HUF needs a buff! (And other stuff)
Kinesia
Posts: 1,622 Chairperson of the Boards
No, not really.
4
Comments
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Things that really need a buff: (often just recosting)
All trials except Ambition.
All the monuments. (and a tweak to reduce cost rather than add mana to balance making them cost half as much)
Scounger of souls
Sunscorched Desert (and many other "mana" cards, but it is the worst)1 -
Amazing.
The original 5 PW.5 -
AJ 1: better mana stats, second ability is overcost.
Sharkan: better mana stats and reduce cost second ability (been requested for ages)
Chandra 2: all abilities are overcosted.
N2: additional slot for spells and supports will make her competitive.
G2: needs ability redesign. should not rely on ally. There are no good ally cards out there and its not expected to get any more ally ever.
Arlinn: make her abilities not dependent on werewolves. Been requested for ages.
Depala pilot buff which was promised not fulfilled.
Hour of eternity is officially the worst mythic
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G2. I'd just change his 3rd somehow, remove the word allies even, but even so it's just so _dull_ as an "ultimate" ability. His first 2 abilities are totally usable just for the creature creation.0
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I can just copy+paste my How Would You Nerf/Buff It thread here.2
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Indeed. Put a link.Mainloop25 said:I can just copy+paste my How Would You Nerf/Buff It thread here.
But otherwise... I'd like people to actually go and _look_ at your commons and think "Ok, what would be totally fixed with a small cost change? What would I use?" and put those in one list and then we also need a list of "I would never use this even if it was free..." because those are broken in a different way...
But every single common should have a corner case where it is useful.1 -
https://forums.d3go.com/discussion/69773/how-would-you-nerf-it-buff-it
I didn't do commons/uncommons because it would take too long, and I don't see them being underpowered as that big of a problem.1 -
I see commons/uncommons being underpowered as being a big part of the overall problem.
They are "fake" options that only exist to pad the numbers when they should be real viable cards.
Pauper shouldn't be able to do everything the higher rarities can do, definitely not as easily or quickly, but most of the overall strategies should exist still. Pauper being viable should be the foundation stone the rest of the balance is built on, not an afterthought.
People can get creative doing amazing stuff with weird cards, but when some of them are deliberately crippled just for the sake of it you lose a lot of possibilities.
I'd rather see all underpowered cards raised to a base level of "usable but not great" instead of "unusable" and _then_ see if people find answers to the problems in the meta and _then_ look at what problems are left after that.
I agree it would take too long, but in most cases it's not individual cards but classes of cards, like "all mana producers". Manalith seems fairly balanced compared to gem converters in terms of cost and reliability vs risk. All the others probably need to be balanced roughly against it since many of them are actually "manalith plus an extra effect" that we also have a cost for already. (And yes, that changes set to set, but not crazily. Destroy in black costs 5-8 and this remains fairly balanced, but versions of manalith cost 5-17, it's not even in the same scale sometimes.)3 -
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I would rather have an event like TotP where you have to play 8+ matches but you can only use each pw one time1
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To be fair, in the earlier stages of the game (even a good ways past launch, when the most powerful alternatives were sarkhun, gideon2, and kiora) they originals were still more competitive and used more frequently.Toodles said:
I wish people would realize the original 5 are supposed to be a lower power level. They are your entry level pw. Basic, less hp, more vanilla. Motivation to upgrade to (and appreciate) the more powerful onesbken1234 said:Amazing.
The original 5 PW.
I'd support a slight boost (either a minor increase to abilities via lowering loyalty costs or a small buff the effects) or changing the mana bonuses to +0, +2, +3, +2, +0 to adjust for the changes we've seen over the past year...which I would address as Planeswalker Power Creep.
Being the originals, and +40 crystals more expensive than when I purchased them, they should be weaker than the 500+ crystal walkers, but still at least have a chance at being competitive.
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Ajani 1, in my opinion, is a pretty solid planeswalker with good mana already, especially considering he gets bonuses on four colors but is a two color walker. He's only one mana bonus behind Tezzeret 2.MADAFAKA said:AJ 1: better mana stats, second ability is overcost.I will agree that the trials/cartouches were poorly implemented here. They're supposed to be reusable, but the costs associated with any trial other than ambition make it too difficult to do.1 -
bken1234 said:
I agree my view is the one of an experienced player who wants to play them just a bit more - the way they are. A buff would certainly be welcomed by newer player. But ... a basic 5 arena would be really cool...
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Torment of hailfire was the first mythic I got in this game. Pretty sure this one needs a buff more ><MADAFAKA said:
Hour of eternity is officially the worst mythic
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TheExaminer said:
Torment of hailfire was the first mythic I got in this game. Pretty sure this one needs a buff more ><MADAFAKA said:
Hour of eternity is officially the worst mythic
I agree. Hour of Eternity is somewhat playable but Torment of hailfire does 7-9 damage on average. It's awful.0 -
It figures...I have both... :'(1
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Thésée. I started with the 5 original PW, because they were cheaper, maxed them to get through the story mode and then I started buying other PW. I kind of think original PWs as tier 2 PWs which are nice to use if you want to play some sort of "hard mode". Having said that, the idea of events when you are supposed to use original PW is interestingbken1234 said:2
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