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Ilmoita käännösongelmasta
So I empathize with the OP. It's a really hard problem to fix. He's needed in the later meta-game, but his ability is out of whack with basically everything else for a while after, especially since you can get him so early. Maybe if he even just destroyed one 1-energy card in each location, that would be a good mix. He'd still wipe out a chunk of later zoo decks, usually enough to make a difference, but people might actually start playing turn one more frequently again.
Killmonger is irrelevant to zoo decks piloted by decent players, they simply play their buff cards out mid game, then vomit their ones on the final turn without priority.
If the cards aren't lining up and you have to drop a few 1s early armor is a thing.
Changes don't need to happen to good cards to help bad players feel better.
There's a fairly substantial time for many players, we're probably talking about 2-3 months of play for free players, where Killmonger will be a big factor and if you haven't bought specific powerful 1-cost cards, or might put in Iceman/Korg and don't care if they die (which still is a pretty low chance of them showing up in your starting hand), then 1s are just too dangerous. Needing to bring along Armor if you want to play 1s not only uses up a substantial part of your deck just to make many 1s relevant at all, cramming them behind Armor leaves very little option to have power at that location and requires multiple cards in combination at the right time. Basically from somewhere in the mid 200-500 CL range when people start getting Killmonger, people stop using 1s almost altogether until somewhere around the 1000-1500 range where a few start to show up again. Even in Infinity rank 1s only show up in specific circumstances, other than the aforementioned Korg/Iceman, or Nebula because she's ridiculously powerful compared to other 1s.
Overall I just find it really odd with the way the game is set up that 1s generally become obsolete. It wouldn't be a big issue if the game went from 2-7 power on each of the turns instead of 1-6, and people could choose to start with a 2, or two 1s. But as it is, *so* many games start with one or both players skipping turn one. 1/6 of the entire average game. Literally the singular reason why decks stop using 1s as a whole, and skips at the beginning of the game are so common, is because of one card: Killmonger. But I think starting at 2 power and counting up might actually be a better solution than modifying Killmonger somehow.
You can't do that, the whole game is balanced around the 1-6 energy progression. Just remember how broken some decks are if you get the +1 energy location early.
The Killmonger problem you talk about is a necessary learning experience. As players progress, many start with a basic Zoo deck, and then need to adapt to the Killmonger presence in middle CL. And again, when they rich high CL.
Well the balancing factor to the 2:1 power to cost ratio is that there is quite limited space on the board to play them. 12 spaces is it, so barring their abilities playing 1.5:1 power/cost energy 2 cards would win (even only being able to play 10 of them with the normal amount of energy through a game). Power 3 cards only need about 1.1:1 to keep up, etc. The abilities do shift this, but still it generally has more to do with other power cards buffing a full/nearly full board that gives them their ultimate power rather than their own abilities as far as raw power is concerned.
Anyway, I still think Killmonger destroyed one power 1 card each location would be a good compromise. It makes him roughly even with Elektra (3 kills for 3 vs. 1 kill for 1), still with the advantage of being able to be put in any row, which is huge. It would still incapacitate decks that fully rely on 1 power cards, probably enough to shift the victory. What it wouldn't ruin in general are people who just have a few 1-power cards mixed in with others. They could have a chance of protecting one by buffering it with another 1-card at the same location. And while it potentially can turn the tide against certain decks, it would still require a bit of backup against them rather than being the sole factor. But most importantly in my mind is that it would help bring back turn 1, and even more variety in turn 1 for those that actually play a card. I mean, honestly, when was the last game that you played that didn't start with one of about 5 options for the first turn, with skip being one of those probably happening near half the time? It happens, but it's rare.
This is most definitely not the case. I stopped using many 1's when I realized there was more efficient ways to use my deck space. You only get 12 slots to put cards in. In a lot of my decks I find it more beneficial to use that space for a 2 or 3 drop.
Yes, I may have to skip first turn but it improves the reliability and versatility in the later rounds.
If they nerf these 1 drops, then a KM nerf might be more warrented
Disrupt cards, have to be in the game.
1. Cost and Power are right on him
2. Effect is not overpowered, he has plenty of counters, Cosmo, Armor, Locations, Yondu, Angela, Bishop. Enchantress is more of a counter to Kazoo decks. To Nerf him or change him would also undo the destroy mechanic
3. Not usually a key card used mid to upper rank. Also future Affiliation mechanic they add, for Wakanda affiliation cards, could damage that theme if Killmonger is nerfed.