#Buff weak Elites

44 messages · Page 1 of 1 (latest)

ocean lily
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As the title says, I'd like to throw out some ideas for potential buffs for weak Elite cards:

  1. Fast Heinz: I'd change the effect to 1K "Until the end of the turn, German tanks you play get +1/+1 and -1 OP cost."

  2. HMS Talbot: I'd change the effect to 1K Intel 3 "Develop opponent's revealed cards, shuffle the chosen one into their deck."

  3. Patton: 0K?

  4. 1st Yokosuka: -1OP cost, change the deployment effect to passive, remove fury.

  5. 8th Fallschirjagger: -1OP cost, -fury, + shock, + Deployment: This card is played directly to the front if possible.

  6. 4th Cuban Cossacks: -Smokescreen, +1 Attack.

  7. 133rd Ironman: Reduce damage to 2, remove frontline condition.

  8. Beriev Be-4: +1 Attack, +Blitz for deployed units.

  9. E13A Jake: -1OP cost, change effect to "If you would lose a credit slot, instead it gain +2/+2 instead".

  10. Type 96 AA Gun: +1 Attack.

  11. M24 Chaffee: + Ambush or Shock.

  12. Night Witches: -1 cost.

  13. P-40 Kittyhawk: -1OP cost.

  14. Yamato: -2K

  15. Type 4 Chi-To: -1OP cost, change passive effect to "Whenever you deploy a unit, give it Shock".

  16. 3rd Canadian Division: +1 HP.

  17. Royal Ulster Rifles: +3 HP.

  18. Gambit: -1 or 2 cost?

  19. Long Tom: -2 cost, -1 HP.

  20. 101st Airborne: -1 cost.

  21. Jade Division: -2 OP cost, change guard to fury.

  22. M4 Firefly: Change stats to 4/5 + heavy armor 1

  23. A34 Comet: -1OP cost

  24. Beaufighter TF MK X: Change damage dealt from 3 per attack of this unit.

  25. Germany Grenadier duo: I would change stats of all to 4/4, but change keywords to Deployment which draw each other.

  26. A6M2-21 Zero: + Ambush

  27. Tractor Factories: Bonus effect for HQ "Your T-34s have Heavy Armor 1."

  28. Banzair: Remove end of turn?

  29. Case Blue: + card draw for each +4 attack unit.

  30. Alpenfestung: -1 cost?

  31. Rule Brittania: -2 cost or additional effect "Add two British units costing 2K or less from your deck to your support line.

These are just loose ideas, what would you do with cards like these?

ionic nexus
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There's a lot of stuff here, so it'll take time BUT

I think it's on to have elites weaker than specials. It's part of the soul of the game at this point

ocean lily
ionic nexus
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  1. cool

  2. no

  3. no!

  4. good

  5. just add shock and leave it as is

  6. fair

  7. absolutely not!

  8. I like it

  9. no

  10. are you sure about that?

  11. shock

  12. no, but tempting.

  13. no!

  14. this is very dangerous

  15. I like this

  16. this is cool

  17. why?

  18. -1, sure

  19. what?

  20. no!

  21. why?

  22. I can live with this

  23. you know what? Yes!

  24. no

  25. do they still get veteran and the Old stats afterward?

  26. ok?

  27. why?

  28. no

  29. I like it

  30. Good call

  31. -2 cost

ionic nexus
ocean lily
# ionic nexus It's because the elites are conditionally better, whereas specials are consisten...

Again, it's hard to agree with this, these are cards that are simply "better in a given archetype", but how to evaluate, for example, 4th Guard Rifles? Churchill MK III AVRE? Practically every 0/4 1K elite faction unit? These are simply strong cards that are strong regardless of the deck. And let's be realistic, you'd sooner throw, for example, 4th Guards Rifles into a deck for T-34 than a Tractor Factory... But it's kind of the norm that busted legendary cards that are also mega-universal are most often the meta ones.

ocean lily
little kraken
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not all cards can be equally as good

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some cards are better than other cards, for a variety of reasons

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also some of this is insane

ocean lily
# little kraken why is that weird

Maybe it's not strange, because it happens often, but still, the lack of any balancing of this is strange xD Why can't you buff unplayable cards to increase the pool of playable elite cards? After all, it's a healthy approach, I'm not talking about total nerfing of cards that are must have, but rather buffing those that make us cry (not from happiness) when we get them from packs xD

jovial wing
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  1. Fast Heinz will always be worse than Grief and contest doctrine, but I don’t want to see all 3 of them at once. Maybe make fast Heinz give the next German tank deployed have 0op, blitz, and +2 +1?. Giving all ur panzer 1’s 0op will set up crazy blitzkrieg otk’s(you would only need 8k to go from empty board to win. Instead giving Germany the ability to play 1 of their non-blitz tanks with blitz would be more beneficial. Alternatively you can make it give the effect to tanks that are in ur hand ‘blitz and gain +2+1 when it enters the frontline’. Both of these deviate from the upfront buffing things like lotta svard and blitzcriege do
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2 HMS Talbot can just be an order that give ur hq the effect ‘the first time this hq takes lethal damage, add 3(-5) defense first’. Ofc the price and amount healed is up to debate, but I think everyone can agree this is much more fair to fight, and less punishing to play that the current one is

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3 Patton is alright. It just doesn’t really help you with Sherman decks, and US doesn’t really have any other tank archetypes. Maybe make Patton also trigger deployment effects like ‘Your tanks cost 1k less to deploy, have their deployment effects triggered, and have blitz)

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4 1st Yokosuka would be too strong as a 1-3 2k0op (See Red Devils). I personally think that the stat that should start out poorly but get better is the op cost a 2k2op 2-2 blitz fury would have consistent damage, but require 2 0op units to let it reach the frontline without tempo issues (has -1op cost for each friendly unit with 0op cost’. It would still be a cheap way if piling units in the frontline, but it requires some buildup first

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5 deploying in the frontline removes blitz so it’s fundamentally the same. I would say make it cost 1k less if you control a plane. Simple, easy to understand text that makes it a solid option in decks with cards like arrado, Aunt Freida. Or zestorer

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6 I would prefer +1 defence, but yeah, solid simple change. You could maybe make it draw a bloody sickle from your deck, but maybe that makes it too strong of a control option.

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7 Ironman doesn’t need a buff. What it does need is an incentive to reveal it than just sit there hoping the enemy blitzes into it and you lose ur silly otk. What I say it to make it deal dmg to the enemy hq equal to its attack, and make it gain+1-2 attack per turn. ‘Reveal: gain +1-2 attack for each turn while covert. Deal dmg to the enemy hq equal to its attack’. It incentives you to hit face as quickly as possible, and punishes you for trying to sneak that extra 3 dmg in.

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8 Berieve does have gimmick potential, so I personally wouldn’t touch it. Maybe make it cost 1k less?

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9 doesn’t fix the Jakes’ problem which is you just don’t have the kredits to spare to ever use it to consistently buff your units. Along with SKD just being commandoes/ otk at this point, there’s no need for minor buffs to ur units. Best way to fix this is to let it enter play for free (costs -2 in hand each time a credit slot is lost). It would prob also have to be 4k to prevent it from coming out too early, but besides that I think it would help it a lot

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10 insane arty powercreep. Maybe make it so enemy aircraft also do not trigger their deployment effects. But definitely do not give a 1op arty 3 attack.

jovial wing
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11 The enemy will always do everything in its power to kill the Chaffee, and u will waste 7 credits to spawn 2 4-2’s. Instead make it a 4 attack synergy card, kinda like the M4a2.
‘Deployment: If you control another unit with 4 or more attack, add a M24 Chaffee, to the frontline if possible’. This way it has synergies with cards like air escort or really any Sherman, but also doesn’t just get insta traded by the enemy before it does anything

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12 problem is The enemy can just not kill the night witches. Also it has no synergy with any Soviet archetype (clutters the hand of control, too slow for midrange, air doesn’t need orders, no synergy with SD). I dunno how to change it but I guess a kredit change is a start

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13 P-40 isn’t underperforming? It’s very good in matchups like jaggro or some arty decks. It’s also 3k deal 2dmg to the hq, and summon a plane. I get it 2op is very bad, but everything else about it is very good. So if you really think 1op is healthier u gotta take something away(prob attack/ defense). A 3k1op 2/2 deployment deal 2 dmg doesn’t sound too bad

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14 Yamato isn’t a jaggro card. It’s a destruction effect card. Unfortunately it’s a long dead archetype, but I think it can work as an hq effect (deal 2dmg to the enemy hq when a destruction effect triggers). It would give a wincon by running more destruction effect cards

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15 chi-to doesn’t need a buff. I run it in smokescreen and around 80% of the time you have it down turn 4 with appropriate combos (Hirosaki, outmaneuver, etc), you just flat out win the game. Op cost matters little in smokescreen decks, and as a matter of fact giving it 1op (0 with Hirosaki) is alr too much. As for giving other units shock, you should just reserve it to units with smokescreen (friendly units with smokescreen have shock. Your units with shock have +2 attack). This prevents bs like 2 35(t)‘a from killing a Sherman and both living to take the frontline, or 13th cav getting value by surviving a trade.

jovial wing
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16 really this card isn’t elite material. Maybe make it heal whenever u deploy a salvaged unit. Maybe heal 3 hq defense when you salvage a unit. I dunno, this has never been a usable card as far as I know

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17 4k gain +10 hq defense. The problem with this was you’re just better off using a guard that actually counterattacks rather than a passive heal. Maybe as an elite it should be an immunity guard that can’t be suppressed. Or maybe make it a 3k 2/6 rather than a 4k 2/10

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18 meme card. All semblance of balance doesn’t matter before the meme card

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19 2k 2op 0-4 ‘when this unit attacks distribute 4 damages across all enemies’ Peak arty KEKW

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20 101st is perfectly fine how it is? It’s an on-curve ambush blitz with a neat side effect. Not much to say

jovial wing
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21 still wouldnt see use. It’s a big fat dumb infantry stack that doesn’t do anything the turn it’s played. Perhaps make it the ‘Big brother’ of Jaggro, where it attacks a random enemy each time a Japanese unit is deployed. Of course it’s stats need to be lowered (prob 6/4)

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22 Doesn’t make a whole lot of sense. Firefly is a tank hunter not a heavy tank. Maybe give it the option to destroy an enemy tank that costs 7 or less OR pin an enemy ground unit. Gives it more utility and accentuates it root role

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23 doesn’t change its flaws (inconsistent card draw). Maybe give it ‘deployment: draw a card’ So it always gives u at least 1 card?

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24 the reason it doesn’t see use is because it sucks as a finisher (job of all big bombers). Just giving it blitz will be fine (maybe even -1/2cost for -1 attack)

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25 meme card. I won’t touch/ refer to them

jovial wing
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26 can we not make the draft god more insufferable?

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27 fairly popular control order, don’t see as to why its underpowered. Maybe give the T-34’s it summons 1op?

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28 it’s removal, not an initiative order

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29 Yummy German draw. Ngl it should be target and adjacent units. Rn it’s just a finisher, but I could see it be used more if it was also a removal

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30 uh meme card. I don’t want to see this card get popular again( longer matches )

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31 6k seems reasonable. Maybe make it 4k and have the attack set equal to their defense happen at the end of ur turn (allows for more kredit leniency