#Card Balance Suggestions [REVISED]
1 messages · Page 10 of 1
Making it 20 or 15 would be goodie
I disagree I think they were good changes that lined up poorly into a meta with more problematic cards like shrink
Ice block only being 300 isnât bad bc ice block needs 600 health
Itâs bad bc shrink could lose like literally half its uptime at max rank
In a nerf
I think ice block being 300 outside of shrink is fine even if we do also get a timer on it eventually
Iâm adding that change for the duration of the size reduction to the list
As well as fixing that -40% LIE
Lol
Doesnât titan just say like âbecome a giant or somethingâ it should do that
15 MIGHT be an overcorrection, but honestly Iâm comfortable with that for a 4 cost, it would promote a little more deck diversity if we free up 4 points in almost everyoneâs deck at high level
Also I know most of the time we speak in generalities or about 2v2 bc thatâs what the tourneys are in, but Iâm curious what the communities interest is for 1v1 namely if theyâre was a 1v1 tournament would you play in it or watch? Just react if agree
Or do people generally not care for 1v1 at a high level
I think people just like doubles more just because thereâs a bit more round chaos
Whatâs level 1 shrink spell
Does anyone know the duration?
An x amount of time is how long it lasts
đ
đ đ
Okay let me reframe this
Other stall pieces like parley are only 7 seconds or less
Shrink is effectively a one-sided version of that
If we say that it reduces the hits you take by that -85%
Since that's proportionate to the target size
Hell
Because it's so long
The shrink player can use parlay to eat options that could kill them with indirect damage
And it favors them because their buff is still there for eternity
Not to mention that for guns their increased damage taken is not that significant because the target is small enough that you're going to be hitting spread over them which means more likely to hit arm/leg shots anyway
Shrink should be like, slightly longer than tinman if anything
Because that's what it's most comparable to- a fully mobile tinman with explo weakness instead of fire weakness
I think itâs reasonable to let it last longer than stall prices bc it is meant to be a combat ability which (makes it more powerful which is why it costs 4) theoretically with the shrink player doing reduced dmg and taking more it becomes more balanced itâs also ever so slightly harder to chase
If we cut it to say only 20sec at max we could also take another 25% off the dmg you do while small?
Eh that makes it more agregious with non boots weapons, but maybe thatâs okay bc then you can interact with the opps weapon?
The reality is itâs better than a one sided parley bc you can still play cards and are in the hot seat, itâs closer to frozen gun that lasts forever
And we all know what that was like pre nerf
I mean I think no jump is still too long also but idk how the community feels about that one
I know weâve talked about the dj nj interaction being parasitic but I also think nj should go to like 13-15sec at max level
Itâs so crippling and at 2 instead of 3 not to mention isla or trucks
This is fair, but I actually think it deeply hurts it as a spectator sport
I think if the relationship between the cards was adjusted, No Jump wouldn't be as bad
I disagree
It wouldnât feel as bad maybe but balance wise itâs still problematic
It only directly benefits moose players by making nj basically useless against them
(Enough that I would consider making two decks for tourney to swap vs moose matchup)
And people run dj now most of the time as a counter to nj not because they want the dj, otherwise why do moose players run dj
I actually think if that change goes through and nothing else literally nothing changes
(Except for moose matchups)
Because what will happen is everyone will consider running dj as a tech card as they are now
And only use it as a responsive tool as they are now
Itâs maybe just more common and still relies on rng
People with nj will either always use it immediately in case the opp hasnât drawn the dj yet or they will wait to use it after the dj meaning itâs only used in final round and is a feels bad both ways
Besides why would we want two cards that either do nothing when they counter eachother and when they donât counter eachother they do next to nothing (dj) or are busted (nj)
That interaction should change I am in favor of that
But I donât think that is in any way the reason the card is problematic
Lies! Lies!!!!
I appreciate that a lot of the weapons are niche and have unique hard counters but the katana is a little too niche
I feel actually bad when I come up against a sable because oh my goodness literally everything beats a katana
It's good against snipers and that's it
Akimbo katanas are also a strict debuff.
Nah katana donât need a buff at all
Akimbo with katan is actually very good if you pop it at face range
Kinda oneshots
This is only if they don't block, or if they reload(sharpen) while you're full mag
FK, Brasshopper, and shotgun are all pretty good into it because they eat its ammo pool faster than they have to reload themselves.
Boira, gold boira, laika, and alba are all pretty bad against katana unless you're literally unreachable for the katana player
It's important to remember that katana can pretty much always choose to time its reload with yours for minimum downtime (except versus like shotty because multiple pellets count at once) so if the katana player is paying attention they'll be able to mitigate the vast majority of damage from most weapons
It's a weird case where I feel like akimbo katana is worse than single katana because block is such a huge part of what makes katana such a polarizing weapon
Akimbo katana is only usable close range and with speed
But usable, and very good dmg when close
that post was a year ago my dude â ïž
lol
XD
A little necromancy haha
it would be crazy
it would be a modding nightmare no thanks
Ehh, no channels here are really strict by their topic anyways
đȘ
There's no way you're suggesting that after the 10000 messages in here:>
This is a thread, i suggest a seperate channel
đȘ @waxen pendant
Honestly there needs to be some deminishing returns to card stacking for debuffs imo
Maybe to buffs as well
That also indirectly nerfs card profainer
I made a thread about it previously
đȘ
Believe it or not that was part of the original purpose of this thread a year ago. But Jayden's thread also addresses it more specifically.
It was a good idea to try and consolidate everything into one thread, but I think if the other thread gets more visibility, they will understand the frustrations
Tinyfy should have it's damage vulnurability increased to either 30% or 40%
It's supposed to be a wild card, it should have a bit more risk to it
Present should also have more effects but it should not be nerfed to a 2 card
no one would run it if it has more effects and is a 2 card
it does
Hm, maybe increase it to 50% then
40 is ok
Reduce the time that's all
How about we just delete no jump from the game?
It really should be a 10 second card
I agree with you on a personal level
But for the sake of not just straight up removing cards
I like the suggestion Nudgarrobot had with it: making Double Jump/No Jump -> +1 Jump / -1 Jump
Triple jumps let's goooo
I really would love triple jumps
but not sure if that's too powerful though
Should be like Kirby jumps though, where the third jump is lower in height
We just have to see
Because Double Jump right now, is in such a weird place
To summarize @pale mist 's point: "If a No Jump counters your Double Jump, youâre extremely heavily punished for trying to play Double Jump as a buff. You can never play Double Jump without having been no jumped, and you can always use No Jump for shotgun value. "
"No other characterâs antithesis card ignores their trait card when itâs played. Rubber Bullets does not reset Spikeâs damage to default first before applying the damage penalty."
How much do ppl still hate no jump?
I mean I do, but
I started playing with my jump button unbound to practice for No Jump scenarios
Can't complain about No Jump if I never had the ability to use it
Everyone who played trucks with no jump
Lol
it's fucked up
I don't use double jump in my decks now days
On Trucks, with the red side spawn, it should just be a ramp
Like realistically
That would be a pretty simple fix because it would provide a way for that team to actually move
Tru
Here if they had something where this (the green ramps) was like
Not jumpable, but "vault-able," then people would have much less of an issue with the map
Literally the 2 fort of this game except you can't fuck around in it
Because what are your options here if you are No Jump'ed + Silence'ed/No Double Jump?
- Walk through the low-ground mid-choke where you can be stared down
- Stay there and be bombed or rushed down
- Unalive yourself by walking off into the highway divider
Bruh at least 2Fort has some symmetry
Even if it's a terrible map
Goodie ol 2 fort
You can expect to be screwed over equally on both sides of the map
Or make a ramp on the side
Use Parley and take advantage of the invincibility to bounce on the road to get on or around the truck
But uh
you see the problem there
Silenced
come to think about it
I think museum is the only true symmetric map of the game
The newest map, the pool one
even island have tiiiiiiiiny differences
Is symmetrical
yea pool too
Which honestly, is one of the best maps because it's symmetrical
Subway is almost symmetrical, if the middle stairs weren't there
rooftop is definitely not symmetrical at all
Nope, but at least it's a long straightaway so you have options
Green tarp box in the top hall makes it extra not symmetric
I'm not saying you can't have asymmetrical map design btw, but you can see the issue
Whoa
How did you get a clean overhead shot like that?
magic
The water tank
Left side
I like to believe is birdcage
Rlly? Personally the right side
Birdcage sniper ghost bullets has a niche
Let me draw one thign
Sure!
I should make clean shots to all maps frfr
Truuuu
If you get No Jump'ed, the only way out on the top-side is to walk horizontally on the green pipes in the corner, or the 2nd/3rd stone edge
That's why there's some cover back
Cover or not, if you can't immediately group with your teammate on the lower side, you're dead
Because what are your options? Walk towards the water tank? That entire sightline is a one-way from glass
I also took this one, too
They can see you, but you can't see them
Ooooooh
I really like this map discussion thingy
especially since most maps are asymmetrical, one side has to have an upper hand
Asymmetrical map design can work, it just usually needs to have ways to properly rotate around the map
Trucks is not one of those maps
T-0?
insta play
Should go from 4-7 seconds to
2-5 seconds
also thx cuz I just use this theory and it works
got a haru trapped at the top right with turrets
I am a master tactician haha
I think for that map, we had a callout for that area as "Death" (since you basically were dead if you were there)
Ok, I'll attempt to render some of the maps
can't do much in terms of resolution cuz I'm running on tape and glue here, but i'll try to make it as big as possible
Which should I do first?
I was gonna suggest Nuke Wasteland
For all the Spawns?
I mean, there's no way to really know all the spawns from an overhead
I mean bus, pipes, big pipe, pillar just comes naturally
Could be fun to check where the Spawns could be
Spawns, the the directions
Since I think those are present
Since the big tube spawn, you always face the wall
I just want to make a callouts guide or something
Doing this, is very annoying
Those are some funky names
You should see our Theatre callouts
Lol
We named the elevators for theatre Lenny and Carl
We're a very orthodox team I swear ;;
not sure if keeping the illumination makes the topview look better
wait I think I figured out how to make it on an absurd res
This is amazingly helpful!
Clean
one more before i go to bed
hopefully something without a shit ton of floors
also woods textures are fucked and idk how to fix them
so maybe something else
trucks?
Yeee!
Again, you are doing God's work
I sincerely thank you for these
I would love to know how you're managing to do this
Nope, the cameras arent symmetrical there
Okay I donât know if this is an unpopular opinion but Iâm actually in favor of trucks staying as is. Small changes with some of the bugyness sure but as a design I donât want it changed. I would rather have it be banned in tourney than have it be changed for the game as a whole
I would rather it be treated as a âcasual mapâ than force it to be changed for comp
Besides I think it functions like island as a counter pick for rushdown comps, which is arguably cringe and overbearing but those teams should have an option, like counter picking to stacion
For longer ranged slower comps
Or rooftops for that matter
I also think that asymmetric spawns favoring some teams is like generally fine in this game, I understand why itâs an issue abd how it affects games and some of them are really bad for sure and should be changed (theatre isnât better now for example)
But like rooftops is fine
Itâs close enough that I think itâs fine
Honestly gasolinera is probably fine too
The only change for Gas Station is taking the same red truck that is on Trucks and adding ramps to walk up it w/o the use of a jump button
Otherwise, you essentially have limited options in regards to not having the option to rotate
Maybe I misunderstand?
Do you mean on the trucks map?
You mean if you are on red spawn you canât get up top when I jumped?
If you fall into/are in the whole on ice cream side you also get stuck no? That should also change?
Also
Is there like a google drive or drop box link for all those top down shots from skater those were amazing
And I would be I tereste din helping you with a call outs guide
Sadly no
I'll be working on that once I have the time to do so
Hey I finally got a chance to look at the survey results?
Why is ribby so hated lol?
What do I not know?
@quiet sapphire
@cedar compass
Do either of you know?
Hmmmm I could see that for why they want him changed but why vote disliked? Ig just spillover
Personally I think thatâs misguided he should be a bad gimmick character and stay that way, I hated the people who were complaining about wanting him âfixedâ âbuffedâ in the discord on release
I think they thought it was disliked to play
Same
Interesting
I will be unimaginably sad if they change him
Iâll probably have to go back to Stevie đ€ź
It should be noted, that the answers for the poll were prior to the release of Dingo and company
That is true
I wonder if laika would have changed the results
But I also imagine that would be recency bias
Nah man, 80% of Ribby haters hate him for his voice
His voicelines are nerdy and annoying
lol
Unfortunately I canât disagree
They are a bit much
But playing 1000+ games Iâve learned Stockholm syndromed into liking them
Yeah its not as bad as New chars
It's because his voice is fucking stupid
What survey?
Dingo -grunting
Siaro -mega cringe lines
Sheep - sound feels off and overly positive lines
Laika -condecending mommy issues lines? "You are worse than my mother" what?...
I also don't like the sssssssssssssssssssssssssssiaro voice lines tbf lol
Yeah they are worse than Ribby
SSSSSSSSSSSSSSssssssssssssso agree!
I'm not a fan of most of the DLC characters voices/lines
Yep me too
just like my twos opponents ;)
Holy shit, the side view helps so much
Thank you for this!
If you learn it its possible to walk there without jump
Iv used it to suprize many nojumpers
Its wouls be cool if Trucks had more cards that moved dunamically like that one car
Don't you need to take damage in order to get there though?
Possible without dmg
They donât bother me generally in what they are, they are arguably overcommitted to âplaying the characterâ they are, but like thatâs fine. My issue is unless Iâm mistaken they just have far fewer voice lines than other chars so I here the same ones over and over
It moves in and out which is what jani means by dynamic
There is a moving car on ice cream side but that one is a bitch designed only to fuck you when you are just trying to rotate bottom path
I think he meant the truck walk
oh lol probably
Tho its possible to junp on the car wihout dmg too
If you time the jump right when car is close
okay i take it all back
vamp & poison are fine in the perks pool
but move speed has got to go
omg that is cringe on myk
i would actively prefer they get vamp
What, you don't like Myk getting to have both laser acc on you as well as zip zoop movement?
lol
AHAHAHAH
its so much funnier than you think
because after going 2-4 (me losing) to a myk bc of laser aim and move speed
they ranked up
we fought again
And they got dumpstered?
and i DUMPSTERED them 3/0 two rounds in a arow
Yep
it was bad
i love having my opinions comfirmed like that
I had the same kind of thing happening the other evening
The thing is if the person getting the perks have even mid aim
The amount of leeway it gives is ridiculous
fr
On some characters I should say
Moose getting acc+ doesn't really do much
Same with Moose getting Silent Steps
lol
But then for some of them we give acc+ movement to brasshopper character which has two weaknesses: bad falloff and low acc
stonks
Also give Big Mag (card) a minimum of +1 ammo so it actually works on Laika. Please? Pretty please?
ofc ofc
that would be a good perk on her actually if it worked
You make that work by changing how big mag and small mag work
You have to round to the nearest bullet
yup
how do you guys feel about nerfing barbed
its 60dmg from playing 5 cards
thats a death sentence
it could be max 10dmg per card imo
a tame nerf
why are you playing 5 cards after barb?
because is have save up like 7 of them with my optimal play
till gamepoint rounds
thats the point of the game
to win with less cards used
and use card advantage at later rounds to ensure a win
if your saving that many cards your doing something wrong
nope
thats the optimal play
as i just said
its inefficient
its the opposite
litterally the point of cardgames with bo5 round that allow to save cards
it isnt. the only case you would do that is if your ahead
is to win with less cards used and use card advantage at gamepoint rounds
and if your ahead who cares if you take what? 60? you can still save for next round regurdless if they barb aswell....
in gamepoint rounds...
like 2-2
if i have +5 cards than you
i should probably win
youre really stretching here.
i think its obvious
round saving cardgame logic
nice point
ty
I agree here. The best move in this game is to save as much cards as possible and be much more safe in latter rounds.
truly informative
exactly
thats the point of the game
thats why everyone hates barbed and silence
thats a risk you take
they are designed agaisnt the point of the game
I mean, barbed is fine, but lower damage would be nice and silence is just ass.
its the safer way
since card advantage is supposed to be a huge thing
I think barbed should do less damage the more cards you have.
yeah
This makes saving cards worth it while also barbed still being viable in most rounds.
this isnt it, you dont "save cards" if theyre staying in your hand and your not going even on cards every round your risking losing that round, the point is yes be effecict but at the same time you want to WIN the round if your behind and have cards in hand your playing wrong and thats a fact. If your ahead and get barbed it wont matter.
those are the facts and hope that much is OBVIOUS
of course you wana WIN the round but, without cards cus they are better to be saved
ok now reread what i said
Okay if you have something like thick skin or caturret and both of you are on 20 hp. YOU ARE NOT gonna play those cards, but save them for next round. Something like medkit is good here, but most cards that don't give instant or temporary buffs are not.
It's kind of incoherent, it's pretty hard
?
if you are ahead and get barbed it wont matter?
were not talking about being behind
if youre ahead it doesnt matter tf you mean
if im 2-1 with 4 cards, its WAY better for me to play saving the cards while my opponent uses some shit like shotty akimbo, then on 2-2 i will ahve huge card advantage
Exactly this.
barbed denies card advantage and limits you to play only 3-4 cards
not at all, you lost those round BC you saved cards.
that fuckes up my card advantage
OK, tell me what you play to win this scenario?
đ
Raw skill and aim. đ
That's where I can agree.
i agree with nerfing barb but not like that
use skill against barbed
nerf it in 3v3s
đ
wasting a cards potential is a skill issue yea...
And they 1 shot you after you deal 60 dmg, nice.
barbed is uncounterable
Wouldn't happen if you played Stevie.
đ
the problem is in 2-2 i have 10 card and you 5
you play barbed
and limit my cardsusage to 4
that sucks
i should have advantage cus i ahve +5 cards
fr why we acting like taking 60 dmg after using 5 cards is an issue.
its deathwish
Because those are 5 shots fired from boira
AFETER USING 5 CARDS???? đ
After that if you trade shots you lose.
give barbed like a 20s duration instead of permanent
yeah, why should my card advantage be limited
thats all im saying
sure, tho rushing will still killl you
maybe 30s
then dont rush?
rushed at you
fvf has plenty of stalling cards.
the games whole point is about using cards
I mean, I think this sounds fair. Not too many players rush the last round unless they have something insane or silence.
yeaa?
jani im sorry but this is your worst take yet.
if you tank 1 barbed it wont be the end of the world
so barbed destroyes somebody who played better than you by limiting their ability to play more cards than you
usually i have like 7 cards at gamepoint rounds
because i played better
and saved cards
this, even if you use 3 cards thats just a hp down that you can heal back from.
won rounds with less card usage
thats a you problem
Yeah, like 1 to 3 card damage is fine 5+ is veery limiting.
it should be a problem
no it isnt???
its the point of the gameplan
to win with less cards used
you hoarding cards and getting countered is a you problem
Then switch plans? đ€
that is literally a skill issue
But you can use the heal in the combat instead of wasting it into very strong last turn card.
and secure the win later with deserved cardadvantage
molebot
i hate it but yeah, if your strat doesnt work change the strat lmao
it litterally punishes me for playing better
its skill punishing card
Exactly.
They rush you at that point almost granted.
spamming cards last moment isnt skill
you managed to go low card on one or two rounds
you can do it again
this is what I keep saying, but we're talking to jani here..
if i achievent to get more cards than you at the last round i should be rewarded for my skill and use tham
Saving them for more counterplay/options to do in last round is.
having more cards to use is a skill
thank you
using your cards smartly is also a skill actually
someone here has played card games before
Exactly
yes exactly
if you have a problem with not being able to use all your deck in one round maybe dont do it like that?
i used my card smartly to win previous rounds i used less cards to win
ok but they're meant to counter things still, that doesnt change here?
you dont get it
Using them earlier to make small to no difference or gambling there is just bad idea.
you mean to tell me your going to use 3-5 countercards in the same round?
that argument just donest work
if i achieve to save up more cards than you to secure last round i shoulbe be allowed to use them
The thing is it shouldn't be 1 card. If it was like invisible hand and garbage day then it is well played, but 1 barbed card just is stupidly strong in last round.
the fact you have more options already is a reward in itself
barbed liomits my whole hand
im allowed to use like 3 cards or i will die probably
eveen if i saved up 7
that's inconsequential
you have 7 cards thats enough to set up one good combo + a counter
you arent bound by chance nearly as much
thats a big problem
well there are many combos that pretty much garentee a win, this isnt new. and this takes multiple card slots that are expensive aswell.
Exactly barbed cards isn't combo.
those, "free win" combos should be nerfed too
It is a card. That's why profainer is damn nuts.
true
no i agree barbed cards should be nerfed but giving it a timer should be enough
the point ov card advantage is being able to use more cards
I can agree on that.
You can play cards that delay your other cards.
on maps like museum and island it wouldnt change anything
I think its fine how it is, I dont think its op and it does what its meant to do.
its op in 3s id say, maybe 2s too
in a 1v1 its
okay
its meant to deny card advantage which is the point of the game?
oof
By giving you some extra time by playing nukes, tin man and other slowing cards.
its just badly designed
^
thats not new to card games my dude.
if you take like 8 damage from barbed cards you aint gonna die
Dude is a floodgate player :D
mtg actually.
XD
The current damage is -12hp btw, and letâs just remind folks that it apparently used to be -25hp
cards like this in otehr card games are mega toxic too
its not unique to those games ether
and hated by the community
its not as much limiting as barbed is in FvF
cards like that answer things like control, they are not hated at all..
Foodgate isn't a game, it is card style that locks your enemy out of playing their cards.
you are litterally allowed to use 3-or 4 card and more is a deathwish
never played it.
even tho i have like 10 cards
unit control is different
what were talking about with barbed is hand manipulation
barbed is not "control" XD
Yeah, it was good thing it got nerfed back then.
its not even direct, it doesnt make you discard and it doesnt really prevent you from doing stuff, its actually very healthy for a "hand manipulation" card, as opposed to things like silance.
hand manipulation is extremely toxic and hated in card games
you dont say.
it is quite literally THE definition of efficient to be in a card advantaged state in the late game
I think the problem with Barbed is that itâs often played with other hand manipulation like Garbage Day and Invisible Hand
it litterally limits you to use only 3-4 cards
more card using results in pretty much guaranteed loss
They are combos, they are meant to work like that. Same with akimbo shotgun
Just sticky and bigger explosion. Big win only costs 2 cards.
Only 24 health taken.
đ
not using cards = them not having value
if you dont play them they dont do anything đ€Ż
If you rush them, you are in disadvantage later on.
Winning rounds by spending fewer resources is literally definitionally efficient
didnt read what i said then, I was saying if youre losing rounds
using them later IS
losing couple rounds is fine in FvF
i go on save rounds all the time
Saving cards on unsalvageable rounds is also a discipline/efficiency play
**to get card advantage and later win the whole game **
TBH you should really try YGO instead of MTG it really teaches a lot about card games.
I agree with the concept that barbed cards punishes disciplined play
In a way that does not feel good
In that game you cannot just throw random bullshit and win
fk no, that game got power crept to hell.
GWENT has same costed deckbuilding and BO2 with card saving too
Though this applies only to older decks, something like 2014
yeah, it mega toxic by punishing skill used in the whole game
Nowadays you can just throw everything in and win.
But the combo for Invis + Barbed is basically telling your opponent:
âHey, I donât want to have a fair fight anymore. I donât want you to know how to do reactively counterplay with your cards or sync up card combos without losing health for it firstâ
The real ire of hated is invisible cards
at least you dont get punished by playing the cards
but yeah
sucks too
yes but you get punished for having alot of cards for the whole round
true
ass card design
I get what you are going for and in your example the barbed cards is the issue invis hand alone doesn't do that much. Unless you played cards that drew something.
Especially when they get barbed cards for 3 rounds in a row somehow
But almost same thing can be said about any other good combo, like brain shot and bullet time: Hey I don't want you to win so I just 1 shot you.
it does a lot cus you card find the counter cards you have save againt a combo about to be used againt you
again why are we crying about having 10 cards in hand when youre ahead.
many times ill have disarm saved up wit h7 other cards and then i get invis handed with alba and i cant find it untill i get shot down
because... barbed cards negates that to like 3-4 cards
Hmm
Invisible hand being indefinite sucks ass
to be actually used
So, I don't necessarily think that barbed's end effect is the most impactful part of it
Yeah, but if they play more than that that means they prob go over 7+ cost and play more than 3 cards, so I don't see it as much of an issue since technically silence can do the exact same thing but for waaay lower cost.
Why did they make that card that way
I think it's the disincentive psychologically
Like there are a number of things that mitigate barbed cards but especially something like molebot
So I consider that just a good play.
true its just another toxic hand manipulation in the game that punishes skill expression like silence
But that doesn't diminish how frustrating it is to be punished in general for playing for resources
Barbed card/invisible hand moreso serves to being toxic than being a really powerful combo imo
yep
oh it is game winnig combo
especially at last round
Barbed invis is crippling I'll agree on last round
might as wenn not play the "card" game at hand
Ok I can see that in last round
I think invishand isn't that bad and it incentivises more aggressive play while your opponent, may or may not be able to counter it since they are sometimes throwing dice about what they have in hand.
Letâs remind everyone here that Invisible Health has a 60s timer while Invisible Hand is permanent
Even though 24 damage sounds like not much, it changes a lot of break points
sad
way easier to do 126 in way faster than 150 due to how breakpoints are set
But barbed cards just straight up punish you for playing cards.
= having a card advantage
I'll just end my thoughts on this, if youre losing and you have 7+ cards in hand, you saving that many cards I can tell you is the reason why youre behind and at that point is an issue of skill, youre not skillful saving your cards if your losing rounds your saving them to your own detriment.
Whatever
thats imo you can take it or leave it
Invisible Hand = Hand Advantage punish
Barbed Cards = Punishment for existing
Who said you're losing?
you usually save cards when you are winning
This I can agree on.
ok if youre winning whats the issue?
about to win
We were talking always about 2-2 situation
Invisible hand + Barbed Cards + Garbage day is just disrespectful
The idea that you turn off hand advantage is ridiculous
and powerful
same case as if you were losing
Yeah it is big middle finger.
Just outclass em with raw aim. đ
Even game is same as losing??
Maybe a sticky bomb. đ
Okay
what?
yeah i porbably lost them to get card advantage
wdym what?
Sooooooooooo you're saying just never drop a round and always play out cards
That's your point
hahahah
That sounds... AWFULLY unga bunga
you'd want to be in a 2-2 senario???
huh?
That's always a good option đ
sure if you have like +5 cards
"I'm talking about hte 2 rounds you lost"
Does invisible hand still work with hot potato?
im just being ignored so im done talking
Iirc it does, but it is really easy to spot where it goes to.
being +5 card advantage at last round is amazing
ez win
if not for barbed đ€ź
Or silenced
tru
If someone plays akimbo alba titan tinman in one round
You should not play cards into it
You should let them burn their hand
âïž
Hot potato is so stupid
you had a 2 point lead and your throwing rounds, that is not an easy win wtf.
Your play at that point should have the goal of making them burn more cards
Exactly, if you have nothing to counter the situation, don't struggle!
Throwing is punting cards into their biggest throw rounds
ez win with 5 more cards to use!
sure 2 point lead but probably card disadvantage after wining 2 rounds
Wrong response
.
nah bruh that's soo cursed to try to win like that đ
thats your own fault at that point
iif im at 2-0 with 3 cards againt enemys 6 im not gonna use any đ
So you're telling me you play out your best stuff into rounds where opponent plays their entire hand?
im gonna save cards and let opponent burn their combos
Like, that just scews you on resources
youre trolling
???
YOU are trolling here
Yes, it hurts the opponent a lot if you pull the win on them when they throw their entire powerhouse on the round
Literally 3 people are currently arguing against you
do you know something called card economy?
you think they're going to use all 6?
I enjoy this quite a lot actually :D
do you know the opponent uses the same concept?
probably 3 at least, while i use 0
3 at least cus they have to win
We all play differently at the end of the day, but I love watching this shit go down.
how is that relevant
right so force them to use those cards dont just give them a win and let them save the cards
Me 2, but I want to throw gas in the fire while being in right side.
your going to run into the same issue next round
them'???
im the one saving
huh
if you save THEY SAVE
ill have more cards than the enemy next round
wtf
If they don't play anything you should neither unless you are losing the situation.
is it that hard to understand?
have you ever saved at 0-2 XD
good luck saving at 0-2 round
i wonder the same
they cant save
yea and good luck saving 2-2 and letting them keep their 6+ cards
whaat
nah you saved so they do the same. using probably 1 card
Like lets get this as simple as possible. Play cards only if it is neccessary. Otherwise save them. THAT'S THE BEST WAY TO PLAY THIS GAME.
If you waste them you are playing poorly.
if they for some god forsake reason decide to try saving at 0-2 and not pop a good combo at the start... which is insane, sure illl probably use a card to win right then and there
ok? yea thats a conecpt everyone has, your opponents too.
Casual game.
People forget.
đ
Yeah, so when you play better and therefore have card advantage towards last round, they play barbed cards and your saved cards cost 12 life each.
when your opponent has 0 wins against 2 the yusually have to play something good like 3 cards before the fight to ensure the win
And you have much less availability to respond.
not the topic here, please
so you win regardless. youre saying you lose to barb.
you should have a lead.
it shouldnmt be that way
anyway we're going in circles
OK, this is where I disagree in a way.
having a card in game that effectively limits card usage to 3-4 and denies card advantage is bad desing
sorry i meant shoudnt
classic jani repeating a line he said 10 mins ago
we alrdy been over
and I alrdy said why its wrong
cus im responding to this with it again
I think you have point here, but you should be able to effectively play more cards than your opponent without being restricted or at least give some counter play after the barbed cards have resolved.
That's why I like the timer idea.
it doesnt deny it is the thing, you can still use them and it would still be efficent over 12 hp
The point is that you being able to save cards is the product of you playing better
Invis/Barbed nulling or directly punishing that is not healthy
giving about 40-60 value to a one 2 cost card??
your saying that as if you need all of the cards in your hand to win the round
when in reality you dont
its preferable yes for me to use what i have skillfully saved
using more cards= more chanses to win
and you have a strong weapon and say a weapon swap, using those 2 to win would be enough, you dont need all 6, this is just an example, this game has so many high value cards its just unrealistic to say you need all 6+ cards.
and this is not to say you STILL CAN USE THE OTHER CARDS
anyways this is endless. im done, you can say w/e now.
say im wrong if you want.
Giving over 40dmg value to one 2 cost card is never good
Thats deathwish
The idea here is that you want to have them available in the round without every card played being punished for. For example in last round you play: akimbo, FK, thick skin and shrink, you lose 48 health, you still have disarm and your lucky opponent plays switch weapons, obviously you have to play the disarm, but that sets you down 60 health in total for shrink + thick skin.
And barbed cards is the 1 that really hurts here, not the disarm or switch weapons
"Game has very op combos so a card that effectively limits you to use only 3 cards in one round and majorly punishes you of having skillfully earned card advantage is fine"
I hope this example gets my perspective through here.
Face it Ruki if you use a barbed and enemy uses 5 cards, thats 60dmg for one barbed. Thats too much value for 2 cost card
Just to add another point here, weâve been talking about Barbed Cards being used on a person with hand advantage/in the lead, but also consider the flip side, it being played against you when youâre down points
Like you already have a mountain to climb being down points, but now you have to take health damage to use the very few cards you may have
It was my general interpertation of your point?
Im trying to see what you mean
that đ you đ self đ inflictedđ
đ
3rd time saying goodbye :D
Thats an example of how effective barbed is againt person with card advantage
So the thing is
12hp is less value than the card being played
However, in terms of diminishing value for card advantaged play, it puts a steep price on actually playing out
All im trying to is understand your points you make, by repeating my understandment of your sentences. There can be mistakes and i ask you to point them out if there are any
Basically, and even if you have some health items to offset the damage, those are things you could have used for later
If you dont appreciate me trying to undertand you, thats a shame, but i can do less of it i guess
The point being that the interaction is unhealthy. Its counterplay is nonexistent for the value it gens, and the value it gens is purely derived from punishing correct play or further wrecking a disadvantaged player
Neither side of the equation is enjoyable in the round 5
Either you get someone not playing cards which are objectively more valuable that 12HP because they don't have the HP to budget
Its funny that only way to counter barbed is to ooga booga burn your hand every round xD
Or you get a bunch of free damage and positional info
Yeah that pretty much wraps it up from my perspective aswell.
Or you can just not play them :D
I mean yeah, but thats insane value for a 2 cost card, thats like counter card x3
Againt a person with more cards
Not playing them effectively makes Barbed a "discard enemy hand" card which would be unquestionably broken beyond words
Yep
It's a catch 22 of a card, and Jani is right that the only """"""Counter""""""" is unga bunga your cards
On the hail mary that you just win before ever getting to r5
Yeah and that sucks away stategy from the game
I mean it would be cool if it forced enemy to reroll, that would make fun way to try and counter effective playing.
A forced reroll would be interesting if it didn't mill their existing hand to discard pile
Rerolling wouls be as or even worse
AKA everything goes back to draw pile and then rerolls
Ah non banishing reroll?
Mm
Yeah, that could be better.
Maybe thats fine
Discarding would be insane
Banishing reroll makes sense for player reroll, but not for forced reroll
I do like the idea of that as an effect though
It's another one of those disruptive but power neutral ones
Where it's about timing your use based on your read of the game state
I think it neat
Doesn't the deck shuffle after all cards are played and you need to draw? I was expecting that since some other board games do that.
Dam.
"Reroll" catd actually banishes
And draws same amount +2
^^ which is why profaning reroll is an excellent way to deck yourself
So you can't profain them?
You can it's just not a great idea
Okay so it just discards.
It should stay that way, a good limit to basicallu already op card
Banish in my perspective means that I can't access it anyway after the card goes there.
Reroll is just extra on steroids
The way to described it Nudge, Iâm gonna use for the balance doc
Almost verbatim xD
Does same thing extra does but also can reroll existig cards
tbf rerolling hand cards is a semineutral action when you don't have meaningful ways to interact with the discarded cards ever again
Obviously it's net positive because we're selecting the timing that's positive rather than completely randomly rerolling
But ya
anyway can we just have better netcode
FvF has unironically gotten me back into going into quake after playing it for sessions because I need a palette cleanser from the yucky feeling netcode
But you can profain it, interesting. But anyway I think barbed cards should be replaced with a card that re-shuffles enemys hand to make counterplay against saving cards fair, but also not just lock them out of playing. Anyway that wraps up my time here for today. GN everyone.
Replace barbed cards with a flip cards effect that makes you have to press the card play button to flip the card before you can read/play it
lmao
"oh shit i have to flip over my hand"
Which is just a healthier version of invis cards I know
But like shrug
Something else can be done to invis cards I'm sure
2 second timer
I meant to type 12, but Iâd be fine with 2 seconds pfff
I was gonna say
lmao oh my god
what if invis cards was just card gaslighting
And shifted the visual of all your cards one to the right
âHold on, I canât see my cards because Iâm in the middle of a very important blinkâ
Or actually don't replace it just make it so that it affects only 3 cards for 15 damage, so it is just metigatable health down.
You can still read your hand, you just have to play for the card to the side of the one you're hovering
since the one you hover lies to you
lmao
Pffff that would be an interesting wild card
Making it not infinite would be the best
And if itâs stacked.. well itâd still do 24hp, but again, not infinite
hmm
I'm not sure how much I agree necessarily
I think that invis runs into a similar issue as silence
even on a timer
Yes it's absolutely less oppressive
But also I think that it's still very strong even to short timeframes
Or rather I'm not sure how much changing the timer moves the power level of the card
Invisible everything but the card youâre looking at?
Idk, youâre absolutely right about the timing
Considering rounds can end with 7 seconds of a on round start silence proc
this is the most healthiest approach
What about Invisible Hand?
hmmm
not as priority as barbed
but could be timed
cus invis health is timed
thos it would help only a little
maybe it could reposition half of your hand and cover them
reposiotion is a buff but only ever effecting half of your hand would be decent nerf
with steep price you mean too steep right?
for its effort to use and cost
I think it's variable is the thing. The cost is dependent on a number of things, like whether you have access to defensive tools or regeneration
Or what max HP things opponent has or what breakpoints they're playing for
huh cost of barbed is 2, its not variable
But realistically the HP thresholds in FvF are already fairly tight
also has 0 attention cost, you alwasy play barbed at the start of the round as soon as you can
Yeah, cost of barbed is 2. Cost of health down, poison? Sticky bomb? It's the guarantee and the disincentive that's most valuable, and the catch 22 of getting value regardless of the affected players' choice
Yep
Agree with attention cost
But large part of the point being that even 2 cards under barrbed, which can be forced with present, puts you under threshold for a number of things like landmines, SDD, etc
For instance, Health Down + Barbed is a one shot alba headshot if they play a single card
value is value, its doesnt account if enemy has healing or not
Hmmm as much as I agree with the general sentiment, I don't agree here, and especially because the value of barbed cards rises as the match pressure rises
For the same reason as prior stated with card efficiency; efficient play is playing only cards as they're necessary
as you're put under pressure, your HP is lower and the opportunity cost of playing cards is a more significant amount of your remaining pool, as well as another load on your card choices
im just telling you shouldnt take into account IF enemy has healing or not to calculate barbed cards value
i agree with all this
i just didn't get these last points
barbed cost depended on if enemy has regeneration?
yeah, it does rise, its value rises /too/ much for a 2 cost card if i wanna play out my card advantage that i skillfully earned
Yes, in conjunction with the other things
In the last round scenario, you lose the disincentive to play cards with regen assuming you can just avoid being rushdowned
for me to play out the card advantage taht i earned will be any more cards after 3 that everyone draws every round.
3 * 12 = 36
for every card that i have skillfully and smartly saved for this round ill have to pay 36+x*12
Which means that if you molebot into barbed cards and then play your buffs out, you lose the opportunity cost and the snowballing value that barbed normally provides
ehh its only 4hp per tic
4hp per tic unlimited is plenty to completely mitigate barbed
molebot as barbed counter is lackluster point
I don't agree. Barbed cards is in effect, a pressure multiplier
you will be rushed down before you get even 20hp out of it
Do you stand afk with no threat in your moles?
that doesnt matter
your enemy will be on molebot healing range before you wil get even 20hp out of it
being a threat while doing it is cool but thats outside this discussion
Here I disagree; Mole forces opponent to advance, which is positional advantage. It gives you opportunity to punish, while mitigating downsides for playing cards through barbed
this is the main point
its exremely steep value against someone who wants to play more cards than you
3 * 12
I understand your point and generally agree. I just think that the scenario is one that matters, because from a pure numbers position it sounds negligible-- And the reason for that is because those numbers matter only under pressure
Ergo, antipressure tools that force enemy on the move (mole) are the counterplay, even if that's less intuitive
48 dmg on you to play more cards than your opponent is negligiable amount?
that's almost 2 no healths
Less health is -38
yeah but barbed basically is better for the same cost and has no limit
Generally agreed again, but not in the context of antipressure, since moving your max HP guarantees that the pressure sticks
Playing less HP and seeing mole doens't impact your play at all; you don't have to rotate onto it
so you are saying to play camping molebot if enemy plays barbed?
Playing barbed cards and seeing mole immediately forces you to try to take out the mole
still unhealthy even by your counter
I'm saying to use mole to take initiative
if you avoid pressure while healing off barbed dmg from playing buffs and debuffs
thats camping
Are we not talking about optimal play
i mean your opponent will ahve to push you but you are still camping till he is close
sure it might work to heal off like 20hp while you camp but it's an unhealthy counter to the argument against "barbed has no counters"
or what do you mean?
thats crazy btw
but 48 just to be ablse to play measly 4 cards
Molebot is 5 per tick btw
thats even craizier
oh really?
Unless Iâm really bad at math
i gues it will be effective healing against barbed, sure
but unhealthy one
one funny and healthy counter to barbed is painkillers
go fight, go till low hp, pop painkillers and finally you will be able to use all the cards you have saved up đ„ș đ ( thos passive buff/debuff cards value will be lost because you used them after gunfight)
recommended only with medkit tho
Vampires could give tiny healing against health loss at using cards as barbed but its minuscule cus you will already be shot at to heal off when you have LOS to enemy
not really other "counters to barbed"
Vampire is what I currently use to try and âoff setâ the HP
Simplest point to condence is this
Barbed cards works by punishing people who saved up a lot of cards
The main strategy goal of Bo3 FvG cardgame is to win rounds with least cards used, and save up when enemy uses op "free win" combos so that in the last rounds you will have skillfully deserved advantage by having more cards to use.
Barbed cards works against this general gameplan and is flawdly designed by it and should be nerfed/changed for a healthier game.
I think a healthy alternative
Could be having "In X time" effects that can carry to next round
Think like Wish in pokemon
Basically allowing someone to spend card advantage in advance of a final round
Thats called carryover, its a cool but dangerous mechanic if powercrepped
Oh I agree
It's not an easy one to work around
But it could be a meaningful payoff to a deck designed around generating card advantage by efficient play
In final rounds it could be seriously delayed (but not useless) in order to prevent dead cards
(eg: next round OR in 30 seconds)
By the state of the game rn, dunno
The game has too many card advantage cards already
This feels incongruous with your prior position on barbed
Extra, reroll, profaner, thief, lottery all generate card advanatge and have flooded the meta and some are musthaves
Im just saying to be careful to add even more card advantage cards when the game has alreasy ton of them
nod nod, but if that's the position, the logical conclusion is that we should punish excessive hand advantage greeding
Definetly true
I mean these would be effect cards not draw cards
Is that not the function of Barbed, though?
You see the cyclical nature of that
Almost all of these need nerfing
Rn it too swingy
Ex: Guardian Angel (Sets a turret in the center of the map next round [30s in round 5])
Both can be nerfed
Ah i though you were thinkimg to add more card advanatage cards
Naw I don't think carryover in that way matters
that's the existing carryover
ntm it doesn't impact things like Barbed
since it would still directly interface with it
It punishes card advanatage cards and skillful methods of getting card advantage
While true, how would you design something to not do both?
If you're getting massive damage on it, by and large it's going to be because those heavy hand advantage cards were used no?
By nerding the dmg a lot
So it wont scale as much
(I am not disagreeing on the poor health of barbed but I am encouraging you to think about the dynamic here)
Nerfing the damage makes it fail as a pressure tool
For instance
Say it's set to 6 damage
Or just scrapping the whole card desig.
It's a useless card then
I was think about 8-10 dmg
Okay, is that thought process built around breakpoints?
At 10 damage its breakpoints are nearly identical to 12
For a 2card
Thpugh progree buil arpund me being able tp play at least 4-5 cards withput allowing barbed to get game winning dmg
How card advantaged do you expect to be?
I mean imo it could be 8 dmg i just propose 10 cus some people could be mad if i suggested bigger nerf
Id like to play at least +3 from addition of starting with 3 cards that everyone draws without giving gamewinnig dmg value to barbed
So would you say that you value a card at 25hp loss for opponent?
What do you mean?
Well, if you plan to win on an investment of 6 cards, each card (weapon ignored) is contributing 25hp of swing
Playing 6 cards puts you to 78HP with -12 per assuming no healing
I meant being able to play at least 6 cards and not be automatically dealtg deadly amount of dmg
Sure, but what is the value you're getting out of the cards?
If we assume that opponent has no cards reserved in fist and takes the 3 off draw
And both of you play out 6 to their 3
Thats hard impossible to say, depending on their cost you know?
Value is tied to cost
And one of their 3 is barbed, that means that they're getting 2 non-barbed cards and you're getting 6 somethings
Barbed's value is maximized here and we already know it definitively gives -72 in this scenario (putting you to 78), and if we value cards at -25hp generally, then you should be winning 28 to 0
Does barbed in this ideal scenario do a ton? Yes
But if we assume that a card generally equates -25 in swing value, it still doesn't break dead even till 7 cards played (still in favor slightly of the 7)
I mean since average cost for a card is 2 and for example 2 cost no health is 38 should it be 38 ?
Yes this is a spherical frictionless cow
