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For those who don't know, forums.penny-arcade.com will be closing soon. However, we're doing the same kind of stuff over at coin-return.org with (almost) all the same faces! Please do feel welcome to
join us.
For those who don't know, forums.penny-arcade.com will be closing soon. However, we're doing the same kind of stuff over at coin-return.org with (almost) all the same faces! Please do feel welcome to
join us.
For those who don't know, forums.penny-arcade.com will be closing soon. However, we're doing the same kind of stuff over at coin-return.org with (almost) all the same faces! Please do feel welcome to
join us.
T H E S U N T H E S U N T H E S U N T H E S U N T H E S U N T H E S U N
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Edit: People always seem to bring up ADP even though it is "built into the game" for the most part. You do have to know about it but after that you get ~30 more levels than you do in DS1 and D3 playing through the game so you can customize how much action speed to other stats you want. It just becomes something you do in a build like the other games.
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PRINT
FROTH
BROTH
Sure, you can just not accept the quill&voca trades that want lanthorns.... but ma vosfor?
The one upside to Scintillant and vainthorne farming is that when it's over it's over.
-Antje Jackelén, Archbishop of the Church of Sweden
3DS: 0473-8507-2652
Switch: SW-5185-4991-5118
PSN: AbEntropy
It's kind of frustrating. But I'm holding out for Magik. Or whatever the last card offered this season will turn out to be.
I'd be doing much more distinct things if I was in their shoes as a Dev, with much more obvious trade offs. But I am Opinionated about these things
Steam: https://steamcommunity.com/id/TheZombiePenguin
Stream: https://www.twitch.tv/thezombiepenguin/
Switch: 0293 6817 9891
holy hell
can't wait to everyone going back to hiding all their power in their hand until the end of the game and being uncounterable.
this is the biggest capitulation to reddit whiners i've ever seen from SD.
zabu also feels a little weak, but that one i don't hate the idea of because zabu has been warping the 3/4 cost meta for ages. i just am not sure that this exactly is the change that should be made.
Switch ID: MNC Dover SW-1154-3107-1051
Steam ID
but yeah here ya go
All pulp no juice is my new favorite utterly horrifying sentence
e: Re Zabu, to play Zabu on curve now means that you have to, in your first four cards, draw both Zabu and a 4 that is specifically useful on turn 3 (probably not Enchantress/War Machine/Absorbing Man, definitely not Shang-Chi.)
Alioth
[Old] 6/2 - On Reveal: Destroy all unrevealed enemy cards here.
[New] 6/8 - On Reveal: Remove the text from all unrevealed enemy cards here.
Since release, Alioth has been an important but polarizing card in the SNAP metagame. It's been hugely effective in creating more tension on turn 6, but the in-game effect can also be really frustrating. Losing your cards completely, no questions asked, is very powerful. We're sensitive to that, so as we monitored Alioth we've also thought about other ways we could implement the card. With the "turn 6 metagame" fairly settled these days, it felt like the time was ripe to freshen up the purple cloud with a new effect. Our goal here is to keep a fairly similar role, but to introduce more meaningful counterplay to the effect. We expect the biggest difference will happen with stuff like Magneto now being able to defeat Alioth either way.
Zabu
[Old] 2/2 - Ongoing: Your 4-Cost cards cost 1 less. (minimum 1)
[New] 2/3 - On Reveal: Until the end of next turn, your 4-Cost cards cost 1 less.
We're aware that Zabu is taking a huuuge hit here, but hear us out! In the last year, the game has shifted to revolve more and more around Zabu’s interaction with 4-Cost cards and their matchups. Right now, Zabu is probably at an all-time low, but the impact is still very real and 4-Cost cards that don't have strong synergy with Zabu are at a disadvantage. We've been analyzing the data to better understand exactly what this has done to the metagame and what we might want to adjust, but Zabu is really clouding those measures. So we've decided to do something unusual here and temporarily rework this card into a state that we believe is weak enough to shift the way 4-Costs perform.
We don't think that White Queen is suddenly good or anything–we expect 4-Costs as a group to get weaker, and decks that can still "cheat" using cards like Ravonna, Hope, Wave, etc. to be stronger as well as 4-Costs that naturally have big stats, like Cull Obsidian. We may account for that a little with subsequent OTAs, but we're also expecting to make a larger set of impactful changes later this year. So this change is really to help us vet that work, and we also don't expect Zabu to remain in this state permanently.
Sandman
[Old] 5/4 - Ongoing: Players can only play 1 card a turn.
[New] 5/7 - On Reveal: Players can only play 1 card next turn.
Like Mobius, Luke Cage, and Professor X, Sandman is the kind of tech card we want to be careful with. If Sandman is too popular, SNAP is just a less fun game due to the permanence of that Ongoing effect, so we deliberately aimed Sandman to be more niche. However, the low Power necessary for that balance has made it so that Sandman's often too weak to consider playing, even in metagames where the effect would be strong. We're trying a different tact here and switching to a temporary effect that can pack more Power because it doesn't warp the game as much, playing more like a turn 5 "tech card" than a turn 4 buildaround.
Lady Deathstrike
[Old] 5/4 - On Reveal: Destroy each card here with less Power than this.
[New] 5/7 - On Reveal: Destroy each card here with 3 or less Power.
This change looks fairly similar to Sandman, but it's different in some nuanced ways. Lady Deathstrike was built around scaling with Power to provide an appealing goal for players, but that just hasn't worked out. When Deathstrike is good, it's often just because the base effect is useful–and those times are few and far between. Most of the time the card is simply weak, and investing in buffing it is a trap. We've decided to trade in "the dream" here with the goal of creating a more consistently useful card that players have to fear more meaningfully, and not exclusively in decks trying to do some gimmicks with her.
Strong Guy
[Old] 3/3 - Ongoing: If your hand is empty, +6 Power.
[New] 3/3 - Ongoing: +6 Power if your hand has one or fewer cards.
We're loosening the restriction on Strong Guy's Power buff. The last numbers change we made was something of an experiment to see if we thought we could get Strong Guy somewhere, but ultimately combining poorly with both Apocalypse and your normal draw each turn has proven too heavy. Let's see how it goes!
Shadow King (text update)
[Old] 2/2 - On Reveal: Set all cards here to their original base Power.
[New] 2/2 - On Reveal: Set all cards here to their base Power.
Just a small update to remove the redundant "original" from this card.
Pixie (text update)
[Old] 2/1 - On Reveal: Shuffle the Costs of all cards in your deck that started there.
[New] 2/1 - On Reveal: Shuffle the base Costs of all cards in your deck that started there.
This change makes it more clear which Costs are being shuffled.
I never found Alioth to be that much of a problem, but maybe the game stats show a different story.
Alioth isn’t just an auto-win now. Your opponent’s still get their stats, although that’s often enough to kill a card. But still, it’s a good change overall, even if not quite where it needs to be.
I like the consistency of Lady Deathstrike now. Before she was a very high roll card.
Sandman is mostly unchanged as a combo breaker card, just less annoying when ramped out early. I can dig the change.
Strong Guy’s change is a nice little buff. I’ve certainly had the extra card issue before.
Overall, I like the changes.
Switch ID: MNC Dover SW-1154-3107-1051
Steam ID
All of their recent changes to cost reduction cards to be only for the next turn are curved so awkwardly that unless you draw perfect; your going to need to be running something curved much lower than those decks currently look like; this would be fine if there wasn't some brutally efficient destroy and discard decks still hanging around.
Now it might just be whoever writes the patch notes; but they keep including things about limiting the anti-fun of cards; and it's a card game - losing isn't fun - players are going to keep finding ways to make it less fun for their opponent
Edit
Bought riven space, popped riven, zarimen rifle, with grinner damage and fire rate with slower bullets
the alioth change is legit bad - its bad that he doesnt exist as a deterrent, and what they changed him to is actually worthless - they didnt give him enough power to make him a card worth playing on t6 with such a niche ability.
i dont think i would play alioth or zabu in any deck at all in their current forms - sandman is a bit meh, but he sort of reminds me of old wave being used as a finisher, so maybe that will work out fine. i think he could use another power if you want him to embrace that role.
i honestly dont think this is going to shake up the meta very much since we are deep into our angela/shmoove/bounce/mill era (and i basically never saw zabu or alioth already), but we'll see.
So let's celebrate by all going out and buying the same burger. -transmet
I'm medium on the Zabu change. It sucks Darkhawk had to take a bullet when they likely knew they were changing Zabu this way, but honestly most of the time I resented having to build around Zabu. "Oh, I have 3 4-costs in here? Better slot Zabu!" I think overall this will be good for the meta at least in the short term and allow some other decks to breathe.
I'm legit upset about the Lady Deathstrike change. The most fun I was having with her was in a deck with her and Gladiator, focused on using Chavez, Forge, Okoye, Nakia, and Nico to make them bigger to kill bigger stuff, and then Grandmastering them over to do it again. And she's too expensive for destroy to make that work at all (which is a good thing, probably).
The Strong Guy change might be a sleeper against Zemo, actually....
Too bad the Zabu change kind of guts the Black Knight deck tho.
Twitch: akThera
Steam: Thera
the problem alioth has now is that he’s not strong enough to contest lanes against most cards, and the cards it does beat usually don’t have to go in any specific lane so that’s not a gamble worth taking when you also could just get lit up by a red hulk.
I'm in the 90s, so I don't guess I get to pull this off more than once.
Twitch: akThera
Steam: Thera
PSN: ShogunGunshow
Origin: ShogunGunshow
Edit: Eh ill edit that out I guess. I dont really want to get into the weeds on opinions surrounding areas. I generally like the areas of DS2 better than the other games.
Don't get me wrong there are some very beautiful areas in all 3 games. Graphically DS3 is just wonderful. When you first see Irithyll of the Boreal Valley it is just beautiful. But it turned out to be one of my least favorite zones. For me. Heh. I never really hated Black Gulch either. Of the "blighttown" areas I would consider it the best of them.
Fair. Last time I did DS1 I just elevator'd down from the back entrance and ran at Quelag lol.