#Discard, Mill, Ramp/Kredit Cheating, Suppress, Develop, HQ Heal, and Guard units need nerfs/reworks.

13 messages · Page 1 of 1 (latest)

quiet wadi
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I mean, guard is fine

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But I (kinda) agree with you

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Although it is complicated to rework or nerf 20% of the cards in the game.

main nacelle
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I’ll address all your point separately:
discard) it’s straight up bad, sure, I can see the argument to why you’d like it being less prominent, but people like toxic decks, regardless of the wr, and 1939 can’t do too much about that.
Mill: im personally a big fan of it, and it requires skillful play, besides being straightforward to play around, that’s besides the fact that it’s been nerfed to hell and back, honestly it’s in a good state rn, playable but not prominent.
Ramp: THIS is the issue, and I can’t say too much, it needs some nerfs.
Kredit cheating: I assume you mean one roof? If so, I get you can get salty about it, but atm it’s the only mechanism to generate otk, which are a good thing, especially if you don’t like ramp being this good, Allthough I’d like a return to more traditional otk instead of the more highroll one from one roof.
Suppress: that’s just straight up wrong, it’s here so that cards with powerful effects or that stack huge bonuses aren’t especially hard to beat, the mechanic is arguably one of the best to ever get added.
Develop: I agree it’s probably not that great, too many tech options within one, and it should stay fairly limited/be reserved.
Hq heal: this is actually a necessary mechanic, they aren’t too good, the only thing I can say that is good here is some of the scaling heal cards (macronian and fiat) may be too good combined with other cards.
Guards: what guards??? I can count on one hand the amount that see serious play, and that’s because guards atm need to offer more because aggro decks can beat the raw defense.
As per your 1/3, 1/3, 1/3 argument, rng is, by virtue of this being a card game, a deciding factor, that’s what deck building is about, playing the odds, besides the losses to odds not being nearly as prevalent as you say. As per the surrenders, I’ve barely seen anyone at all surrender by turn 2, and most of it was greedy sov ramp on classic, just dosen’t hold up to your claim, not only in my experience, but ik multiple people also rarely see that early of a surrender.

ivory sage
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"if there is bad, there is no good" -zia

solid valley
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you just named a bunch of mechanics without offering any even like, rework or nerf ideas

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also half of these, no

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the other half eh

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the only one i can agree to is kred cheating, which shouldnt be a / to ramp because its not like ramp

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if you quit turn one or two you're either bot farming or trolling lol

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discard isnt even really good or seeing any play rn, the time to ask for it to be nerfed/reworked wouldve been at least when wolfpack was at full power

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if you lose 'at the start' via rng, build your deck better

severe ice
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locked because this is more of an extensive list of what vaguely bother you without any proposed fixe than a suggestion