tsaescishoeshiner wrote: »The main balance problem IMO is the number of 2-4 cost cards that are very powerful and polarizing. Often, whoever gets the first good low-cost card winds up getting a huge advantage the whole game, and the other person can't buy anything off the board. Like someone buys a 2-cost card that gives 3 gold each time, and then everything left on the board costs 5 or more, or is cheap but not as strong.
I personally hope this isn't just balanced by nerfing card effects, but cost adjustments could help, too.
This could also be balanced with a better selection system for what's in the tavern—maybe the first turn should start with more guaranteed low-cost cards, so each player can each get at least 1.
I'm curious to see how the balance will shift over time.
tsaescishoeshiner wrote: »The main balance problem IMO is the number of 2-4 cost cards that are very powerful and polarizing. Often, whoever gets the first good low-cost card winds up getting a huge advantage the whole game, and the other person can't buy anything off the board. Like someone buys a 2-cost card that gives 3 gold each time, and then everything left on the board costs 5 or more, or is cheap but not as strong.
I personally hope this isn't just balanced by nerfing card effects, but cost adjustments could help, too.
This could also be balanced with a better selection system for what's in the tavern—maybe the first turn should start with more guaranteed low-cost cards, so each player can each get at least 1.
I'm curious to see how the balance will shift over time.
redspecter23 wrote: »tsaescishoeshiner wrote: »The main balance problem IMO is the number of 2-4 cost cards that are very powerful and polarizing. Often, whoever gets the first good low-cost card winds up getting a huge advantage the whole game, and the other person can't buy anything off the board. Like someone buys a 2-cost card that gives 3 gold each time, and then everything left on the board costs 5 or more, or is cheap but not as strong.
I personally hope this isn't just balanced by nerfing card effects, but cost adjustments could help, too.
This could also be balanced with a better selection system for what's in the tavern—maybe the first turn should start with more guaranteed low-cost cards, so each player can each get at least 1.
I'm curious to see how the balance will shift over time.
I agree with this completely. Very often the game is decided by turn 1 when the first player takes a solid card and it's replaced by trash or when player 1 takes a meh card and it gets replaced by a top tier card for player 2 to take. Once the tavern is seized up with high cost cards, the player with the advantage just sits there and waits for the opponent to clean up the board, potentially feeding them good cards in the process.
We need a way to filter out the 6+ gold cost cards. There are no real choices for what to take. You're not really building a deck with meaningful choices. You're taking the card you can afford and hope you don't feed something better to your opponent.