I do believe he could beat daredevil with move 3, if not already, I mean like, idk how good daredevil is, I haven’t played him a whole lot, but Jekyll definitely stands a chance. Do we drop Daredevil’s health so he tips into death from deck burn slightly more often? That might put him and a tweaked Jekyll on even footing but now we need to fix others who weren’t competitive to begin with knowing Daredevil’s new weaker state. So then what base attribute would you tweak of Daredevil or Moonknight so that all decks are more competitive against them? Because I’m not saying changing Jekyll kills the game, I am saying that if an already decently competitive character needs a tweak then we are on the path of what boosts and nerfs need to be done to make all decks equally competitive without focus on knowing the deck. No tweak to the other cards or abilities just automatically getting 50% more movement. So the tweak now makes it so Jekyll’s player needs to know their deck less, less need to get the right cards, and less play everything just right when at the level that “competitive” is defined by those things.Īs for not seeking the same… so you want to tweak Jekyll with a straight 50% normal movement increase… for a marginal improvement in your mind. Does it make them a top tier character? No, but they already can beat top tier characters if played right and the opponent doesn’t play perfectly or the cards don’t just come up for their opponent. So your suggestion is just a straight bump to “slightly” change the equation but the character is already competitive in the hands of someone who knows the deck. A straight improvement unbalances at casual play something that was worked around with card play. You need to know the deck to make the character more competitive and “being competitive” only matters when you are playing at a level people know the deck. The fact there are cards to supplement a slightly weaker movement means it was a balancing effort to make card play more important. My point is that you are mentioning a straight improvement for a calculated weakness. I’d rather a character that rewards knowing their deck to overcome a movement weakness compared to a deck where “melee and no minion means movement 3” with no consideration of other factors in the deck because then we are on the path of making the decks all similar. If you do the same for cases I mentioned above then you’d basically be sanding off all flavorful differences to make the same decks. You’d then need to reduce the number of those cards to rebalance everything. You could give Jekyll and Hyde a movement of 3 but now all those cards to balance the low movement mean they’ve got consistently decent movement with bursts of great positioning. A character could have a larger health pool to account for less defensive cards, you could give them more defensive cards but then that health pool is unfair. Like if a character burns through the deck then each hit needs to count for more as the game will be shorter, you could tone down the deck burn but then what’s the point and now the heavy hits are overpowered. Everything is shoring up weaknesses for other attributes. I feel like acknowledging those cards brings into question why should he have a movement of 3.
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