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Lets just hope I'm wrong.
War production and Supply Chain are already very niche cards and any changes would probably make them unusable. They have also single-handedly keep both Resistance AND Discard in check and both of them are played A LOT less than they used to. As annoying as they might be I'm kind of thankful to see them in the meta.
Or do you suggest we nerf one of the already almost never seen artillery pieces? Or nerf Katyusha, one of the most changed cards in Kards history?
Unless you change the text on Patriotic Firestorm any nerf would probably make it unplayable, same is probably true for Lesser of Two Evils.
It's hard to blame Ura or Zhukov/Kuban combo since some arty decks don't even run them.
I think the only straight up nerf that would make the deck weaker without killing a card that I could think of could be to make the Greyhound a 1/2, but I'm not too happy about that either.
I'm not sure if the best solution would be to just leave it as it is for now? There are many counters to Arty decks, including the Commandos you mentioned and those "counter decks" are themselves beaten by other decks.
It COULD be that any attempt to fix the problem would actually make the meta worse.
Please don't get me started on discard/card denial decks because I been asking for changes since July without any luck.
But if both Arty spam and discard/card denial decks are currently an issue on the OC ladder then maybe we will see some much needed changes.
General E. Drunk - in the past many cards which have been nerfed (not all) don't see regular play any more - so I don't see that being an issue for the developers.
Never once did a new player open up a pack/ play draft and see Rush Production for the first time and think: "Wow, what a great card! This is going in my deck for sure". And I'm talking about the 0k pre-nerf version. Now it's possibly one of the worst cards in the game in draft/ for new players and still as usable as always in Baby Combo decks.
I'm worried they will do something similar here to "fix" the meta and raising the % of unplayable cards. (For example 1k War Production / 3k Supply Chain)
Haha yes that's a sign of imbalance, if to counter it, you need to be vulnerable to 90% of other builds.
Yeah I'm really not sure what the solution is. The Devs have boxed themselves in and there are no good solutions really. Honestly, artillery is probably too strong anyways. In Draft, a good rule of thumb is if it's arty, take it. Perhaps not letting arty hit the HQ (or do reduced dmg or require a higher OP cost) might be worth considering. That would obviously have huge implications though.
The highlights where they plan to slow down the card nerfs - an exchange system when a card gets nerfed (if you created it just prior) and the issues surrounding discard decks and the interaction between War Production and the US supply chain card (but in context to the timer - and wanting to get away from those types of decks).
Also they mentioned just because one deck is causing a player problems or is hated doesn't mean everyone shares that persons opinion.
Yes they always say that. Asinine comments like that (which reveal their mindset) are why this game still can't get off the ground one year after "launch". I'm not sure how someone can design video games and not understand that the experience of BOTH players matters.
There's this belief with these Devs that any deck is fine so long as the player using it has fun. For one thing, this is a competitive game. Do you know what competitive people find fun? Winning. If you gave them a single card that won the game for them, they'd have fun (Long Range Desert Group +Commando, anyone?). Also, this is the internet... some people just have fun making other people miserable.
Arty spam isn't as formulaic as Discard/Commando, but it's still ludicrously simple. I know nearly every single card my opponent is going to play before he plays it by now... it just doesn't matter. This is the same problem that so many other builds present. They remove the other player from the equation. Decks like these have been a constant problem since launch and have driven so many players away. If in half of their games their decisions don't matter, they're eventually going to decide to not play at all.
It's tempting to think that players who whine about these decks are just sore losers, but especially in a ranked competitive game, most players expect to lose about ~50% of the time. It's the GAMEPLAY that matters. If you lose a game of 1v1 basketball because someone's better than you, you probably still had fun. If you lose because you had to play with your feet tied together... you probably didn't. The fact that this is not obvious to people who ostensibly design video games for a living is baffling.
a. It can be hard to deal with support line units such as artillery, when there are multiple ones. (.e.g carpet bombing can solve it (partly) sometimes), all too often I find this situation of high powered (buffed fighters and guards), and artillery
b. Out of control buffing: x to the x of the x. I've proposed before that if units increase in buff their unit move cost should be increased (because more manpower, supplies, etc).
One of the things I've proposed before is that before u start the game you can ' recon' the other persons deck, and based upon that, chose your own deck, to a degree, That way you can build counter decks, within your 'military' (cards you have unlocked), and deal with some of these specialized decks.
Like someone said, some decks can be very specialized against some, but weak against others. I struggle with the same issue sometimes. Build a deck that is good against aggro, and you suffer against a deck that has powerful units, and there is no way to predict, and at this point it just isn't fun anymore to deal with this so much, because the game maybe already predicted before you start, maybe with some luck of the draw. I felt before there was a bigger change to build around decks or something, I don't know, but something needs to change maybe.
I was away for awhile, and came back, I have never almost raged quitted this game so much as right now, and have actually uninstalled it, and may do again, because it's upsetting me too much, and I am not a sore loser. I am a paying customer who is just not having fun anymore. In some ways the game has improved, but the frustration factor has gone up for some reason, for me right now.
That's my state of the game, and these issues. The sov/art decks can be so op it's not funny, and dealing with 6 or so +x +x light inf by like turn 6 or so, well gg for me, I have no counter to that, and my deck is pretty expansive, and even looking at cards i don't have, don't know how to counter, but tips are welcome, but it may be a game balance thing too
And just creating more cards, may complicate the issue instead of solving it, sometimes I worry that there are too many cards, and it makes balance tough, that we are exploring as we go, which may be fine. Another suggestion I've made is rotating cards in and out with seasons, like the most overpowered ones, that could fix some issue too.
Idk, hopefully can keep working with devs to evolve the meta as people evolve decks, to some degree it may be an ongoing thing anyway, just staying on top of it, which luckily the devs are involved and do listen to feedback, just have to find each other on some points still, which the solutons I suggest may not work either (or only temporarily)
my two cents
Just stop printing orders what fuel combos, stop printing cards what make orders cheaper and delete existing, orders should be very simple.
About Artillery spam - no buffing allowed, period, would solve the problem. And diversify artillery like it was in real life
1) AT guns CANNOT do anything meaningful against any other targets than tanks - here they can hit the other side of Atlantic
2) AA guns unless they are mobile or 88 style cannot do anything against any other targets than aircraft
3) INF guns cannot do anything against tanks (unless at point blank range) and airplanes
4) Bombers can do only very little against fighters - almost nothing, unless they are grounded
Make Combined Arms Great Again and stop printing silly orders
The only thing I would like to add to those excellent suggestions, is that bombers could do damage to planes if they were on the runway, show there is some merit too that