Blood Card 2: Dark Mist

Blood Card 2: Dark Mist

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eidolon232 May 23, 2020 @ 1:58am
Balancing
I am primarily looking at the upgraded versions of the cards.
+ too good
- weak
( x -> y ) suggested new regular and upgraded version

  • Old Dosier: + this is just a great toolbox for every deck that I build and multiple of those can do some crazy stuff, especially with the Prophet, who also has an foresee version of this card.
    Maybe a redesign would be a better idea (0 get 1 random card from your block pile-> 2 random cards)
  • Arrow Rain: - expensive AoE feels rather weak later on
  • Overdraft: + The restriction is hardly a drawback outside of a combo deck. (1 draw 2+2 -> 0 draw 2+2)
  • Heavy Blow: I would reduce the cost and the damage to make it less situational
  • Bloody Storm: - You usually get 2->3 damage per mana from your cards, so this is just a terible deal, especially when Blood Contract gives you 5 for 2 mana.
  • Transfusion: + Free card draw that can get out of hand with your on discard effects. (draw 1 less card)
  • Eternal Blood: - Engine cards work a lot better when they are cheap. (2 2BB -> 1 2BB)
  • Glory Strike: - As an expensive situational card that starts out very weak, I would reduce the base cost to 1
  • Fighting Enhusiasm: + very easy to abuse with Finishing Move cards that gain Mana / draw cards
  • Fiery Blood: - If you want a Boiling Blood strategy work, it would be better at a lower rarity
  • Poison Needle: Since it is the poison and not the small dart that does the actual damage, I would switch the initial damage and the buff (1 +2 damage -> 1 + 3 damage)
  • Proliferation / Immitate / Mimicry: + these cards just work extremely well with Energy Storage and Old Dosier. While the Parasitic Mechanic gets you through level 1 + 2, they become more or less irrelevant later when you can just chain copy, effects with energy and card draw together
  • Resonance: + This card allows you to play all your 0 cost cards every turn and makes Old Dossier even better. Maybe lose the "put this card into the target's body" to give you less control over this powerful effect.
  • Suppressing Insect: I love this card, but does it have to be at this high rarity, especially since 2 Mana is relatively expensive. Maybe allow the upgraded version to target stuff in the middle row to help it combat engage effects as well.
  • Dark Pulse: + Tutors shouldn't be that common / cheap. Even if you don't end up doing something broken with it, this will trigger the "When this card enters the block pile" effect of any one card in your life pile at the end of your turn.
  • Star Cluster: Not sure about this one. In my experience prior to the Memory+ change, it was a really busted card.
  • Spirit Guide: + With all the manipulation of the top card of your deck this is just super busted. Also there is the Wheel of Fortune interaction that gives you infinite mana.
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Showing 1-7 of 7 comments
Pixel Cattle Games  [developer] May 23, 2020 @ 6:12am 
Hi eidolon232, Thanks for the feedback!
eidolon232 May 24, 2020 @ 1:25am 
Regarding the power of the Bugmaster (40% more players have the max difficulty achievement than with the other 2 chars), it might already help if the copy effects would only give you a copy of the base version of the card, ignoring potential cost reductions. Not sure how hard that is to implement though...
Shattered Rift May 25, 2020 @ 2:49am 
Old Dossier would become useless if it was random.
Agreed that Arrow Rain is just plain bad. Lowering the cost as the upgrade instead of boosting the damage might be the right play. AoE and random target damage are typically bad in general.
Overdraft is fine. Or are you not typically playing combo?
Heavy Blow: Agreed with lowering cost and damage. 4 and 5 cost cards are prohibitively hard to play.
Agreed on Bloody Storm, although it doesn't necessarily need to be a 2 per energy. Perhaps 2*Energy - 1.
Upgraded Transfusion as is clutters the hand. I'll intentionally leave it non-upgraded.
Disagree about changing Eternal Blood. The 2 cost makes a gamble. A lower cost wouldn't be a gamble.
Glory Strike at 1 would be the best Berserker attack card in the game (if it's not already). It needs to stay at a 2 cost.
I find Fighting Enthusiasm really situational as it's dependent on which Finishing Move cards are in the Life Pile (since it doesn't pull from the Block Pile). It's good as is.
Re: Fiery Blood: Rarities in general are a bit odd. No real opinion here, although I probably agree.
Poison Needle would be much more interesting with this change.
I don't think I've ever played Mimicry. Proliferation is arguably the best Bugmaster card.
Resonance might need to have its cost increased to 2. I think one of the Daily Challenges this week was the first time I used it.
Probably agree on lowering Surpressing Insect's rarity. Either that or lower its cost to 1.
I would agree on Dark Pulse, but the Prophet's cardpool is easily the worst of the three characters. Increasing Dark Pulse's rarity (without additional rarity tweaks) would make Prophet significantly more difficult.
I don't think I've ever played Star Cluster. Does it trigger per card or per instance?
Spirit Guide is fine. I typically find it mediocre in actual use despite my early impression being the same as yours.
eidolon232 May 25, 2020 @ 5:43am 
(Argh, just lost the whole comment, so I hope you don't mind if I keep this short as I type everything again.)
Thanks for the reply!

Old Dossier: You are right, the draw cards from your block pile is rather underwhelming and would be underwhelming in BB decks. Maybe adding a different bonus, like drawing 1/2 cards instead of the cost reduction would be the right choice.

Transfusion: I love me some upgraded Transfusion in combination with On discard stuff and Dossier to loop things.

Glory Strile: You can upgrade this into a powerhouse but to have the same average damage output of another 2 Mana attack card, you have to kill alomost an entire level worth of enemies with it. While I have gotten this to ~ level 50 once, that was in a deck that already was beyond broken without it anyway, making it kind of a "win more" card.

After playing more Berserker games on max difficulty, I can agree with you on Overdraft and Eternal Blood. While Overdraft is great at level 1/2 it gets weaker as the game progresses, while the opposit is true for EB.

Star Cluster triggers for every single card and stacks, which can sum up to a ton of damage.

While the Prophet's cards are weaker, you can build very consistent decks with all the deck manipulation.
Shattered Rift May 26, 2020 @ 2:57am 
Glory Strike is relevant in Daily Challenges where max damage is a factor. Making it cheaper just makes it stronger instead of being a risk/reward during the first stage.
I finally used Star Cluster in today's Daily Challenge. The stacking is a bit nutty, although Prophet generally has better combos. Its main weakness remains the random targeting.
eidolon232 Jun 1, 2020 @ 4:52am 
I was thinking about possible ways to fix the copy effects. The way I see it, the first step of these crazy turns tends to be copying another skill card.
How about a version of Proliferation + Immitate that is restricted to Parasitic cards?
Proliferation(+) 0: Choose a card with Parasitic in your hand. Add 1(2) Banish copy of that card to your hand.
And a legendary version of Immitate:
Immitate 1: Add Banish copies of all Parasitic cards in your hand to your hand.
Immitate+ 1: Add copies of all Parasitic cards in your hand to your hand.
犬の人 Jun 12, 2020 @ 8:46am 
1面ボスの女王アリというか兵隊アリ弱体化してほしいです。
道中のダメージ増加手段少なすぎて大抵の場合兵隊アリ倒したら手札もエナジーも尽きて女王アリ攻撃できません。
出たターンに兵隊アリ削るに留めて次のターンで撃破+女王アリに攻撃としても兵隊アリが奪ったカードは倒しても返ってこないので、(特に高難易度だと)ネズミエリートのイベントで与ダメージ+1できないと1面ボスが女王アリだった時点でほぼ詰んでしまいます。
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Date Posted: May 23, 2020 @ 1:58am
Posts: 7