#Card Balance Suggestions [REVISED]
1 messages · Page 2 of 1
makes sense (I didnt see the part where you already said that.)
Thats okie the thread is gigantic by now i don't expect anyone to read that much haha
some of these cards have already been nerfed after this initial post was made, card thief is in a good spot as well as extra cards and no longer need nerfs
tho a card like extra cards will always likly remain meta do to the nature of the card.
Thats true. I should probably update the new values for some. Although some changes i still disagree with
I kinda want swap weapons to be nerfed and buffed
it was
Yea but I want more.
Buffed to take the most recently summoned non-boira weapon
Nerfed to 4 cost bc being able to take a 3 point card from the opponent (like a shotgun), and getting that weapon for yourself is so much value. And it’s not like you run the risk of the card going unused bc everyone and their grandma run weapons bc they’re OP.
ew 4 cost, in this economy?
I thought about looking through the new numbers/changes and updating it but honestly whats the point
lemme give actual thoughts on this, disarm i think is already a better card and nerfing weapon swap to a 4 cost i would just stop running it at that point. 4 cost is such an important slot in your deck already for cards that would easily clutch rounds and weapon swap wouldnt be effective enough to take that slot, it would be far too expensive, the current cost and effect is perfect were it is and there are cards that need far more attention.
I've been thinking about disarm too but nothing concrete to do about it yet. Just feels very powerful for a 2 cost
Don't entirely agree with the statement tho. I think Weapon Swap is a lot more powerful than disarm in 1v1, and in 2v2 the only thing making weapon swap terrible is it's prioritization which is why I'd wanna buff it to make it more useful in 2v2

Ruki isn't your plaything!
cute
i just dont think the solution to meta cards is to make them all expensive, I disagree with the sentiment, it would just make another card not to run, it'll just make issue cards more prevelent and harder to counter, there needs to be counter cards to combat strong cards such as shotgun/albitross.
When is Snail playing with us again.
one day 🙏
fair. I just have a hard time arguing for NOT putting those cards in my deck and it feels like it really lowers deck variety. Very very rare I see a deck without disarm for example
I'd agree changing costs isn't a great fix typically but it's tough to change anything that has a unique effect rather than just a set % or # increase/decrease or timer
if you want to see less disarm, we nerf the stronger weapon cards.
that is the solution
i think disarm should always remain the same as is, and any nerf on it would be an inderect nerf due to weapons being nerfed
I'd be down for nerfing weapons. They've been too strong compared to buff/debuff cards, especially since buff/debuff was nerfed
That does sound like the better route
I still stand by the buff to swap weapons tho. Feels unintuitive and annoying how it works in 2v2, and it makes it a bit useless with the current meta (Stevie)
weapon nerfs i think should happen:
albatross: mag size 10 to 6
shotgun: longer reload speed, and bloom increased
gold boira: mag size decreased by 2 and added range damage falloff (possible compensation buff?: removed weapon recoil)
Make it 5 bullets.
Yes
Reload speed decrease or reload time increase if it’s a nerf
Increasing reload speed of boomstick is a buff
I think the weapons do need a nerf but I'd say we need neutral fixed first
neutral is so bad atm
especially on maps like rooftop
like what are we supposed to do
also weapons nerf??
I think weapons need a nerf only for akimbo
akimbo alba and boomstick is very unfair
neutral?
you mean the basic boira?
i disagree other weapons are just too good
I mean the state of the game without factoring in cards. Namely stevie's gboira, sable's katana and klustr's turrets
Some characters require more to gain advantage in neutral etc, and that applies a lot to weapons too
Its basically saying id want neutral to be more balanced so we can see how powerful everything else is
Stevie being nerfed would help balance neutral
i gotcha
saying stevie needs a nerf is like saying the sky is blue
this sky is a lot easier to change in comparison though
🙂
Sends 35 billion metric tons of waste into the atmosphere
just replying about this, I think as a nuetral it is pretty broken, but they do get 1 shot. They have a counter of long range, so mabye the range could just be shortened?
bro, i just looked at the three messages above mine and it just physically hurt me.
which are you referring to? (the 1 shot bit)
BRUH I forgot to say it is klustr jr’s turrets
Ohh. You find them too strong? I was saying they need to be buffed a lil :p
i dont think that they are too strong, BECAUSE of the range.
i was saying that if they needed a debuff, the best thing would be range.
im confused on what's being said here
you think they need less range?
the range already got a massive nerf after day 1
kluster is a D teir character rn, and needs a buff.
🔪

I was saying they didnt need a nerf, but if there had to be one, range would be the way to go, sorry for the missunderstanding.
ok
so yea huge nerf
I think that its pretty hard to boost the turrets without making them 2x better
they already do 1 damage, so a damage buff( if staying with integers) would double the damage
no thy dont need dmg buff
all im asking for is for them to be able to take 1 more boira shot
makes sense

If we are talking about klustr my boy did not deserve the nerfs
Nerfs were so quick we hadn't of even developed counter play to it
Now they're so weak
I would say they need a little firerate buff and a health buff
Also make sable do more damage to the turrets.
Boira takes like 5 shots to get it out but katana still makes it one swing
Turret damage is mediocre at best but a firerate buff will make sure they're a force to be reconed with if left unattended
I’m pro katana and explosions doing extra structure damage even tho it’s a niche utility
Same here
Its what you see in other shooters
Melee weapons being good against buildings or weapons being made to counter buildings
I think headshot turrets are underrated af. Putting a turret in a high spot and big heading the opponent = DAMAGE
Oh god I should try and do a turret brain kill
More of the ladder tbh
That would be disgusting
I do think that turrets always aim for body 90% of the time
Rarely hit head
I think they aim at center mass (chest/stomach). But if they’re above someone with a big head aiming down at them their head is in the way of their chest
Hmm how much damage does ca turret do, like 5? That would be 3 Brain shots
How much does brain multiply the damage?
Oh damn
Also while we are on the topic of brain atm make shots to someone's brain in titan deal more damage
theres no kill like overkill
Titan brain is kinda underwhelming. Surprisingly hard to hit despite how humongous it is
And the fact that they can also just look away and or ice block
Even then it takes like 5 boira shots to kill someone in brained titan
If not more
Or nuke or ninja smoke or empty mag or or ninja log or tin man or blabla
Yeah
Or painkillers
Painkillers are super underrated
At max no damage for 6 seconds
Painkillers are extremely underrated. I’ve never gotten super good use out of them but tbh I haven’t used them much. Cake mommy destroys me with painkillers
🔪

🪴
You never saw this coming I SUMMON POT OF GREED
Not Mines Original Video:
wayneradiotv
https://youtu.be/FWtArkwBtMs
i feel like this is relevant in some way :>
"that's not what it does" -🤓
I wish this would happen. 😭
you bein eepy?
🤔
While I am very new to the game I already went against someone with a Self-destruct card in 1v1 and I 100% agree that card needs to be nerfed. Its a lazy way to win simply because all they have to do is wittle you down enough then if they start losing make sure to get close enough before you finish them off. Part of me wants to say nerf and bar it from 1v1 matches but thats just my inexperience talking plus Thick Skin is a thing and they still have to actually draw the card.
They don't even need to whittle you down first. When maxed it does 200 damage
Just wanted to make a quick note that I really like the new changes and agree with them all for the most part. May update this thread once I get into playing again
Aahh thank you so much for the bumb
We can actually start discussing balance changes again cus the devs are listening to suggestions
My first proposal is making parlay a 2 cost card
Nuke as a 2 cost is wayy better card that can be used similarly but parley is 3 cost
This still very relevant
@thick thicketany more suggestions?
Will think about it for now, but waaaay less radius on sdd
yeah i agree
I'm fine with the damage, but needs to be more high risk high reward
well sure
how would you nerf tiny?
do you think 25 secs is fine?
yea it goes past the explosion indicator which is kinda bs
yep exactly
yeah imo 15 would be besst
nerf its dmg to 65-140 from 65-200 and nerf its range to 6m to 4m
4m is the range of a standard bomb
i highly agree
may aswell make this 4 cost last 2 seconds at this point
because nobody will run it
im exageratting a bit, 20 seconds should be fine
imo tiny is just 3x better iron man for +1 cost
so it should have numbers increased to 20 and possible timer decrease
huh, its usecase is way diffrent. there's allot of things tiny wouldnt dodge
that ironman can
numbers increase to dmg taken is fine
wrong, if someone does mindblowing and bullettime ur still dead aswell
not with bullettime, or anything someone combos brain with
or did iron counter brain
ok 80% of cases tiny is just 3x better than iron man for 1+ cost
yeah i forgot about iron brain
thats why i asked
but honestly the tiny hitbox with good movement is practically as good as iron man invicibility
but its 25 sec compared to iron mans 7
i mean edU alredy stated that it'll probably get nerfed
25 is a bit overkill i agree
20 seconds should be a good nerf to start with, and maybe increase dmg taken.
but idont want to overnerf it too
same, i just worry if you increase the dmg taken too much, just take 3 stray bullets from and FK and instantly die
then ask urself what was the point
Agreed
15 seconds, 20% extra dmg but to compinsate make it a 3 cost?
sure
i agree a ton
Tbh I'd make sdd cap out at 60 like bombs were and make it a 1 or 2 point card
Trap cards in general would be cool if they were cheaper. Right now people only run 1 or 2 which means you never get to bluff or do any shenanigans
60 is too much a nerf but id be up for damage nerfing sdd too
im more against it being cheaper
yeah it should stay 3 cost
Oh ruki!
i have an amazing idea!
make bear trap a trapcard!
it reaveals only if beartrap gets destrouyed or triggered
ive said this since the game came out
yeah, and with 40hp its fun to panic shoot it
we should rally for this next balance suggestions
PLEASE INCREASE THE COST OF PRESENT
NO 0 Cost present
its fun to see but 1 cost for that much caose is too much
more than 1 0 cost cards are sounding scary already
i dont think its a high priority nerf
i agree at 2 cost would be fairer but, tiny, fire, profaner, reroll are way more important to nerf
apparently the effect of fire damage stacking is intentional
it's a number change theres no reason it would need to be delayed or pushed back.
well yeah
these other nerfs are ether touchy, need more testing, or will take some time as it requires more coding and isnt just number tweaks.
something i keep forgetting to bring up again, albitross needs a mag size nerf
10 needs to be changed to 8 or even 6
10 is too many chances lol
and why people can hipfire so freely with it
oh i agree
imo its kinda fun
but very powerful too
especially with monitor scrosshair
its hipfire is fine but it doesnt come with any risk due to its massive mag size
hmm what about make it 7
well or 6
6 makes the most sense
6 would be good
but also that would buff sable you know.
i dont wana over buff sable
imo sable is in good place now. Trying to avoid more sable buffs
So far I have:
• Fire QoL change: fire damage hitboxs no longer stack their damage ( effects that involve fire may need more balancing to compensate)
• Albatross nerf: Mag size from 10 to 6
• Self-Destruct Device nerf: deals 65-140 damage from 65-200, range decreased to 4m from 6m
• Present nerf: cost 2 from 1
• Tiny spell QoL: 15 seconds, 20% extra dmg from 25 seconds, 10% extra dmg but to compensate make it a 3 cost from 4 cost
• QoL change cards like bear trap and landmine to trapcards so that they're hidden in the cardfeed
lets add parley to 2 cost?
and what do you think aobut buffing bomb lover
and carefully so cus bomb lover is in present
idk how many ppl agree with that, i think its fine as 3 but maybe more ppl would agree with you? i try not be bias
my main argument is that nuke is wayyy better that parlay in almost all cases when used for same purpose and its 2 cost. that s why parley could be 2 cost
you cant move during nuke and spawns are random but i see the argument
yeah and also nuke has majorly more and better combos than parley, and parley has merely none
iv seen a lot of people agree to make it 2 cost
also it will be a great counter to tiny
that we need
it sounded like the combos with nuke were going to be adressed
nuke still ahs much more combos outside of heartless
and parley is actually really strong against allot of timer based cards that nuke isnt
its as strong imo, the transition and finding players in the map takes like 5 secs
i think it is kinda a sleeper and will get powercreep as more timer based cards are introduced
and parley is 7
it's 2 seconds
depends on spawns
and in 1v1 can be way more, or in 2v2 when there are 2 people left
talking about + secs on finding players again
or parley could be like 10 secs if you dont like it for 2 cost
but i think its obvious parley should be somehow buffed
btw i think landmine should have a breif arm time, like it wont be active for 1 second after being placed.
so people stop using as a 1 cost sdd
i agree, i suggested just a dmg nerf to it
I told a dev, but he was like ''haha funny haha''
at least present is bugged so its worse
oh guys
new idea
how do you feel about making poison bomb 1 cost?
toxic bomb compared to all other bombs sucks, karrotow is waayyyy better for 2 cost. And 1 cost bomb and skicky are way better that 2 cost toxic
Fact. 1 cost.
It sucks.
😭
yess, very much
i'd run it in all my decks if it was a 1 cost, its actually a really good zoning tool
yeah it would be on par with sticky. it would be great
but it would just outclass smoke bomb
i dont hink so, cus smoke bomb lasts 3x longer and does no self or enemy dmg
how often do you make use of the full duration tho
well you can use the full duration to block turrets
true
@thick thicketdo you think counter card could be 2 cost?
Yes
would be on par with silence
what do you think about the balance list?
also all 1 cost cards that i want buffed here just need number buffs, no more 0 cost cadrs pliz
and tp bomb travel speed could be buffed
new sugggestions
toxic bomb to 1 cost
card counter to 2 cost
hot potato to 1 cost
katana to 2 cost
Phantom bullets to 2 cost?
i think Ribberto's personality card should just be a random Personality like how it is when two Ribberto's 1v1
so its more of a fun dice roll that makes both sides adapt to it instead of just "oh im fighting Donnie B so now im Donnie B except i don't have a deck built around Donnie B"
That's a suggestion I've seen a lot and thought about myself and it's hard for me to decide. Because I really like the fact that you get to play who your opponent is playing and give them a taste of their own medicine to level the playing field. But it does sound like a great amount of fun getting a new personality every round instead, and I really love doing 2v2 all ribberto already
great suggestion i'd second this
Rolling the dice on his character sounds right with DnD
Didn't really mean for this thread to blow up again. Nor for it to turn into a forum for more suggestions. That being said I'll try to take note of some things raised whenever i make the new thread.
Can agree with all these. Though for SDD I'd probably want to adjust the range a lil slower but still want it nerfed.
slower?
I mean lowering the range by maybe 0.5 or 1 at a time until it finds a good spot
That being said I think I also wished it had a fizzle time on self detonate if i recall
reason i say 4 is it would make the indicator accurate and it'd be consistnat with other explosives, if they fix the indicator for 5 i can see an arguement for it
That's fair. I just rather go down a decent bit at a time. Plus we want the damage weaker too.
Can get a lil confusing if we nerf it too much then buff it again
And we have to take into account some of the really far range sdds are due to latency
Latency is rarely an issue
Only in high ping lobbies
I have to connect with a vpn to play the game at all. So yeah it depends.
i think it would be fine and a little more healthy for the game if the card became niche
i dont think anyone would ever call the card underpowerd ether
That's part of why i would prefer to nerf things bit by bit. Cause realistically even a very hard nerf would be widely welcomed at this point so its harder to find a sweet spot for it
that's a part of balancing, things that deserve it can be hit mega hard we can always see how to performs afterwards and if it was hit too hard we can give some power back
Make card profaner draw the copied cards next round
Or
Make that same card sannot be played twice in the same round if it was from profaner
too much. Especially with how good bomb belt is now. I wouldn't recommend above 90, but prob should start with 80 and see how it feels.
I find it more important to nerf sticky
mine 140 sticky 100 bomb 70 currently
Bomb belt has different bombs no?
I suggested that too
Ah didn't see
At some other place
Generally I think it'd be better
Bc it'd make it worse at range
But give you more breathing room if they fluke a shot
It would be better
But tbh its not priority to nerf since there are so many counters to it
Yeah
Akimbo be like that
A lot of power and a lot of counters
I'd argue all akimbo combos are rather balanced
Even if getting cross map vaporised doesn't feel great
Nah, shotgun akombo is way better than all others
I dunno man
Spike has a strong alternative with sniper akimbo
Since it can one shot on headshots with one bullet
Tbh it does same dmg even at range
Sometimes akimbo shotguns oneshot at range too
And its easier to aim
Akimbo sniper nearly guarantees that if you aim right they are just dead
151 damage my beloved
Gotta love spike breaking important damage thresholds
Either way with good aim it terrorises anyone at basically any range
The rest of akimbo combos aren't bad just
Not as good
Fk akimbo is pretty good ig
Shotgun is same power level
Its great with slow time and stevie
Only usable with poison
Ye but much cheaper
It will never feel bad to akimbo revolvers
Even if they aren't that great
And with good aim you can probably get a good chunk of use outta it
Akimbo katana is great but only for killing one target
Once you get close
2v2s you kill one but you are probably dead to next enemy cus no block
Akimbo punch r
Uhhh
I don't have an opinion
Didn't play with it enough
And akimbo flamethrower
Uhhh
Overkill
It doesn not increase dmg at all
I wouldn't know
Generally akimbo is at least decent whenever you use it with most things
Which I mean
It's not bad
I run akimbo in my deck for more consistency
Because it works will all the weapons I have
Given I am on the tip of the spike mindset
And the 12% damage bonus does skew some akimbo synergies
Like the one shot headshots on akimbo sniper
Or 25 dmg gboira headshots
So far we have:
• Fire QoL change: fire damage hitboxs no longer stack their damage ( effects that involve fire may need more balancing to compensate)
• Albatross nerf: Mag size from 10 to 6
• Self-Destruct Device nerf: deals 65-140 damage from 65-200, range decreased to 4m from 6m
• Present nerf: cost 2 from 1
• Tiny spell QoL: 15 seconds, 20% extra dmg from 25 seconds, 10% extra dmg but to compensate make it a 3 cost from 4 cost
• QoL change bear trap to trapcard so that its hidden in the cardfeed
-
parley buff: to 2 cost from 3
-
toxic bomb buff: to 1 cost from 2
-
rework card profaner to either draw the copied cards next round of copy from enemy graveyard
-
brasshopper buff: dmg falloff scale increase, does more dmg from further away
-
katana CARD buff: to 2 cost from 3
-
landmine nerf: max dmg to 120 from 140 and range decrease by 1 m
-
phantom bullets buff: to 2 cost from 3
Also I have a spicy opinion on landmine as I expressed before
Giving it a 0.5s arming time after landing would make it considerably worse at combos
Would be ok too but id still nerf the range too
Yeah fair
what do you guys think about making no jump 3 cost?
I think no jump could stay as 2 cost if it was made shorter
I'd say 15 seconds would be better
It's one hell of an annoying card
Especially on some maps
cough Trucks cough
The fact that you either have to have a specific card or just stall the game is definitely annoying
double jump overiding it is a huge counter tho
id first nerf it to 20 secs to see how it fairs
I mean yeah but like its still one card in the whole game
Cheap one but still
and many times no jump doesnt matter if you aim and do dmg well
I mean yeah but dodging is way harder
And that's like
Also a big part of combat
Same for positioning which you just can't do
Let's take an example of other debuff cards that disable basic game functions
Freeze gun
It's what
Like 3s
Hell other debuff cards from the same price aren't even close to being no jump
how do you guys feel about nerfing healthpack
@strange phoenix ggs
It’s level 1 of the bomb card I think, which is 60 dmg rn. I’d maybe like to see bomb go from lvl 1 60 dmg and lvl max 70 dmg TO 70 lvl 1 and 90 at max lvl
Hmm not sure then about buffing bomb belt thon
If you wanted to nerf Med Pack, maybe make it so it does a small burst and then regen?
Like a lv 4 med kit would give you 60HP and then slowly give you the remainder over a small period of time?
Just spitballing
bomb belt doesn't need a buff its fine where its at
Makes it useless if drawn on last round. Feel like that's been discussed before
Already suggested in original post.
Fire reworked so it's actually consistent and not killing people instantly sounds good.
Albatross nerf sounds fine to me but wouldn't high priority it.
Ssd my suggestion remains same for now.
Present to 2 sounds fine.
Tiny i would not want as a 3 cost, i hate the card tbh. But haven't experienced it enough.
Traps being hidden like normal trap cards is fine i think. Toxic bomb my suggestions stay same.
Profaner needs to have reliable value regardless of when drawn so no.
Brass idk
Katana idk
Phantom idk
Reworkin healthkit to heal a bit overtime would probably be fine too, although not sure its a priority. It is a staple card I'll admit but doesn't feel as negatively impacting gameplay as others. Regen bit might promote a more campy style too so its difficult to say
Its just too swingy and its a must have card
Yeah, iv just been sick of double buffs or debuffs that profaner still problematically introduces. I think making it copy from enemys graveyard is interesting
Pre-profaner era was so much better
Double buffs and debuffs happened much rarely and it took communication to play it in the same round
What if for card profaner, stacking the buffs/debuffs is not an additive change, but a multiplicative one?
So currently how it works: let’s say for Slow Reload, which inflicts a -40% penalty, if you profane and play the card again, instead of applying another -40%, it would consider what effects are already in play:
Additively: 40% + 40% = -80% reload penalty
Multiplicatively: 40% x 40% = -56% reload penalty
Obviously this isn’t a perfect solution since things like Health Up/Down aren’t % based
Wouldnt that make things worse
And make doubling cards even more powerful?
It would be a nerf to percent-based bonuses/reductions
Making stacking less effective
true. But stacking is the least powerful use of Profaner. I'd rather try to nerf the more powerful use of using powerful combos twice in a row
Imo stacking is as powerful and annoying as powerful bombos
eh to each their own
I think a stacking penalty still would be nice tho, although more so for preventing too oppressive stacking in 2s
I just played a 2v2 with a friend in which the enemy team was able to profane and stack three Slow Reloads for a total of -120% reload nerf.
Funnily enough, an infograph from a separate game that someone made better demonstrates the math.
Bump!
Lets keep this active!
New suggestion popped up
Big mag buff: to 1 cost from 2 cost
Will be comparable to 1 cost more accuracy
Agreed
okkkaayy
let's revisit this in couple days and put our new balance suggestions
right off the bat ill put here that when extra cards and card thief is 3 cost with the value of 2 cards its stupid that card counter is 3 cost with value of 1 card being countered
so the card counter should be buffed. Maybe just make it 2 cost
review of balance suggestions
• ❌ Fire QoL change: fire damage hitboxes no longer stack their damage ( effects that involve fire may need more balancing to compensate)
• ❌Albatross nerf: Mag size from 10 to 6
• ✅Self-Destruct Device nerf: deals 65-140 damage from 65-200, range decreased to 4m from 6m [🔹 dmg was nerfed to 65-130🔹 ] might still need range nerf
•❌Present nerf: cost 2 from 1
• ✅Tiny spell QoL: 15 seconds, 20% extra dmg from 25 seconds, 10% extra dmg but to compensate make it a 3 cost from 4 cost [🔹dmg dealt is 20% and dmg received now -50%🔹] good change
• ❌QoL change bear trap to trapcard so that it's hidden in the card feed
-
✅parley buff: to 2 cost from 3 [🔹 now 1 cost🔹 ] pretty good
-
✅toxic bomb buff: to 1 cost from 2 [🔹now does a tad more dmg 🔹 ] might still need cost buff to 1 cost
-
❌rework card profaner to either draw the copied cards next round of copy from the enemy graveyard
-
❌Brasshopper buff: dmg falloff scale increase, does more dmg from further away
-
✅katana CARD buff: to 2 cost from 3 [🔹dmg reduction now 85% with 1 more bullet 🔹 ] pretty good for Sable but katana card needs a cost buff to 2 cost
-
✅landmine nerf: max dmg to 120 from 140 and range decrease by 1 m [🔹range reduced by 0,4m🔹 ] dmg might still be too much
-
❌phantom bullets buff: to 2 cost from 3
-
❌Big mag buff: to 1 cost from 2 cost
What do all those symbols mean
x is ithat the suggested change didnt go through
green is that the suggestion made it throught or variation of it touched the card in question
🔪
Alby should be Goodie with 8 bullets imo(just like boomstick)
6 minimum
Cuz it can 70 and 105 and any range but the boomstick can only do that close range?
....fair!
I feel like there isn't a reason to ads yknow.
Honestly I want it at 5, but thats just me.
Hey, you can hit your shots! I can't
Hehehe
What do you use atm(I guess you rlly don't play FvF much?)
The sniper.
Why would I use a sniper when I can stack someone for more than 150 damage in 4 ticks.
Tru
Should I use boomstick or Flame tho
Always stick with Fk and shotty so I can play this game braindead and still get kills. But flame is rlly goodie when it works and Alby is....Alby
Just thinking
I'll try it today hehe
This is gonna be fuuun!
(That was my main problem with flame)
But yeah, always have a plan B
Indeed!
Exactly.
Can always use flamethrower to bait out their pyro too.
And then swap to a different guy.
And Destroy em with Karrotov nuke. 😎
That was just goodie(rlly goodie when it worked)
Still does.
😭
The pick rates gonna go uppie when you use it(jkjk)
People should honestly just use what they want. 🙂
Ye
Juuust Messin around hehe
What has become of my beloved thread
sorry hehe
Ayy i discovered that
Ill put new balance suggestion list soon
Theres also good spot for trucks
i agree
Fire QoL change: fire damage hitboxes no longer stack their damage (effects that involve fire may need more balancing to compensate)
Albatross nerf: Mag size from 10 to 6
Self-Destruct Device nerf: decreased to 4m from 6m
Present nerf: cost 2 from 1
QoL change bear trap to trapcard so that it's hidden in the card feed
toxic bomb buff: to 1 cost from 2
rework card profaner to either draw the copied cards next round of copy from the enemy graveyard
Brasshopper buff: dmg falloff scale increase, does more dmg from further away
landmine nerf: max dmg to 120 from 140
phantom bullets buff: to 2 cost from 3
Big mag buff: to 1 cost from 2 cost
does anyone have any more suggestions?
Oks but can we also add if heartless and nuke combo you can’t heal with Dr.molebot only medic kit and experiment with just upping the card power before doing errata’s should be the last thing if a card is too good for the game
dont agree with toxic bomb
Topos healing being capped at like 100?(or I guess like a lil timer) So camping with it would be less frustrating to deal with)
true
I would say that a time would be nice so that it heals a lil more then medkit, and can heal multiple ppl. But takes time and dies afterwards
Isn't half the balance the fact it can heal the enemy too
doesn't matter much. when you put it in a camp positions you will be 100hp difference already
I dunno my first reaction to fighting someone using it is rushing them down
Especially if I have like
The log or teleport bomb
At that point then it's maybe like a diff of 15 25 hp
I don't think Dr.molebot needs any amount of nerfs at best maybe power rating increase since the card stop things like turrent spam forcing the other player to push you otherwise you get a lot of health back. I think what Dr.molebot should do is shut down anything that is set up like turrents or mines and prevent someone from using cards for 15 second or make the power scale increase from 1 to 4
everything is bad compared to sticky, why are we comparing it to sticky? lol
Versatile quick 100 or 200dmg easy to use bomb card
hm?
- 200 is with bigger explosions
yea?
Poison grenade is meant to be areal denial but the dmg doesn't rlly makes it scary to not go in there. Making the areal denial part rlly ain't goodie. One goodie way I guess is to buff the dmg
And cuz sticky deals 100 with 1 cost, lower the cost
Woooo! Nailed it
Yea Sticky is for sure overtuned, but toxic bomb feels for sure undertuned
Exactly
Its a pathetic throwable for 2 cost
still disagree, sticky a bit op if anything, but i think they're both fine as they are.
its not just dmg, its more the aspect of blocking lines of sight.
that's the good part of the item
we cant buff predictor, phantom, and poison smoke all in the same patch because those cards indirectly buff each other when they're buffed due to their synergy
7 dmg per tick isnt something to ignore imo, poison was buffed not too long ago.
Pixel Vision feels kinda useless honestly...
I use Pixel Vision in combination with Less Accuracy and Shrinkinkg Spell. It makes it harder to hit tiny players 👀
With Shrinking Spell seems like a good combo but if it's alone it barely affects anything.
You could also use Pixel Vision if the rival is sniping too far away 😺
predator doesnt need to be buffed
the synergy between them imo is very fair and interesting to be buffed
glad we're in agreement then
because the counter to all that is waiting it out behind cover ...
none of them need a buff.
i feel they do. they are noniexistent in the meta
also phantom is bad to put in a trio of smoke and pred
if you use pred and toxic, phantom is useless
if you use pred and phantom then smoke and toxic are super meh
blocking lines of sight is barely useful in the maps of fvf
most players just move around them and all you did with a 2 cost card is get 10m closer
it would be perfect for that use as a 1 cost
no, whats perfect for that use as a 1 cost is smoke bomb
smoke bomb is a whole another tihng
you can hide in it so no self dmg and its 5x times longer
toxic is 5x times shorter but does a tad of dmg so can be used offencively
perfect balance for 1 cost both
and smoke/toxic usage is very skillful
would be healthy to be more meta
iv never seen it used. and if ever all it did was about 15 dmg
for a 2 cost card...
in somebody's deck...? that's just bad deckbuilding
that's almost an hp down, same cost and hp down doesnt zone or deny vision.
hp down is -50, It is a no-effort card, and it affects instantly both players. It can't ever backfire on you.
coulda sworn it was nerfed from 50
now i gotta open the game to check bc i usually cant rely on the wiki
also the -health health down does cannot be healed back
while toxic dmg can be
counterpoint to this, after taking a bit of dmg and healing effectively still heals any the "damage"
ye its -38 now
still miles above toxic bomb
what?
not sure what the tickrate is but im pretty sure a few seconds and its the same dmg.
im going to check actual dps rn
i also remember when it did no dmg because of a bug sometimes
when it directhitted
and also when is the last time you saw phantom?
litterally a dead card
and pairing it up with pred is coping because that is the only decent combo for phantom. which is 50% of games fucked up cus you didnt draw them both
for a god damn 3 cost 💀
the only thing id see is that phantom pred is a toxic and unfun combo to be meta
so its tickrate seems to be once per second, moltov has a super fast tickrate and its disc isnt accurate is what threw me off.
also the poison seems to linger 2 seconds after exiting, so it's going to do 14 dmg at the least.
yeah that's all the reward you get from a good throw
14 dmg and you cant rush them or you will get dmg too.. for 2 cost
you mean a bad throw. a good throw would be them in the middle of it and need to take a few seconds to get out of it.
test it out
i did
if you instantly move away from a direct hit how much dmg will it be
4 ticks, its going to do 28 dmg.
soooo the equivalent of what poison does
poison does 25dmg... for guaranteed... for both players... for no effort
and this doesnt account for allot of the other factors.
the only other factor is that you cant rush them or you will get dmg too xd
why would you rush them its a zoning tool
adn that you have to apply a ton of effort for the throw
so you just wait...
fvf maps are very open. there are no chokepoints, you can always go around
its not csgo
high ground doesnt exist i guess.
id say poison has one better use than hp down
there is no value for zoning out
yep
and you can track in the smoke bc of that
you see them they dont see you
for like 3 ticks
honestly in fvf it doesnt make much difference
except if you have the katana that is
if anything makes difference in fvf its your movement
youp
adn toxic bomb restricts our own advancement on the enemy annoyingly
high ground makes a huge difference.
you can clearly see how much someone played on how they move because in a close up fight most people who didnt play a lot
will just
fight normally
and ppl who actually played for a while will be looking like they need to go to the hospital because they just had a seizure
tell me one high ground that toxic bomb covers anough
it doesn't cover enough
people will just go around
yeah
if poison needs a buff, it should cover higher radius if anything.
sure
now we agree it needs a buff
thank god
IF
it really is just mediocre smoke
yep
id be ok with radius buff
one that does 28 dmg on a perfect throw and restricts your push on the enemy
honestly just use like the ninja smoke if you want to fuck someone up from a surprise
i think the card is pretty underrated
i use it
yeah exactly
its an on demand speedboost and fucking up someones aim
its honestly pretty good for the price
i just prefer cost buffs suggestions cus they are easier to implement
but we're starting to have too many cheap cards, if it was a 1 cost it could easily outclass some other cards.
like what
it would be barely the same value of 1 cost poison
tell me one non-dead 1 cost card it would outclass
it would be fine to buff but making it cheaper is the wrong approch imo.
it would make decks too efficient, you'd take out a 2 cost of equal value for a 1 cost poison bomb.
what do you mean
nobody is using toxic and it would be barely the same value as 1 cost poison
competitive decks will run whatever is most efficient for their cost.
i barely see poison in competetive decks
i can name you 17 other 1 cost cards that are still better than 1 cost toxic
for instance, move slow is a 2 cost for a 25% slow, i think poison would be far more effective a slowing someones push or trying to make cover for your own push if it was 1 cost.
bro
move slower is -18% slow
fking wiki man
sorry i counted again
there are 21 [1-cost] cards that are better than 1 cost toxic
that all depends on what your deck is trying to do jani
if all you want is damage and value, yes theres going to be allot of better choices for that
im just reaallly don't get ¨the slowing enemies' push or make a cover for own push with toxic¨
if for zoning out aits sucks in fvf
cus maps are small, movement cards are meta and there are no choke points
also for rushing in but you cant rush with toxic 💀
bro i like the 1 cost smoke we have
i like that card
you make cover so that you can rush trough it or you smoke yourself and pred to beam and be in cover
but toxic cant do any of that
rooftop, theatre, subway, and island have all prominent high ground or chokes that are great uses for smokes, idk about the map argument
because of small map size thay are all easy and quick to go around
go around sure but it denies high ground still wich is very impactful imo
well im annoyed it denies it from you too
so pretty minimal value
it would be to put you on even playing field as oppose to a disadvantages position
wouldnt call that minimal
can we just agree on the radius buff, i got other things i want to do than talk about this all day haha
dunno, enemy just waits it out behind the cloud or moves to different high ground
we can
i just see it as. In rushing playstyle, it's bad because it kills your rush after hitting the enemy. And in long fight style its useless cus of long travel time and people just waiting it out
i understand that you want more options for sable to push since your a sable main
not really. I still would not use it in Sable Deck if it was 1 cost
id use it in a Stevie deck with pred vision and smoke as a back up combo
but it did infuriate me when i tried it and got dmg by it
tick dmg is more valuable on opponents since sable sword brings them down to 15 hp with 3 swings
did you know that poison dmg cant finish off anyone
well yea you dont use it as a finisher
btw this discussion made me realize that health down is kinda bad now
switch to small mag feels great
Ooooh never thought about that
This thread has gotten so wild haha
Also going to have to agree with Ruki 🙂
Though I do think poison cards need to have some more consistent mechanics in terms of stacking damage and prolonging with other sources etc.
That being said, my view on toxic bomb becoming a 1 pt card is probably still the same as the initial post.
Also I find it amusing how much stuff has changed and become quite similar to that post. :))
🔪
💜
🔪
fire damage still does 9,999,999 damage per second i see
yeah
and a 0 cost nuke pretty much guarantees a kill on a throw
really need to fix how hitboxs stack on fire dmg
Ye
yeah, was very surprised to see its still a thing
well when I called it out before, one of the devs actually told me it was intentional, which is bad design imo but maybe we can convince them to change it if we haven't already.
it was
thats why the dmg on the flameflower was so low bc it was inteded to stack
it just needs to be removed and dmg rebalanced to compensate
yeah, definitely would prefer it changed so fire doesnt randomly insta kill you
I agree, fire is too wonky
what are you guyses feeling on invis hand?
should it be nerfed and have a timer?
like 30secs
its fine, pretty weak without Garbage day imo.
Interesting stuffie
if we wanted to buff it, maybe make it randomize the order of cards in your hand.
That might be too good
i dont think it needs a buff ether, im saying if we're to change it.
if anything a buff
🔪
no
timer would be ok but not needed.
Nerf everything grrr 😠
ye but those combos annihilate enemy card usage
nerfs stevie make his gun 1 bullet
but they dont. you can still use cards.
ye but its hard to use cards
also potato invis hand is free 100 dmg
whats in it for me?
i'll give the homie a kiss
No money? ☹️
I think its alright
Maybe like 1s buff if anything
But I don't think it's needed
You can use it to secure kills on ppl if they are gonna heal
could easily become useless if ever nerfed too hard but i think it's on the strong side.
Goodie in rush plays(like rlly goodie)
New buff idea
Make it that counter actually counters Kalas arrpegio proggress too
Fire QoL change: fire damage hitboxes no longer stack their damage (effects that involve fire may need more balancing to compensate)
Albatross nerf: Mag size from 10 to 6
Present nerf: cost 2 from 1
QoL change bear trap to trapcard so that it's hidden in the card feed
rework card profaner some how or nerf it to 5 cost
phantom bullets buff: 1 second more
Big mag buff: to 1 cost from 2 cost
Counter card buff: should counter Marge arrpegio progress
Nuke nerf: to 1 cost
Katana card buff: to 2 cost
Flamethrower nerf: should not dmg through walls
invisibility buff to 2 cost
Whatcha think?
What about potato 1 cost again?
Only if potato is changed to have a minimum timer. Two players with an empy hand spamming E should be able to toss the potato forever
Isn't the whole point you can boom or they can boom? And most of its combos except for invisi hand garbage day were nerfed?
Imo an ideal hot potato is one where both teams have to split focus on tossing potatoes and shooting eachother. Add some real chaos to the base gameplay
current hot potato has a problem where it's super OP against mid-tier buff / debuff heavy gameplay, while being fairly weak against bff gameplay where rounds end in < 8 seconds anyway.
It's like a big wall players hit where suddenly their deck feels worthless against a super cheesy strategy.
at least with guns it's like "damn I better ge me some guns too" lol
Imo its fine cus they will have to burn their whole hand for that
And nuke, tinman, parley, thicc skin, ice, reroll, all deny all potato value
Dunno, invis hand potato and garb potato are still easy 100 dmg
reroll denies the whole combo and gives them a massive hand
Reroll denies the combo. However, all rerolled cards are invisible (?) for the round where Invisible Hand is in effect. You can see the cards next round
if the Card Profaner get this rework it becomes basically unuseable because then someone would need to dealt with the rng on whatever the hell the opponent plays. The card becomes so inconstant compared to now where if someone gets first round they can make it get the same cards but later rounds it becomes a card that might give you want you needs or not it's a strong card but it should be a power level changed to maybe 5 because how good it is right now. A good meta is one where every card is able to be used allowing for creative decks but this rework would most likely make the card unusable because no one builds around their opponent deck because the card Profaner user can't choose what is in the opponent only guess
Ok, maybe that rework would make it too unreliable, i just wanted to keep it in the graveyard thematic
If any card should be 5 cost maybe its profaner, but again that nerf wouldnt fix much on the frustration of replaying game winning combos just because you drew profaner in the first rounds
I totally get that someone running nuke and kakaorrt in the first round kills you wiht it and doing it again or Ak and poison when you don't have a disarm, swap or bombs on you. The power level for more stronger cards should be higher than 4 to make it harder and require more deck building skills while still allowing the cards to still be useable without any number or reworks needed
Honestly I think Sticky bomb and regular bomb should have thier damage values switched around
It would make bomb have more of a reason to get played more often
not a bad suggestion
The risk of it is making Bomb Belt more powerful that way. We don't have Sticky Bomb Belt x.x
are bomb belt bomb dmg the same as normal bomb?
Yeah, it is. The damage of the bombs in bomb belts are the same as the bombs
huh
Oh
Bomb as a card is very underwhelming
For one point more i get bomb belt
I think this card should just be deleted
OR
Make bomb stronger and keep the bomb belt damage the same
make bomb 0 cost
I think we have enough 0 cost cards by now
fair
we have enough 0 costs yea
yoo peepoo
what about making invisibility 2 cost
its trash as a 3 cost
a tad less of a at least
honestly invisibility could be 1 cost
Fire QoL change: fire damage hitboxes no longer stack their damage (effects that involve fire may need more balancing to compensate)
Albatross nerf: Mag size from 10 to 6 and firerate nerf to match its animations
Present nerf: cost 2 from 1
QoL change bear trap to trapcard so that it's hidden in the card feed
rework card profaner somehow or nerf it to 5 cost
phantom bullets buff: 1 second more
Big mag buff: to 1 cost from 2 cost
Counter card buff: should counter Marge arrpegio progress and remove rarity boarder on trapcards
Nuke nerf: to 1 cost
Katana card buff: to 2 cost
Flamethrower nerf: should not dmg through walls
invisibility buff: to 2 cost from 3 cost
Sticky bomb nerf: to 2 cost from 1 cost 🔥 discussing
this is my updated suggestions
do you think counter card could be 2 cost?
or would it be too popular as 2 cost
oh yeah
I mean bomb is more damaging than bomb belt bombs if you have your cards upgraded. Could be a slightly bigger difference but I don’t think it’s bad.
Think we’ve just been spoiled by having one cost cards like sticky which are too good
but we looove sticky
But not our Sticky, Couldn't be Precious Sticky! Winning whole rounds! And it gets to be a 1 cost? What a sick joke!
honestly ill put that in
Sticky to 2 cost 🔥
One thing with Albatross; have we considered slowing down the fire rate to match the sounds/animations?
I also agree with the mag-size reduction
disagree with sticky nerf
the diffrence between a 1 and a 2 cost is huge, and sticky isnt always grantee'd value
allot of other 2 costs are
i could argue that bullet time is a better card than sticky
pffff i disargee bullet time could be 100 dmg value
while sticky is just get close and sticky the enemy
early during games realase sticky was S teir, but since it's been nerfed awhile back and since allot of cards that bullet time synergizes with got buffed its allot better than sticky
tinman 2 cost now, frozen gun and emty mag
bullet time in perfect condition can be max one mag value
aswell as mindblowing but i dont run that anymore.
the thing is that all these counter bullet time too
bullet time for mind blow is overrated
not really, it forces you to use those cards.
my point is that it's boring comparing sticky and regular bomb
cus sticky is 3 times better
eh
yeah
its very compareable to a normal bomb now
bomb you have to stop, throw in air and shoot with weapon
sticky is 3 times better cus you can just get close and stucky the enemy
or sticky the floor for precise placement
its just as easy to shoot it :|
thats the thing
you Have to shoot it
sticky you dont have to
why would you want to wait for it to explode?
exactly, i dont think thats a good arument
its not about waitin, its about pushing in with energy or ninja smoke or ninja log and sticking it to enemies and not worried about it and it dealing 100dmg
ive stopped running sticky btw, my decks have felt so much better since i did that.
the precise throwing and its stickiness makes it 3 times easier to use than regular bomb
id rather just not run bombs anymore, and if it becomes a 2 cost i would have no reason to justify it.
im just comparing why regular bomb does less dmg and is harder to use is same cost as sticky
but sure nerf it to 2 cost so i can laugh at ppl who still want to run it.
i just want to see justice for regular bomb
maybe just buff regular bomb dmg to 110
so we buff regular bomb dmg to 85 or smtn
why only 85 when sticky is 100
oh because bomb belt
dammit
maybe sticky should only do 100 if it actually sticks
it does
or its dmg is halfed
only if it sticks, it still does 100 if it doenst.
it just needs to be close enough
are we sure that regular bomb is tied to bomb belt bombs?
id kinda like that nerf
yeah it would need that fire rate nerf
ill add that
sticky is under discussion
I was testing this last night with a friend; your character model’s hand barely touches the bolt before you can refire
The gun is basically a semi-automatic sniper. This is true for a lot of animations where you can fire prior to the animation finishing (i.e. Disarm)
yes it can fire very fast before it actually clocking in
I would say make nuke a one cost card and have bomb as a 0 cost
hmm
i guess that would be decent change of costs
but im not sure about the 0 cost thing
0 cost cards should be cards that are risky to use and can fuck up sometimes
I don't see another way to buff bomb card
cards that arent easy value every time you use them
we love dice bomb cus thats how its it
its not that consistent value and can fuck you up by teleport smoke or flash
Hm, maybe present should be 0 cost and have even more random effects that can fuck you over
that would be fun
well that a hard no
cus it skyrockets value when you get weapon package and disarm
oh yeah
but I would say that present should have even more wacky effects
like low gravity laika
As “fun” as nuke can be, it certainly should be reverted to being a point costing card
1 cost would be better
2
Higher costing Nuke also indirectly nerfs Heartless, which I’m fine with :P
But that’s obviously a subjective opinion
they really should just have heartless' heart reappear when you use nuke even if there are counters to the combo
Heartless sucks now cause of fire.

Remind me of the interaction?
fire in general sucks, where's the fire fix Brainwash
Well if the heart takes any damage you die, so I don’t see the issue with fire and heartless?
I hope Carritov will still be strong after it gets fixed
cause it's amazing at countering cards like titan, iceblock, small spell, and heartless
Fire shreds it all.
🫡
Yup
and it's great against rubber bullet stacks from margerita
Nuh uhhhh
is the punch r bad now or something?
Always has been.
why is it bad exactly?
it isnt
I just use it instead of lakia cause I always miss my shots with it
and I use moose's double jump to great advantage with it
liaka better, its cheaper too
I miss my shots with laika
albatross is no problem
but yeah albatross should have a clip size and fire rate nerf
but what about golden Biora? cause no one uses it outside of stevie
It does not need 10 shots bro
no ur right with that, nerf albitross mag size
Damage nerf to no scoping pls
nah
Would it be bad to lower golden biora's cost to 1?
probably not
I would buff brasshopper's damage falloff to compensate maybe
hm, maybe not too much of a buff then

