#The Last Patch - Changes Discussion and Suggestion
478 messages · Page 1 of 1 (latest)
So I'm planning to implement 1 balancing change tomorrow. Seeing how dominant Fern is, I think I'll nerf her Concentrated Blast
From 7 + 3xB to 6 + 2xB
@cursive ocean 
Oh, I'll have to update Mana Concealment wording too
Sein buff 
Wedneday ✅
Preferably to his healing

Poison Cure 10 > 12 would be fun
Uh probably 8 + 2xB
while retaining the 90 HP lim
Sounds good
Maybe beer too.... Maybe his passive heal as well.......
maybe everything............. /j
Maybe have his health be 110.......
so true bestie...
Real shit!!
Also Last Patch 
I have been wallowing a bit since my priorities have shifted crazy so I can't support it officially myself personally
But obviously there's still quite a bit of work on the balancing front, which follows with testing, so I thought of doing a small change a day to keep the discussion flowing, alongside real time testing as well
Quick push as many Aura nerfs as possible
But yeah if you’ve confirmed a change and don’t have the time to change two lines of code, feel free to ping, dm or whatever and I’ll have a crack at it
I probably will need to cus I'll be out for a bit for the next 2 weekends lol - thank you!
I'm going to hurt you
Kraft
KRAFT KRAFT KRAFT KRAFT
:)
maybe one day
@gusty osprey Irreversible now halves HP gains for the opponent
Recoil included (gotta make it seem fair)
Nah
It's actually kinda weak
Since she can't buff herself well enough she gets outhealed easily
Red will kill you-
It is, it and the barriers are Flamme’s entire kit basically
Soul is good if you’re smort
frieren becomes immune to both restraint magic and hypnotic compulsion
That’ll be such a bad matchup then
Methode won’t be able to do anything
methode can look at her closely, thinks she's cute, gains +5 atk every time she uses it
WILD btw, look twice, +10 attack, pierce, kill
…
Maybe for the next turn
I don’t even know what to say to that other than that’s just BS
I think Edel needs the -3 ATK but also having -3 ATK, 2 redraw and highest empowered card costing more for just 5HP cost feels like a lot

I wonder if it should be -2HP per turn instead for a total of -10HP over duration
or a straight immediate -10HP cost instead
I mean her clear mind is pretty much her only way of healing so maybe the -2?
With the straight ten it does pose a more immediate risk for her tho
mmhmm. -2 at turn end would be more synergistic for a character all about stalling controlling and surviving long
I'll note that down
Or so you say 

Could be interesting if clear mind heals for forced discard x 1 after returning to highest hp in the last 5 turns
Which makes early game easier and means it doesnt heal ridiculous amounts at the end (although it still can with enough discards)
Huh how would it- unless I’m reading it wrong
Gets cooked by multiattacks for the first 4 turns, heal to full
Wait, what's the arithmetic on this? It's currently healing for
FD x 2?
Wait how does that heal for full then?
heal to highest hp recorded in last 5 turns + 1hp per forced discard
That’s stupid- you can use clear mind once every 5 turns then
To basically stay on full health always
turn count can be decreased
so like if edel was at 50 hp for a long time, they would heal back to 50 + amount of forced discards
It still doesn’t rlly make sense feels like it’ll make edel way too strong
its better than edel having 60 hp and holding it until low hp only to heal to full immediately when it gets low
means you need to keep your hp decently high throughout the game
Still it does sound quite powerful
currently base 10 + 2x FD
You can just use clear mind more and it’ll be very frustrating
you cant just use a card more thats not how discards work
well unless its on 0 active cards
it could be just 3 turns before
or 2 even
2 turns makes sense
Yes you can when edel usually just holds her clear minds for a rainy day
gives edel more strategy like waiting to heal after a big attack or use immediately to recover as much hp as possible
so maybe heal to highest amount 2 turns ago and 1x FD is more reasonable
Okay that’s reasonable
Multi attacks will be quite annoying for her tho
she already has telekenisis buff
Yeah but imagine taking 10 damage for a couple rounds
still heals for a lot if the clear mind was changed to this
then 3 turns is also an option
but that feels too strong
It’ll make edel so much more susceptible to multi hits
edel has a block too
Maybe it just seems rlly like one away or another
So you want her to block then clear mind
What if she doesn’t get her clear mind as well
Imagine she had a massive hit
Didn’t get it for a couple turns
2xFD is how it currently is and that is already super strong with heals to full without needing the base heal
So you’ll just make her even stronger-
then she dies like she would now if that happened
we need to playtest it to see what happens and its just a suggestion that may not be implemented
Yeah ig
It also depends on how hard it is to implement hopefully it shouldn’t be tho
I feel like it may make edel late game less annoying
if its at 30 hp and only heals another 30 instead of to full
and 10 less heal if clear mind is used consecutively
In late game it’ll still be rlly annoying
Like even 1 x forced discard can be a lot
its supposed to be strong or edel will die 😭
Yeah but it wont rlly change anything in the late game
its not supposed to be game breaking
Huh I don’t get what you want to do with this then
This sounds a bit too over-engineered 
If we want to force it so that she has to use it in a more strategic manner, how about making it a heal-over-time effect?
Heal 5HP + FD / 2. At the next 3 turn ends, heal 1HP + FD / 2
So it would heal for in total 8HP + 2FD but spread out
Edel is already so squishy so heal over time is a massive nerf
truu
Let's just see how this patch plays out
mmhmm
I think Edel’s attack loss is a lot- I’ll probably have to see tho
Ideas for edel:
Clear mind to 12hp + 1 x FD but sets ability counter to 0 (better at the start but requires more strategy as edel will lose priority next turn, potentially dangerous in late game)
Weakened applies -1 to all stats if in active hand and another -1 if not removed, then remove from deck (since it is the 'weakest' of her status cards, would be better against multiattackers where temporary debuffs are not enough + its currently bugged to permanent atk decrease yet shes still losing)
I like that Clear Mind rework a lot yeah. Very clear risk/reward to it
I think Weakened being a bit weaker compared to the other status card is fair however. I like to think it's more situational
Kraft
Lol I was thinking it'd be funny if linie was the next character to be adjusted if there was no balance change today, breaking the chain.
I wonder what kind of Methode rework/adjustment would make sense
I think making Restraint's risk higher would make sense, i.e. Serie's barriers HP cost
For example, having her DEF be halved during the duration of restraint magic, or just a simple DEF-4, so it feels less oppressive when Restraint is up
since as it is as long as Restraint is up it's hard to do anything. At least with Serie you can kinda gauge when an attack might be coming, but Methode has so many ways to punish whatever it is that you do
Usually, you have 3 possible options: Attack, Util/Stats/Heal, Shield. During Restraint, you effectively only has 2, Util/Shield, which makes the read game way easier as Methode
I'll try to apply a DEF-4 thing during Restraint duration and see how that feels
@burnt wren What do you think of making Aura more consistent?
So like, my idea is that
- Rusted Blades: HP-2. ATK+2. Summon 1 Swordsbearer platoon. If you have no swordsbearer, HP-2, ATK+2, summon an additional Swordsbearer platoon.
Similarly for the other troops.
Basically slowing down Aura's summoning speed to make her less domineering, but when she's down (empty troop), she can summon more stuffs at a higher HP cost
What is this 😭
The troops themselves aren't the issue in most cases
It just becomes hard to knock them down sometimes
And only 1 platoon is crazy weak
If it's already hard to knock them down then probably +4 stats +2 troops per card would be tough to follow up on
Plus this change would mean Aura loses less HP per card use so it should make her live longer too
Her HP loss is irrelevant compared to what she needs to be viable
She has no way to attack without her troops
Aura's gonna become unviable 😭
As I was saying
Aura's troops are vital to her kit
Because, unlike other characters, she doesn't have attacks and buffs
She just has her troops
Which are both attacks and buffs
What's the status on all the reforms we planned for her last season?
I honestly don't recall most of it cus there was so much discussion on it 😭
I have only implemented the Auserlese change
but not sure what to do about the troops
It's a little late for me rn but I'll try and scrap together a summary. I might have to send pings out to red, starlight and cactus to make sure I got the details right.
Would love to give it a read and implement!
The troops are fine
Listen
She is at her weakest right now
She is balanced
We're revamping her my guy, not nerfing her. To stop her from getting rolled against early pressure and allowing her to be defeated at all late game.
I'm pretty sure we touched up on this afterward but I can't really find it.
@burnt wren @cursive ocean What did we add to this apart from renaming the block?
I think we removed one Rot instead of those 2
Because Starlight misunderstood something
I thought those 2 flooded her deck tho
One Rot and 1 Retreat I think
There are only one of each
Oh yeah
And to think I made fun of them for that and still forgot 
🥀 💔
So was there anything else or was that it? I'll wait for red's response too before I submit it to Hexa.
Could've sworn there was another buff, or was that the Auserlese (yes I learned to spell it) buff that was already implemented
Probably one of the several iterations of her initial AS
That doesn't really solve her getting victimised by big damage if she still only has two blocks.
Well, that doesn't need to be fixed
Edel gets rolled over by Aura
Aura by Frieren, Serie and Ubel
Sense by Ubel
Not really, that one's fun for me. It's somehow possible to proctor Ubel.
I know
Everyone has a chance to win
But I'm just talking about the average match-up
I've won with Aura against everyone I think
Not a chance, I mean that one is legitimately 50/50 or maybe 70/30 at worst
Even just straight up kill her
I don't think her rolling and getting rolled is fun for anyone. She's already tough offensively, I really think the block instead of the rot will give her a slight edge against the ones you mentioned, and a bigger edge against Sense and Fern.
Well, yeah
I'm just saying
She's balanced now
In fact
She's still slightly above average
People just can't play her well
So her WR tanks a bit
That's more due to her having auto-win and auto-lose matchups. Sure there's a slight chance for everyone, and sure other characters have those auto-outcome matchups, but I think it's a bit egregious in her case.
(Also I'm planning to pick her up if the revamps go through and I DON'T want to get fried by a single Mana Concealment)
Nah, you're going through the grinder like I did
Oh
My Aura is the character with the most points at the moment
What does it mean to remove the AS buffer altogether?
But if it comes to it needing to find some way to protect her army specifically then... hmm....
I find it hard to find a way that makes sense for her character

a thought
Personally, all I think is that her shields should give less defence
Like, if all people is worried about is how hard it is to kill her, make her start with random soldiers at the start instead, make it harder to build up the defence
That does make her much vulnerable tho...
One shield and one random at the start
Boom
So you know you have to wear through her AS to hit her troops? Just getting rid of that entirely pretty much. Each troop has 5 AS and no more is built. Essentially, 10 damage would take out one troop, 20 damage would take two and so forth.
So give each unit hp?
Pretty much. Stops them from being immortal late-game and stops them from getting melted early game since they can't build AS.
Das actually dummy smart
:D
Her DEF is nowhere near the issue
She gets 20 DEF at most
Well, she gets 10
And reaches 20
Interesting math 
I still don't think I quite get it... isn't that the same thing rn?
If you hit her for 10 she loses 1 troop
Hexa is so out of the loop 😭
Yeah, you need to hit for 10 to deplete 5 AS
But to knock down a troop all you need is 0.1 AS less than Troop Number × 5
Well, for Aura, I mean
So if you have 4 Troops, you need 20 AS, and if you get hit and end up at 19.9, you lose 1 Troop
That's why a +1 Shallow Slash from Ubel takes out 1 Troop
Because it deals exactly 22 damage
Right, so instead of as it is if you have 4 troops you just need to bring Aura down to < 20AS, she will have 3 troops
Is the idea that we should do it so that if she have 4 troops, she won't lose 1 troop until AS hits 15?
Yeah
That would help her early game yeah, but not sure how that would help other players against her since it feels like that'd make it harder for others to take down troops lategame
but ig we can balance that later
That's why Meme proposed the AS cap
Oh, so an HP cap basically
An issue I do have is that once she hits her cap, the 7 troop summoning cards would essentially become deadweight, unless if we go with this, it would add another layer of hand management to have Heartbreaker/Guillotine on hand to clear your AS cap when necessary
Which could be fun
I mean yeah, but an AS cap could probably ruin how she plays too, cause of the fact that the cards being rolled randomly is a problem for unlucky people
I mean we certainly can just try it out ig 
Like, imagine you wanna use guillotine, but you only get soldiers
so seems like there's that idea of a cap, versus the idea of nerfing the soldier cards and having it work stronger when your army is depleted
Ngl, Meme's idea of every unit should have separate hp is cool, but I also know it's a buncha work
(I know nothing about coding)
Plus how would you be able to target specific unit. It could become the case where each unit only has 2,3 HP, then she summons a new unit, then that's another 5HP unit you have to chew through first
In terms of targeting, if we make it so the opponent always targets the oldest army first, then that would be no different than how it is now
Fair enough
Just scale it up to 15-20-25 more than her necessary AS
@gusty osprey I'm being so for real right now, you need to change back what you did to Aura
She has become literally unusable
For every whiny complaint with no back up argument, I'm nerfing her even more
- Define unusable
- Recognize the issue she has (having too many 30/70 and 70/30 matchups) and say how to resolve it
Hexa, I literally did provide an argument
It's in the main channel
But if you want me to repeat it
First
Her stats cannot go over 18
If one reaches it another gets pushed down to 16
She cannot have more than 10 troops
And once she reaches her maximum even 1 damage will knock down one Troop
What Meme proposed was not this
It was an AS Cap close to her current necessary AS
Which is different from a straight AS Cap
And her 30/70 and 70/30 match-ups
"reverse the change" is not a viable suggestion. It's just saying "make her as hard to balance as before again"
If you had implemented Meme's 2nd change alongside what be proposed it would lower the 30/70 match-ups
Tomorrow probably
While the 70/30 match-ups are just a quirk of a game like this
Which will happen in literally any game
More like 90/10
And happens even to other characters
Reverse the change and implement the one we actually discussed
Is what I meant
Or just leave her as is
It's like Sein
Incredibly difficult to balance simply due to her mechanic
Sein with his HP and Aura with her AS
If you want to try the gradual change you tried with Sein you would need to tweak different things
Like, lowering her HP by 5
Or 10
The other change basically changes it so that when she has 4 troops, instead of her losing 1 troop at <= 20, she loses troop when <=15 instead, so it really isn't that different from a flat +5 AS buff
Or implementing an AS Cap that is 10 higher than her necessary AS
I can raise her cap to 60, which would be pretty symmetrical since her HP is 60 anyways
Hexa, the cap cripples her
I'm not joking
Like
Hear me out
She has 10 AS she needs for the 2 Shieldbearers
And can use another 4 total
She can't even use her full deck
So she gets a maximum of 9 troops, and would need to use Heartbreaker/Guillotine etc to control her AS resource
Hexa, -20 AS, removes all your Troops of that kind and a Recoil of 8
It's one of the harshest moves in the game
So we can make it less harsh
No.
I'll play against you right now and show you how badly it will go
And use Guillotine to "regulate" my AS
I'll do some change tmr. Just not a reverse
As you think people can do
Hexa, the cap should be implemented with the rest of the things simultaneously
But still
What you've been doing to Hexa is constant changes
And the issue with that
Is that I'm essentially the only one playing her
And, if you were to check my account, you would see that I'm really good at her
Same as Paup with Sein and and Meme with Ubel
And what that causes
Is a skewed WR
Like, Linie has received an unconditional buff and still has 0 wins
While Sense is the same as always and has a 70% WR
What I think should be done is a new command which shows who won using what character against who using what character
There sort of is
/tcg-player vs-character-record
The playership is probably too low to get accurate stats yeah
But it should allow you to see using what character
It does
Sorry, didn't notice
I'll say it's because I'm burnt out on doing changes for the game, so the only way I'm able to work on it is work a bit on it everyday instead of in long sessions like I do before
I have no issue with that
In fact, that's better
Which is why I'm not doing all changes at once
Just tell me what singular change you want to see next and I'll consider it
Yes, I get that, but Aura is a character who is barely balanced as is
Just not something as boring, bland and uninspirational as a reverse
Right now the only issue
Is me playing
And not many other good players playing against me
I don't think I've played against Starlight, Artemis, Meme, Segantion and Red in at least 1 week
@burnt wren you do have a suggestion that's not just a revert right? You suggested a different kind of cap?
Yeah, the revert is just a temporary thing, because the nerf she received doesn't work on her
The cap should not be a straight cap
But rather one that scales with her minimum
So, something like 10 AS above her minimum
Or 15
Simply because at one point knocking down her troops just isn't feasible
What even is her minimum?
And doesn't make sense
Simply because she doesn't have buffs
Like other characters
While someone like Fern can reach 20 on all stats in at most 15 turns
Aura reaches 18 on most stats
Maybe 14 for DEF
Well
No
20 and 16
Due to Fallen Empire
Which, if the characters get knocked down, means that she loses her only way to attack and do any reasonable amount of damage
Simply because her stat gains are reversible
Starlight suggested making it so she gains a bit more so she gets a permanent buff
i.e. "-2HP. +3ATK +5AS summon 1 sword. If you have no sword, -2HP, +1ATK +5AS summon 1 more sword"
The cap would mean you have 30 damage you can take before losing so many Troops that you can't do anything
so you get at least +1 in permanent buff per card
I swear, this will go so badly
So a minimum AS cap?
I'm not saying this because she'll be average or anything like that, but rather that she will end up worse than Sein
By minimum I mean Number of Troops × 5
So if she has 4 troops her AS will never drop below 20?
Wouldn't that mean there's no way to get her AS to go down?
?
Oh no
I mean minimum AS that she needs
So 10 for 2
20 for 4
And so on
To mantain her Army
Okay, so the current mechanic is that she has a maximum AS cap. Do you want a minimum cap or something?
No no no
I agree with the AS cap
As she is a bit stronger than some other characters
(I still believe that if I were to stop playing her she would drop to 52% or so)
But what I believe should be done is not a Cap that she reaches
But rather a Cap to keep enemies in range of her Army
So if she has 2 troops, she can't overheal her AS cap basically
Well, not exactly
If she has 2 Troops
She wouldn't have 10 AS
But rather that she can't go beyond like 20
Makes sense
Unless she gets some new Troops
In which case it gets pushed to 30
Oh, Fallen Empire
Now the cap will be 55
And so on
It makes sense. I just don't know if there's a good way to communicate it through ability text that won't make it overcomplicated
And this should be implemented with the whole Troops needing to lose 10 HP thing
Aura is already complicated, just have it be a gentlemen's rule
Or just
[Old Aura Ability description] Her AS cannot exceed her current necessary AS by more than 10
Or something like that
But make sure to code it so that the AS Cap change gets implemented during the turn
I kind of want to tinker with the idea of making Guillotine/Hearbreaker less punishing more
Nah, they are crazy powerful
Since number changes are easier than mechanic changes
Like
Making them have smaller numbers is easier than forging a new ability mechanic
Guillotine hits harder than a Last Page if the conditions line up
If AS is capped to how many soldiers you have and each soldier scales with that, it definitely would make her weaker early game which is the goal right
But a side effect is that now army cards are better relative to other cards because they give multiplicative bonuses
What?
Only Swordsman damage depends on that
(Swordsman × 2)+(ATK-Opponent's DEF)
But her kit is not one based on attacking with cards
She doesn't have the cards to kill someone like that
Guillotine is a finisher
Heartpiercer is in case an opponent gets crazy high DEF
Like Sense
And Stolen Valor is if you need to heal up instantly
I feel like the issue is that you are thinking of Aura as a normal character
When she's a completely different archetype
idk
i think I'll just
stop
i wanted to continue to work on the game because i want to support the community
but if everytime i make a change, i just get hit with this kind of ferocious, slap in the face
I'm on vacation with my friends right now and my mind is just stuck on this, instead of being in the moment with my fellows
why do i even continue to work on this when it's so thankless anyways
i get nothing from this
any step i take, I don't receive constructive comments to build towards something better
just a stream of slaps in the face
I'm tired. Why do I even continue to work on this when all I get is this
even when I release Kanne & Lawine I'll receive several @'s about oh how overpowered, how broken, underpowered, hard to understand, too easy they are
Why do I even bother. Goodbye
Hexa, I didn't say this to insult you
I'm sure everyone appreciates the work you put into this game
And you should enjoy it, we can go for a few weeks with no changes, we always did
And I thought that all my yapping would be taken as intended, that being suggestions on how to render Aura more usable while still being defeatable, not as an attack on your person
I don't think anyone's going to complain about a character's difficulty or simplicity, and most people who say someone is underpowered or overpowered usually say it as a joke, with only a few actually meaning it
The only reason it happens so often with a character is that you introduce a new variable in a close environment and just stirred everyone into a frenzy
Like when Aura was released and she kept changing so often it was as if you were fighting a completely different character every time
Nobody blames you or Steam for a character being too strong or weak
This is normal in each and every game that has characters like this one
I think I've confused you and cactus slightly lol. I don't mean a hard cap, I just mean AS doesn't increase past 5*troops.
It'd make shieldbearers less useful tho as they can only "heal" existing troops so maybe we should add something to those.
Oh you did the cap, uhhhh
We'll try this if the AS cap doesn't work I suppose?
It doesn't work
In or against Aura's favour?
Against
Troops get one-tapped
Once you reach 10 Troops you are fucked
I don't think the original idea will stop the one-tapping (in fact, that was an aim) but there won't be a 10 troops thing, the AS can be as high as you want, given you can maintain the troops.
Yeah, I know
By one tap I mean losing 3 Troops when hit by a strong attack
Oh once you're reached 10 troops? Alright that should be fixed by the original idea. If that's implemented three troops will only be lost with >=30 damage
Yeah, I know
Basically what the Cap is now is a hard 50 AS Cap
Which limits you to 10 Troops
And 20.2 damage will kill 3 Troops
While what we thought about is a (Troops × 5) + 10 AS Cap
So it scales
I don't think we had the +10 (then it would take 30 base damage to take out a single guy) but everything else tracks
Also I thought we got rid of the 0.x damage
In my opinion Aura was okay earlier
It's rare that she ends up with more than 10 AS than what she needs
It's like slashing Sense's DEF gain because she can end up with 40 DEF by Turn 20
I mean, I agree, but this wasn't a good match-up for you
Let me show you a normal one
@tawny wharf I feel like the 2v2 should allow you to Sorganeil your teammate to stop stuff like Mental Fog