#Card Balance Suggestions [REVISED]

1 messages · Page 2 of 1

waxen pendant
#

I've said it before but I don't really want to comment on shotgun nerfs when neutral itself is broken. Golden boira is ridiculous in terms of neutral. Sable already requires more specified builds to be viable, and is just too situational as in some scenarios they are just very underwhelming, especially in 1v1

void nest
waxen pendant
winter palm
#

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.

waxen pendant
rain canyon
#

I kinda want swap weapons to be nerfed and buffed

rain canyon
# winter palm 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.

winter palm
#

ew 4 cost, in this economy?

dry venture
#

make card profaner 5 cost

#

ill still use

waxen pendant
winter palm
# rain canyon Yea but I want more. Buffed to take the most recently summoned non-boira weapon...

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.

rain canyon
thick thicket
#

All I want is to Ruki

#

To buy

#

Zomboid.

#

🔪

#

I miss playing with him

winter palm
rain canyon
winter palm
thick thicket
#

When is Snail playing with us again.

rain canyon
rain canyon
winter palm
#

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

rain canyon
#

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)

winter palm
#

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)

winter palm
#

i can be ok with that aswell

thick thicket
#

Yes

rain canyon
rain canyon
#

Increasing reload speed of boomstick is a buff

winter palm
#

ah yea decrease i mean

#

fixed

waxen pendant
#

I think the weapons do need a nerf but I'd say we need neutral fixed first

wise oriole
#

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

winter palm
#

you mean the basic boira?

#

i disagree other weapons are just too good

waxen pendant
# winter palm neutral?

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

winter palm
#

that's very broad

#

we all know stevie needs to be nerfed

waxen pendant
#

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

winter palm
#

i gotcha

wise oriole
#

saying stevie needs a nerf is like saying the sky is blue

waxen pendant
#

this sky is a lot easier to change in comparison though

dry venture
#

🙂

rain canyon
#

Sends 35 billion metric tons of waste into the atmosphere

void nest
#

bro, i just looked at the three messages above mine and it just physically hurt me.

waxen pendant
void nest
waxen pendant
#

Ohh. You find them too strong? I was saying they need to be buffed a lil :p

void nest
#

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.

winter palm
#

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.

thick thicket
#

🔪

fierce trout
void nest
winter palm
#

they did both

#

and they also decreased firerate

void nest
#

ok

winter palm
#

so yea huge nerf

void nest
#

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

winter palm
#

no thy dont need dmg buff

#

all im asking for is for them to be able to take 1 more boira shot

void nest
#

makes sense

thick thicket
wise oriole
#

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

rain canyon
#

I’m pro katana and explosions doing extra structure damage even tho it’s a niche utility

wise oriole
#

Same here

#

Its what you see in other shooters
Melee weapons being good against buildings or weapons being made to counter buildings

rain canyon
#

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

wise oriole
#

More of the ladder tbh

wise oriole
#

I do think that turrets always aim for body 90% of the time

#

Rarely hit head

rain canyon
#

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

wise oriole
#

Yeah

#

That makes sense

rain canyon
#

Hmm how much damage does ca turret do, like 5? That would be 3 Brain shots

wise oriole
#

How much does brain multiply the damage?

rain canyon
#

10x body damage

#

So like boira does 13 body and 130 brain

wise oriole
#

Oh damn

#

Also while we are on the topic of brain atm make shots to someone's brain in titan deal more damage

lost grove
#

theres no kill like overkill

rain canyon
#

Titan brain is kinda underwhelming. Surprisingly hard to hit despite how humongous it is

wise oriole
#

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

rain canyon
#

Or nuke or ninja smoke or empty mag or or ninja log or tin man or blabla

wise oriole
#

Yeah

#

Or painkillers

#

Painkillers are super underrated

#

At max no damage for 6 seconds

rain canyon
#

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

thick thicket
#

steve 🔪

waxen pendant
plush drum
#

duck 🪴

waxen pendant
#

i feel like this is relevant in some way :>

winter palm
#

"that's not what it does" -🤓

thick thicket
#

I wish this would happen. 😭

waxen pendant
thick thicket
old grove
#

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.

rain canyon
#

They don't even need to whittle you down first. When maxed it does 200 damage

waxen pendant
#

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

quiet sapphire
#

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

quiet sapphire
#

This still very relevant

quiet sapphire
#

@thick thicketany more suggestions?

thick thicket
quiet sapphire
thick thicket
#

I'm fine with the damage, but needs to be more high risk high reward

quiet sapphire
thick thicket
#

Take more damage

#

Like 20-25% max level

quiet sapphire
#

do you think 25 secs is fine?

winter palm
quiet sapphire
thick thicket
#

Or 15

quiet sapphire
#

yeah imo 15 would be besst

winter palm
#

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

winter palm
#

because nobody will run it

#

im exageratting a bit, 20 seconds should be fine

quiet sapphire
#

so it should have numbers increased to 20 and possible timer decrease

winter palm
#

that ironman can

quiet sapphire
#

hmm only against bombs

#

literally

winter palm
winter palm
quiet sapphire
#

but tiny is better against brain

#

than iron

winter palm
#

not with bullettime, or anything someone combos brain with

quiet sapphire
#

or did iron counter brain

winter palm
#

it counters it

#

jani please you used it in the tunement against my brain xd

quiet sapphire
#

ok 80% of cases tiny is just 3x better than iron man for 1+ cost

quiet sapphire
#

thats why i asked

#

but honestly the tiny hitbox with good movement is practically as good as iron man invicibility

winter palm
#

yes i get that

#

whole point of the card

quiet sapphire
#

but its 25 sec compared to iron mans 7

winter palm
#

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.

quiet sapphire
#

but idont want to overnerf it too

winter palm
#

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

winter palm
#

15 seconds, 20% extra dmg but to compinsate make it a 3 cost?

quiet sapphire
#

i agree a ton

unreal ruin
#

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

quiet sapphire
winter palm
#

im more against it being cheaper

quiet sapphire
quiet sapphire
#

i have an amazing idea!

#

make bear trap a trapcard!

#

it reaveals only if beartrap gets destrouyed or triggered

winter palm
quiet sapphire
#

yeah, and with 40hp its fun to panic shoot it

#

we should rally for this next balance suggestions

winter palm
#

PLEASE INCREASE THE COST OF PRESENT

quiet sapphire
#

NO 0 Cost present

winter palm
#

its fun to see but 1 cost for that much caose is too much

quiet sapphire
#

more than 1 0 cost cards are sounding scary already

quiet sapphire
winter palm
#

i think it is

#

also fire really needs a QoL change

quiet sapphire
#

i agree at 2 cost would be fairer but, tiny, fire, profaner, reroll are way more important to nerf

winter palm
#

apparently the effect of fire damage stacking is intentional

winter palm
winter palm
#

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

quiet sapphire
#

but very powerful too

#

especially with monitor scrosshair

winter palm
#

its hipfire is fine but it doesnt come with any risk due to its massive mag size

quiet sapphire
#

well or 6

winter palm
#

6 makes the most sense

quiet sapphire
#

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

winter palm
#

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

quiet sapphire
#

and what do you think aobut buffing bomb lover

quiet sapphire
winter palm
#

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

quiet sapphire
winter palm
quiet sapphire
#

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

winter palm
#

it sounded like the combos with nuke were going to be adressed

quiet sapphire
#

nuke still ahs much more combos outside of heartless

winter palm
#

and parley is actually really strong against allot of timer based cards that nuke isnt

quiet sapphire
winter palm
#

i think it is kinda a sleeper and will get powercreep as more timer based cards are introduced

quiet sapphire
#

and parley is 7

quiet sapphire
#

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

winter palm
#

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

quiet sapphire
thick thicket
quiet sapphire
#

at least present is bugged so its worse

quiet sapphire
#

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

thick thicket
#

It sucks.

#

😭

quiet sapphire
#

Yep

#

would be good to combo with buffed predator vision now

winter palm
#

ah that reminds me, bugged perma pred vision is till a thing,

#

that needs a fix

quiet sapphire
winter palm
quiet sapphire
#

yeah it would be on par with sticky. it would be great

winter palm
#

but it would just outclass smoke bomb

quiet sapphire
#

i dont hink so, cus smoke bomb lasts 3x longer and does no self or enemy dmg

winter palm
#

how often do you make use of the full duration tho

quiet sapphire
#

well you can use the full duration to block turrets

winter palm
#

true

quiet sapphire
#

or if your weapon is better at close range

#

heres my tierlist for balance

quiet sapphire
#

@thick thicketdo you think counter card could be 2 cost?

thick thicket
#

Yes

quiet sapphire
#

would be on par with silence

quiet sapphire
quiet sapphire
#

and tp bomb travel speed could be buffed

quiet sapphire
#

new sugggestions

#

toxic bomb to 1 cost

#

card counter to 2 cost

#

hot potato to 1 cost

#

katana to 2 cost

quiet sapphire
#

Phantom bullets to 2 cost?

sharp lion
#

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"

rain canyon
#

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

winter palm
grave moss
waxen pendant
#

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.

waxen pendant
winter palm
#

slower?

waxen pendant
#

That being said I think I also wished it had a fizzle time on self detonate if i recall

winter palm
#

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

waxen pendant
#

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

quiet sapphire
#

Only in high ping lobbies

waxen pendant
winter palm
#

i dont think anyone would ever call the card underpowerd ether

waxen pendant
winter palm
#

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

quiet sapphire
#

Bomb to 100dmg?

#

Brasshopper dmg falloff buff?

quiet sapphire
#

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

rain canyon
# quiet sapphire Bomb to 100dmg?

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

unreal ruin
#

I thought bomb was 60

#

sticky and mine are 100

rain canyon
#

mine 140 sticky 100 bomb 70 currently

quiet sapphire
plush dragon
#

Okay hear me out tho

#

Keep it as it is

#

But lower its attack speed

quiet sapphire
#

I suggested that too

plush dragon
#

Ah didn't see

quiet sapphire
#

At some other place

plush dragon
#

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

quiet sapphire
#

It would be better

plush dragon
#

Whilst still feeling powerful

#

It wouldn't just be a shotgun volley

quiet sapphire
#

But tbh its not priority to nerf since there are so many counters to it

plush dragon
#

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

quiet sapphire
plush dragon
#

I dunno man

#

Spike has a strong alternative with sniper akimbo

#

Since it can one shot on headshots with one bullet

quiet sapphire
#

Tbh it does same dmg even at range

#

Sometimes akimbo shotguns oneshot at range too

plush dragon
#

Sometimes

#

But not nearly as consistently

quiet sapphire
#

And its easier to aim

plush dragon
#

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

quiet sapphire
plush dragon
#

Boira/gboira akimbo is

#

Okay

#

Won me a few fights

#

Brasshopper akimbo is alright

quiet sapphire
quiet sapphire
plush dragon
#

I mean its not that awful its just underwhelming

#

Its just worse fk akimbo

quiet sapphire
#

Ye but much cheaper

plush dragon
#

Yeah

#

Uhh

#

Laika akimbo is

#

I mean it ain't bad

#

It feels nice

quiet sapphire
#

Its pretty bad

#

It has the best animation

#

But not very effective

plush dragon
#

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

quiet sapphire
#

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

plush dragon
#

Akimbo punch r

#

Uhhh

#

I don't have an opinion

#

Didn't play with it enough

#

And akimbo flamethrower

#

Uhhh

#

Overkill

quiet sapphire
#

Litterally

plush dragon
#

Okay that's funny

#

I don't use the flamethrower ever so

quiet sapphire
#

It doesn not increase dmg at all

plush dragon
#

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

quiet sapphire
#

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

plush dragon
#

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

quiet sapphire
plush dragon
#

Yeah fair

quiet sapphire
#

what do you guys think about making no jump 3 cost?

plush dragon
#

I think no jump could stay as 2 cost if it was made shorter

quiet sapphire
#

yeah

#

no jump nerf to 20sec from 23

plush dragon
#

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

quiet sapphire
#

double jump overiding it is a huge counter tho

#

id first nerf it to 20 secs to see how it fairs

plush dragon
#

Cheap one but still

quiet sapphire
#

and many times no jump doesnt matter if you aim and do dmg well

plush dragon
#

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

quiet sapphire
#

how do you guys feel about nerfing healthpack

plush dragon
#

i mena

#

its alright

quiet sapphire
#

@strange phoenix ggs

rain canyon
quiet sapphire
#

Hmm not sure then about buffing bomb belt thon

cedar compass
iron stump
waxen pendant
waxen pendant
waxen pendant
# quiet sapphire So far we have: • Fire QoL change: fire damage hitboxs no longer stack their da...

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

quiet sapphire
quiet sapphire
quiet sapphire
#

Double buffs and debuffs happened much rarely and it took communication to play it in the same round

cedar compass
# quiet sapphire Yeah, iv just been sick of double buffs or debuffs that profaner still problemat...

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

quiet sapphire
#

And make doubling cards even more powerful?

cedar compass
#

It would be a nerf to percent-based bonuses/reductions

#

Making stacking less effective

rain canyon
quiet sapphire
#

Imo stacking is as powerful and annoying as powerful bombos

rain canyon
#

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

cedar compass
#

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.

quiet sapphire
#

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

wise oriole
#

Agreed

quiet sapphire
#

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

quiet sapphire
#

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

thick thicket
#

🔪

fervent kernel
fervent kernel
#

....fair!

thick thicket
#

I feel like there isn't a reason to ads yknow.

fervent kernel
#

Ye

#

No scopes is just better and easier

thick thicket
fervent kernel
#

Hehehe

thick thicket
#

I don't use it. 😭

#

Flamethrower too good right now.

fervent kernel
thick thicket
#

The sniper.

#

Why would I use a sniper when I can stack someone for more than 150 damage in 4 ticks.

fervent kernel
thick thicket
#

Hey! I'd use both, but I'd stick to the shotgun.

#

All of them are good.

fervent kernel
#

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

thick thicket
#

I'd swap fk for flame.

#

FK is just a faster Golden Boria.

fervent kernel
#

This is gonna be fuuun!

thick thicket
#

If they have Pyro? Unlucky.

#

But again. Just hope you have another gun.

fervent kernel
#

But yeah, always have a plan B

#

Indeed!

thick thicket
#

Exactly.

#

Can always use flamethrower to bait out their pyro too.

#

And then swap to a different guy.

#

And Destroy em with Karrotov nuke. 😎

fervent kernel
#

Still the top mate

thick thicket
#

First real busted combo I'd say

#

Along with helmet normal wall on Rooftop.

fervent kernel
thick thicket
#

Still does.

fervent kernel
#

Ye!

#

But no one rlly uses it hehe

thick thicket
#

😭

fervent kernel
thick thicket
fervent kernel
#

Juuust Messin around hehe

thick thicket
#

Exactlyyyyy

#

Flamethrower shreds titan 🤫

fervent kernel
#

Lol

#

🤫

waxen pendant
#

What has become of my beloved thread

fervent kernel
#

sorry hehe

quiet sapphire
quiet sapphire
quiet sapphire
fervent kernel
#

SDDs min dmg 65->85

#

Just a lil more

quiet sapphire
#

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?

jolly crown
winter palm
#

dont agree with toxic bomb

fervent kernel
quiet sapphire
#

its so bad compared to sticky

fervent kernel
# quiet sapphire 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

plush dragon
#

Isn't half the balance the fact it can heal the enemy too

quiet sapphire
plush dragon
#

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

jolly crown
#

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

winter palm
fervent kernel
winter palm
#

hm?

fervent kernel
winter palm
#

yea?

fervent kernel
#

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

rain canyon
#

Yea Sticky is for sure overtuned, but toxic bomb feels for sure undertuned

quiet sapphire
#

Its a pathetic throwable for 2 cost

winter palm
#

still disagree, sticky a bit op if anything, but i think they're both fine as they are.

winter palm
#

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

winter palm
chilly flume
#

Pixel Vision feels kinda useless honestly...

dark sparrow
#

I use Pixel Vision in combination with Less Accuracy and Shrinkinkg Spell. It makes it harder to hit tiny players 👀

chilly flume
#

With Shrinking Spell seems like a good combo but if it's alone it barely affects anything.

dark sparrow
#

You could also use Pixel Vision if the rival is sniping too far away 😺

quiet sapphire
quiet sapphire
winter palm
quiet sapphire
winter palm
#

none of them need a buff.

quiet sapphire
#

i feel they do. they are noniexistent in the meta

quiet sapphire
#

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

quiet sapphire
#

most players just move around them and all you did with a 2 cost card is get 10m closer

winter palm
#

if you really think so just dont use the card.

#

it's what the card is meant for

quiet sapphire
winter palm
#

no, whats perfect for that use as a 1 cost is smoke bomb

quiet sapphire
#

you can hide in it so no self dmg and its 5x times longer

quiet sapphire
#

perfect balance for 1 cost both

#

and smoke/toxic usage is very skillful

#

would be healthy to be more meta

winter palm
quiet sapphire
#

bro wants there to be dead cards

winter palm
#

lol

#

i see it used enough, it's very much not a dead card.

quiet sapphire
#

for a 2 cost card...

quiet sapphire
winter palm
quiet sapphire
winter palm
#

now i gotta open the game to check bc i usually cant rely on the wiki

quiet sapphire
#

while toxic dmg can be

winter palm
quiet sapphire
#

still miles above toxic bomb

winter palm
#

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

quiet sapphire
#

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

winter palm
#

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.

quiet sapphire
#

14 dmg and you cant rush them or you will get dmg too.. for 2 cost

winter palm
#

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.

winter palm
#

i did

quiet sapphire
#

if you instantly move away from a direct hit how much dmg will it be

winter palm
#

4 ticks, its going to do 28 dmg.

quiet sapphire
#

poison does 25dmg... for guaranteed... for both players... for no effort

winter palm
#

and this doesnt account for allot of the other factors.

quiet sapphire
winter palm
#

why would you rush them its a zoning tool

quiet sapphire
quiet sapphire
#

fvf maps are very open. there are no chokepoints, you can always go around

#

its not csgo

winter palm
#

high ground doesnt exist i guess.

plush dragon
#

id say poison has one better use than hp down

quiet sapphire
#

there is no value for zoning out

plush dragon
#

its a dot

#

you can use it as a tracker through walls

quiet sapphire
winter palm
#

you see them they dont see you

plush dragon
#

its a halfway of predator vision and hp down

#

not great at either

#

but usable

quiet sapphire
quiet sapphire
plush dragon
#

except if you have the katana that is

plush dragon
#

if anything makes difference in fvf its your movement

quiet sapphire
#

adn toxic bomb restricts our own advancement on the enemy annoyingly

winter palm
#

high ground makes a huge difference.

plush dragon
#

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

quiet sapphire
#

it doesn't cover enough

plush dragon
#

i guess the burger

#

maybe

quiet sapphire
#

people will just go around

plush dragon
#

yeah

winter palm
#

if poison needs a buff, it should cover higher radius if anything.

quiet sapphire
#

now we agree it needs a buff

#

thank god

winter palm
#

IF

plush dragon
#

it really is just mediocre smoke

quiet sapphire
winter palm
#

id be ok with radius buff

quiet sapphire
plush dragon
#

honestly just use like the ninja smoke if you want to fuck someone up from a surprise

#

i think the card is pretty underrated

plush dragon
#

yeah exactly

#

its an on demand speedboost and fucking up someones aim

#

its honestly pretty good for the price

quiet sapphire
winter palm
#

but we're starting to have too many cheap cards, if it was a 1 cost it could easily outclass some other cards.

quiet sapphire
quiet sapphire
winter palm
#

it would be fine to buff but making it cheaper is the wrong approch imo.

winter palm
quiet sapphire
#

what do you mean

#

nobody is using toxic and it would be barely the same value as 1 cost poison

winter palm
#

competitive decks will run whatever is most efficient for their cost.

quiet sapphire
quiet sapphire
winter palm
#

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.

quiet sapphire
#

move slower is -18% slow

winter palm
#

fking wiki man

quiet sapphire
#

its kinda bad if not stacked

#

i dont use it even in my sable deck

winter palm
#

still

#

buff the radius not the cost.

#

that's it on my opinion

quiet sapphire
#

sorry i counted again

#

there are 21 [1-cost] cards that are better than 1 cost toxic

winter palm
#

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

quiet sapphire
winter palm
#

what do you think smokes are disigned for?

#

thats my question

quiet sapphire
#

cus maps are small, movement cards are meta and there are no choke points

quiet sapphire
quiet sapphire
#

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

winter palm
#

rooftop, theatre, subway, and island have all prominent high ground or chokes that are great uses for smokes, idk about the map argument

quiet sapphire
#

because of small map size thay are all easy and quick to go around

winter palm
#

go around sure but it denies high ground still wich is very impactful imo

quiet sapphire
#

so pretty minimal value

winter palm
#

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

quiet sapphire
quiet sapphire
#

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

winter palm
#

i understand that you want more options for sable to push since your a sable main

quiet sapphire
#

id use it in a Stevie deck with pred vision and smoke as a back up combo

quiet sapphire
winter palm
#

tick dmg is more valuable on opponents since sable sword brings them down to 15 hp with 3 swings

quiet sapphire
winter palm
#

well yea you dont use it as a finisher

quiet sapphire
#

btw this discussion made me realize that health down is kinda bad now

#

switch to small mag feels great

fervent kernel
waxen pendant
#

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. :))

waxen pendant
winter palm
#

Jacob dont threaten the mods >:(

thick thicket
waxen pendant
#

fire damage still does 9,999,999 damage per second i see

quiet sapphire
#

and a 0 cost nuke pretty much guarantees a kill on a throw

winter palm
#

really need to fix how hitboxs stack on fire dmg

quiet sapphire
#

Ye

waxen pendant
winter palm
#

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.

waxen pendant
#

:/

#

god i hope its not intentional

winter palm
#

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

waxen pendant
#

yeah, definitely would prefer it changed so fire doesnt randomly insta kill you

quiet sapphire
#

I agree, fire is too wonky

quiet sapphire
#

what are you guyses feeling on invis hand?

#

should it be nerfed and have a timer?

#

like 30secs

winter palm
#

its fine, pretty weak without Garbage day imo.

fervent kernel
winter palm
#

if we wanted to buff it, maybe make it randomize the order of cards in your hand.

quiet sapphire
#

i dont think is needs a buff at all

#

waa thinking it could use a nerf

winter palm
#

i dont think it needs a buff ether, im saying if we're to change it.

#

if anything a buff

thick thicket
#

🔪

winter palm
#

but rather have it stay how it is.

#

it relys on combos to be any good

thick thicket
#

no

winter palm
#

timer would be ok but not needed.

thick thicket
#

Nerf everything grrr 😠

quiet sapphire
winter palm
#

nerfs stevie make his gun 1 bullet

winter palm
quiet sapphire
#

nerf stevie make golden gun break after 20 shots

#

gold is fragile

winter palm
#

true

#

make game realistic

quiet sapphire
#

also potato invis hand is free 100 dmg

winter palm
#

in fact have it backfire and kill stevie

#

not when you have no hand

winter palm
#

😡

thick thicket
#

whats in it for me?

winter palm
#

i'll give the homie a kiss

thick thicket
#

No money? ☹️

quiet sapphire
#

Yoo peepoo

#

Whats yours opinion on silence

#

Is it too underwhelming?

plush dragon
#

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

quiet sapphire
#

Ye i think 1 s buff

#

I think its not long enough for 2 cost card

winter palm
fervent kernel
quiet sapphire
#

New buff idea

#

Make it that counter actually counters Kalas arrpegio proggress too

quiet sapphire
#

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?

fervent kernel
#

What about potato 1 cost again?

unreal ruin
#

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

fervent kernel
unreal ruin
#

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

quiet sapphire
#

And nuke, tinman, parley, thicc skin, ice, reroll, all deny all potato value

quiet sapphire
winter palm
dark sparrow
#

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

jolly crown
# quiet sapphire Fire QoL change: fire damage hitboxes no longer stack their damage (effects that...

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

quiet sapphire
#

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

jolly crown
craggy cairn
#

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

dark sparrow
#

The risk of it is making Bomb Belt more powerful that way. We don't have Sticky Bomb Belt x.x

quiet sapphire
dark sparrow
#

Yeah, it is. The damage of the bombs in bomb belts are the same as the bombs

quiet sapphire
#

huh

craggy cairn
#

Oh

rose dagger
#

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

plush dragon
#

make bomb 0 cost

rose dagger
#

I think we have enough 0 cost cards by now

plush dragon
#

fair

quiet sapphire
#

we have enough 0 costs yea

#

yoo peepoo

#

what about making invisibility 2 cost

#

its trash as a 3 cost

thick thicket
#

Would still make it trash

quiet sapphire
#

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

quiet sapphire
#

or would it be too popular as 2 cost

thick thicket
#

Remove the orange border.

#

And it's fine at 3

#

Or keep it and make it 2.

quiet sapphire
#

oh yeah

rain canyon
quiet sapphire
#

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 🔥

cedar compass
#

I also agree with the mag-size reduction

quiet sapphire
#

whyyy

#

justice for regular bomb

winter palm
#

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

quiet sapphire
#

while sticky is just get close and sticky the enemy

winter palm
#

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

quiet sapphire
winter palm
#

aswell as mindblowing but i dont run that anymore.

quiet sapphire
quiet sapphire
winter palm
#

thats what i was just saying jani

#

xd

quiet sapphire
#

ye

#

but back to stick

winter palm
quiet sapphire
#

my point is that it's boring comparing sticky and regular bomb

#

cus sticky is 3 times better

winter palm
#

eh

quiet sapphire
#

yeah

winter palm
#

its very compareable to a normal bomb now

quiet sapphire
#

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

winter palm
#

its just as easy to shoot it :|

quiet sapphire
#

you Have to shoot it

#

sticky you dont have to

winter palm
#

why would you want to wait for it to explode?

#

exactly, i dont think thats a good arument

quiet sapphire
winter palm
#

ive stopped running sticky btw, my decks have felt so much better since i did that.

quiet sapphire
#

the precise throwing and its stickiness makes it 3 times easier to use than regular bomb

winter palm
#

id rather just not run bombs anymore, and if it becomes a 2 cost i would have no reason to justify it.

quiet sapphire
winter palm
#

but sure nerf it to 2 cost so i can laugh at ppl who still want to run it.

quiet sapphire
#

i just want to see justice for regular bomb

#

maybe just buff regular bomb dmg to 110

winter palm
#

so we buff regular bomb dmg to 85 or smtn

quiet sapphire
#

oh because bomb belt

#

dammit

winter palm
#

maybe sticky should only do 100 if it actually sticks

quiet sapphire
winter palm
#

or its dmg is halfed

winter palm
#

it just needs to be close enough

quiet sapphire
#

are we sure that regular bomb is tied to bomb belt bombs?

quiet sapphire
#

yeah it would need that fire rate nerf

#

ill add that

#

sticky is under discussion

cedar compass
# quiet sapphire id kinda like that nerf

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)

quiet sapphire
craggy cairn
quiet sapphire
#

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

craggy cairn
#

I don't see another way to buff bomb card

quiet sapphire
#

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

craggy cairn
#

Hm, maybe present should be 0 cost and have even more random effects that can fuck you over

#

that would be fun

quiet sapphire
#

cus it skyrockets value when you get weapon package and disarm

craggy cairn
#

oh yeah

#

but I would say that present should have even more wacky effects

#

like low gravity laika

cedar compass
#

As “fun” as nuke can be, it certainly should be reverted to being a point costing card

craggy cairn
#

1 cost would be better

cedar compass
#

What was it before it was reduced to 0

#

2?

craggy cairn
#

2

cedar compass
#

Higher costing Nuke also indirectly nerfs Heartless, which I’m fine with :P

#

But that’s obviously a subjective opinion

craggy cairn
#

they really should just have heartless' heart reappear when you use nuke even if there are counters to the combo

thick thicket
cedar compass
thick thicket
#

They die instantly.

#

¯_(ツ)_/¯

#

Well died is the right term.

winter palm
#

fire in general sucks, where's the fire fix Brainwash

cedar compass
#

Well if the heart takes any damage you die, so I don’t see the issue with fire and heartless?

winter palm
#

jk jk, ik fixing something like that will take time

#

banned

craggy cairn
#

I hope Carritov will still be strong after it gets fixed

winter palm
#

you're not allowed to discuss spoilers on the server my dude :p

#

if he even comes

craggy cairn
#

cause it's amazing at countering cards like titan, iceblock, small spell, and heartless

craggy cairn
#

Yup

winter palm
#

fire is wierd

#

fix it

craggy cairn
#

and it's great against rubber bullet stacks from margerita

thick thicket
#

Nuh uhhhh

craggy cairn
#

is the punch r bad now or something?

thick thicket
#

Always has been.

craggy cairn
#

why is it bad exactly?

winter palm
#

it isnt

thick thicket
winter palm
#

the other weapons are just better

craggy cairn
#

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

winter palm
#

liaka better, its cheaper too

craggy cairn
#

I miss my shots with laika

#

albatross is no problem

#

but yeah albatross should have a clip size and fire rate nerf

winter palm
#

need i say?

#

ikill sssue

craggy cairn
#

but what about golden Biora? cause no one uses it outside of stevie

craggy cairn
winter palm
#

no ur right with that, nerf albitross mag size

thick thicket
#

Damage nerf to no scoping pls

craggy cairn
#

nah

winter palm
#

its RAF is fine just 10 shots is too forgiving

#

half it or make it 6 at least

thick thicket
#

😭

craggy cairn
#

Would it be bad to lower golden biora's cost to 1?

winter palm
craggy cairn
#

I would buff brasshopper's damage falloff to compensate maybe

winter palm
#

tho DJ might beam ppl with it

#

so idk

craggy cairn
#

hm, maybe not too much of a buff then