Clutchtime™: Basketball Deckbuilder

Clutchtime™: Basketball Deckbuilder

My problem with pass buff
Last update pass got buffed by adding a card draw effect which in my opinion makes it too strong for 1 cost card and is a unnecessery change. Before the update if i had too much stamina to play all my shots i would play a pass to start my next turn with a free shot. That worked very well for me, prepare for the next turn if possible, of course there's deflection and then there would be no prep but also no shotclock violation. card draw makes my tactic only make sense only when i don't draw a shot or if i know the opponent has deflection which isn't the worst thing in the world but makes the card more one dimensional, play pass play shot don't prepare. Pass doesn't need card but it doesn't mean i don't like it, it's useful but i think there should be card with the same effect like zone defense but for assists it could be called playmaker if there isn't card called that, that way pass isn't too strong but also has greater potential. zone defense is very godd because it adds card draw, but if pass has that ability without the need to play any cards it feels wrong to me which is mine main gripe with the buff. card draw also could be added as a post game upgrade so it deosn't start with it basicly if it doesn't start with it it's not too strong. To summarize i think card draw should be added to it via another card or an upgrade or both.
ps.: don't know if it got patched or not but when i held superfans+ ( one that destroys itself at halftime) in hand when i played a shot the effect got activated, i think it works with base superfans too but i think it's a very cool bug and should stay but i think it should be known about
ps.ps.: mr dev if you could post patch notes for the demo it would be cool steam has option for posting patch notes it would be good know what change without being suprised
ps.ps.ps.: sorry for any grammar mistakes
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Showing 1-3 of 3 comments
Bigosaur  [developer] Apr 12 @ 7:19am 
Yeah, it's a big change, but I believe it will benefit the game when I set the seconds spent per played card to 15. Testing it right now and the game feels much more dynamic.

It takes some time to adjust to Pass giving draw, I have tested this change for 3+ weeks and only after about 2 week in I got used to it and now I cannot imagine playing without it. It does require a different strat. The hardest thing to get used to is that often you want to play it for a free shot, but often you really want to play a Shot for full price and then Pass to get another card or leave it stacked. It does require a completely different approach.

I like your idea for the Draw to be a post game upgrade, I had the same idea. However, I tried and it didn't feel good. I have added an upgrade to "instant" instead. Note that I'm mostly playing/testing on Coach difficulty and I'm focused on balancing the end game.

Zone Defense is practically even more useful now, as almost all starting cards either draw or score with it.

I fixed the Superfans bug some 8 days ago. :)

I will try to post patch notes in the future.
Phart Apr 14 @ 4:50pm 
Originally posted by Bigosaur:
I will try to post patch notes in the future.

The future is here :) New build uploaded today?
Bigosaur  [developer] Apr 15 @ 1:46am 
Originally posted by Phart:
Originally posted by Bigosaur:
I will try to post patch notes in the future.

The future is here :) New build uploaded today?

I have updated the card graphics. :)

Now that's done and black cards look nice, I changing that all temporary cards (fast break, free throws, etc.) also show as black and only cards from main deck are brown. I'm testing that and expect to upload another new version soon.
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