. And yet, despite paying for him and abusing him, as did everyone else who bought him (myself included), you were here along with me and many others trying to talk some sense into the developers about his game-breaking design.Mainloop25 said:
Believe it or not, there was a significant amount of people who thought Baral shouldn't have been changed.
The card was the textbook definition of game-breaking. But as both you and @Gilesclone pointed out, this was almost certainly an intentional move on the part of the D3/Hibernum as a way to push a spike in revenue. Thus, it was sold in its original form, and we endured weeks and weeks of nonsense.
Try to look at it from the perspective of what is good for the game though, rather than what is good for just you as an individual. It seems to me that you're overlooking the fact that this single card completely warped the way the game was played. In a game like this one, where you have no options that allow you to interact with your opponent during their turn, cards like Baral, which change how the entire game has to be played, should never make it out of the concept phase. No single card should ever be that powerful. Paper Magic is all about balance, and that's a lesson that Hibernum failed to realize, to their own detriment. That sort of thing is not good in any game you play. At least, not if you want that game to continue to exist so that you can continue to enjoy it.I liked Beral and i didnt think he needed to be nerfed. His only drawback was when the ai piloted him the matches were long. He was just as powerful as a drakehaven cycling deck or kiora crazy cascade deck.
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YES!!!!! This would add balance to the present legacy/standard formatYeah Kiora cascade decks are their own problem, as well. You just don't see them often due to the much-needed introduction of limited format.0
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NO!!!, Legacy is legacy... it is what it is. I PAID/EARNED that card so don't you dare! If you can't handle the heat then get outta the kitchen, bub (bubette).well said as a player you should realize you cant win every battle, there will always be one deck or time you go against that you will just not get what you need to beat it. knowing it was a beat because of bad luck not bad design. continue on with life blaming cards because you dont have them is just the easy way into the land of denial. Baral did break the system not just because the ai could just quick kill you but because it took all of the parts that make magic fun, which is options, with him the turn started and then ended some time later 5-10-20 minutes later and all you could do is watch. that is fun i can watch video replays and enjoy that more. olivia and war pig bad opponents to suddenly have drop but both are managable honestly, i was suprised gisela was never complained about a 8/8 life link first striker in gideon and turned into a defender is obnoxious, i still use it on the pve challeneges when i can
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