#Nerf playing two of the same buff/debuff cards in a single round

1 messages · Page 1 of 1 (latest)

ruby kernel
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Recently I have been experiencing some frustration in 2v2, when matched against a pair of friends that have cued together and are relatively high level there is a common strategy that I find frustrating, the playing of two of the same card in order to double the negative or positive effects of said card.

The reason I find this so frustrating is because doubling the effects of some buff or debuff cards can be devastating if not crippling. most notably health down and slow reload. When two are used health down brings a non Bonnie opponent down to 50!!!! Hp which then makes 5 body shots with the basic pistol kill, and if two max slow reloads are used (while I don’t have access to the numbers) it almost always creates an unwindable scenario making a reload take 15-20 seconds!!!!! With 12 bullets a clip at 12 damage per, the classic pistol has no chance to kill with one clip. so when you run out of bullets the unaffected team is given free reign over the helpless opponents.

Because of these reasons I believe that if two of the same buff/debuff cards are used the second in the pair should be given a normal if not significant nerf making using two of the same card less viable, for example the first health up is the basic +60 hp but the second health up used would only give +30 or +20 hp. This will not only eliminate the unfair advantage of doubling a buff/debuff but it will also make the card perforator a much more diverse card giving more incentive to duplicate combat or any other category of card instead of the debuff.

With how much I enjoy making my opponents lives miserable with a good double health down I believe this feature is an easy nerf.

tropic marsh
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REAL

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THIS IS SO REAL

torn smelt
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I like the idea of playing off your teammates cards but not like this, I feel the same way with double slow reload, it's so horrendous

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Double health up is just too much health to shred through if the rng didn't get you say a shotgun or whatever you need to get through it

austere bough
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I dont think it should be nerfed because thats how its intended (I think). To work with your teammates and if youre bothered by health down or slow reload just put the buff version of those cards in your deck and maybe a card profaner or extra cards to increase chances of these counters.

mystic inlet
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All it needs is a card that removes all debuffs for scenarios like this.

sterile furnace
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I love the idea of a cleansing card

velvet lake
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I would like to see the addition of countermeasures such as Cleanse cards instead of nerfs to debuff cards.

grand cipher
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Nerf profaner to one card + add cleanser cards

neon briar
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or it decreases all negative effects by like 30 to 50% depends of the card level

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and if you would have 50% it would counter "2 same card combo" so you would just have the effect of one of them

neon briar
neon briar
austere bough
toxic grove
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How would you guys feel about the debuffs being more percentage based? For example healthdown removes 33% of base health on first use (so removes 50 health on first use) and then on second use it removes 33% of CURRENT health (so taking you from 100--->67) and then third use would be 67--->44?

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Or with slow reload it would be you lose 50% reload speed on the first throw setting you to 50% total reload speed. Then next use takes you from 50% to 25%. Next use takes you to 12.5%, etc.

deft night
mystic inlet
# neon briar I think all would be to overpowerd or than maybe for a short period of time

It wouldn't be overpowered, since it literally only prevents the rounds were you get too many debuffs at once. Lets say it's a Power 3 card. Means in the worst case you will put this into your deck as a dead card or a minor help when your enemy doesn't spam debuffs. Alternatively you could say it just removes the most recent two debuffs for example, but making it timed would be garbage, since it will only end up enemies running away and playing more passive again until the effect runs out.

neon briar
toxic grove
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Well that’s why I’m saying the first health down does the full 50hp every time (based on a characters starting health) but then the next ones work off of remaining health. Even that gets kinda weird with healthups and everything though so maybe just making the card itself have set intervals of damage every time it’s replayed is better.

So something like: 1st card always does -50 hp. 2nd card always does -35 hp. 3rd card always does -25 hp. Etc.

rough hawk
toxic grove
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Yea that’s why I think the second option is better