spartaxoxo wrote: »I think that in any card game, you should expect to lose badly because of RNG not going your way sometimes. So, IDK about "disgusting."
But, I agree that all of the cards you listed need a cost increase imo.
spartaxoxo wrote: »I think that in any card game, you should expect to lose badly because of RNG not going your way sometimes. So, IDK about "disgusting."
But, I agree that all of the cards you listed need a cost increase imo.
The only reason "disgusting" isn't the right word is because it's not powerful enough to describe how unacceptable the RNG imbalance of this game is.
No, in fact, a well designed card game should never prioritize luck to skill. Maybe that was true hundreds of years ago when card games were first invented, but any modern card game should prioritize strategy and reward superior players for their ability to play well.
If you want RNG spam, go to a casino and gamble all your money away. Those of us who aren't gambling addicts prefer to have fun, and there is NOTHING fun about losing to an inferior player who got lucky.
spartaxoxo wrote: »spartaxoxo wrote: »I think that in any card game, you should expect to lose badly because of RNG not going your way sometimes. So, IDK about "disgusting."
But, I agree that all of the cards you listed need a cost increase imo.
The only reason "disgusting" isn't the right word is because it's not powerful enough to describe how unacceptable the RNG imbalance of this game is.
No, in fact, a well designed card game should never prioritize luck to skill. Maybe that was true hundreds of years ago when card games were first invented, but any modern card game should prioritize strategy and reward superior players for their ability to play well.
If you want RNG spam, go to a casino and gamble all your money away. Those of us who aren't gambling addicts prefer to have fun, and there is NOTHING fun about losing to an inferior player who got lucky.
RNG is inherent to card games. Someone SHOULD lose to RNG every now and then in a card game. That they are games of both luck and skill is part of the appeal. I never said it RNG should be prioritized but it is the nature of the genre. Getting mad that RNG losses are part of a card game is no different than being mad that a car can crash while racing. It's always going to suck to lose those games but it's an innate part of the type of game you're playing.
Tales is a game that prioritizes skill over RNG. The best players win the vast majority of their games.
Personofsecrets wrote: »The concept of randomness here is besides the point. The cards are powerful because they are powerful.
spartaxoxo wrote: »RNG is inherent to card games. Someone SHOULD lose to RNG every now and then in a card game. That they are games of both luck and skill is part of the appeal. I never said it RNG should be prioritized but it is the nature of the genre. Getting mad that RNG losses are part of a card game is no different than being mad that a car can crash while racing. It's always going to suck to lose those games but it's an innate part of the type of game you're playing.
Eh, I don't see any of the rahjin cards as broken the way you do. They aren't any more or less broken than the hlaalu cards that allow you to buy a lot. I've lost many a game where I could buy a ton but didn't get any power, and similarly I've won many a game where my opponent can get 30+ gold on a hand but can't do much with it. In fact, you can poison your own hand easily by having too many cards and diluting your own draw pull. I consider them a balance problem to an extend, but they're like 3 tiers down on the list of cards that need balancing, and until the druid/mora/alessia cards get nerfed first, they are also part of the only countermeasures one can get over the short burst power generation nonsense.
I am MUCH more concerned with cards like vestments that cost 2 gold and can generate tremendous power, or the mora nonsense where a player can get 15+ power on their first turn of the game due to pure tavern RNG luck, which as we've discussed in the seeding thread, where clearly there is seeding INTENDED to make these "once in a lifetime" scenarios happen every 3 games.
If my opponent has tremendous buying power, I am at a disadvantage but I can find ways to overcome them. However, if they get lucky early with alma and lock all of my cards behind patrons and I have no recourse, or if they shoot out the gate with a 20+ power win and I have no recourse, I CANNOT overcome that, because the game is over in 3 minutes before I even had a chance to play. That's broken as hell and anytime I play a game like that, whether I win or lose, I'm done for the day because my fun was ruined.
Personofsecrets wrote: »Eh, I don't see any of the rahjin cards as broken the way you do. They aren't any more or less broken than the hlaalu cards that allow you to buy a lot. I've lost many a game where I could buy a ton but didn't get any power, and similarly I've won many a game where my opponent can get 30+ gold on a hand but can't do much with it. In fact, you can poison your own hand easily by having too many cards and diluting your own draw pull. I consider them a balance problem to an extend, but they're like 3 tiers down on the list of cards that need balancing, and until the druid/mora/alessia cards get nerfed first, they are also part of the only countermeasures one can get over the short burst power generation nonsense.
I am MUCH more concerned with cards like vestments that cost 2 gold and can generate tremendous power, or the mora nonsense where a player can get 15+ power on their first turn of the game due to pure tavern RNG luck, which as we've discussed in the seeding thread, where clearly there is seeding INTENDED to make these "once in a lifetime" scenarios happen every 3 games.
If my opponent has tremendous buying power, I am at a disadvantage but I can find ways to overcome them. However, if they get lucky early with alma and lock all of my cards behind patrons and I have no recourse, or if they shoot out the gate with a 20+ power win and I have no recourse, I CANNOT overcome that, because the game is over in 3 minutes before I even had a chance to play. That's broken as hell and anytime I play a game like that, whether I win or lose, I'm done for the day because my fun was ruined.
I'm focused on Pounce and Grand because they are cards that can guarantee or make highly likely pickups such as Marketplace or even Hagraven Matron on the 3rd/4th round. Something like Luxury plus Writ at least has more variance toward such line of play. Customs Seizure should be reverted since getting a free 5/6 cost card and being able to do something else on the same turn during the 3rd/4th round can be obscene. Pounce and Grand have those types of lines too. Plus they just kill agents sometimes which adds additional imbalance to certain positions.
Other cards from other decks are problems too. All of the decks have at least 1 card that should be subject to review. I think that Pounce and Grand are particularly bad because of how they enable non-interaction via the patron effect that they are baked in with.