Balance Patch 2.1

On a different note - I played monoblue this tourney, and did not play well in every game, but even when I felt I didnt make mistakes it did not seem viable. I thought this was a Blue problem (and still think Law cards in particular could do with a buff), but it was also wisely pointed out that no monocolour apart from Purple is currently viable.

I think we should change this. Monocolour itself could do with a buff; perhaps:

  • reduce the cost of Heroes’ Hall by 1 for monocolour (a small and thematic buff)
  • The first turn you have a Tech II building up, if you are monocolour, refund 1g from its construction (basically reducing its cost by anout 0.5g as you still pay the full price the turn you build it)
  • Perhaps similar things for Spec Lab
  • Nerf purple to compensate (Sorry Dward)

Thoughts?

Though personally I’d also be in favour of making some fast-and-loose buffs and nerfs to lots of cards and just seeing what happens (as i remember us doing a couple of years ago)!

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I could very well live with something like that, but I would recommend to make this buff strictly to the original monocolored decks only. Any combination with neutral should not benefit from that.

If we agree to use Frozen’s suggestion for a further nerf of BS (which I like), I think that purple should also benefit form such a buff.

I think Grave’s maxband ability is so much better than Cal’s and Vandy’s that increasing their maxband to 6 instead of 7 would be reasonable (even though the ultimate spell power level obviously is reversed). I would love to see how strategies change, if we nerf the two strongest combat heroes. I don’t recall the last time that a deck won a tournament that didn’t abuse the benefit of a combat hero…

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Yes 100% agree with this

Amazing that as we move through iterations we get closer to Sirlin’s ideas for codex 2… maybe he wasn’t mad after all.

Some time ago when I played codex 2 it was full of imbalances and a like in codex 1 a lot of cards were not playable. I highlighted for example as well the cala issue but during that time he was not open for changes. Maybe it is now fixed…

I’m not in the patreon club and am largely pretty oblivious to what’s going on in Codex 2 land. What I’ve heard from other folks here is generally positive and some interesting tweaks so I’m psyched to see it when it’s ready for public eyes!

How about true monocolour decks get a 1g cost reduction for all add-on buildings?

That seems like a streamlined buff that doesn’t benefit tech rushing

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Probably needs testing but seems good at first glance. Cheap tower seems strong, but in the context of how early Blue felt that’s what is needed

Anyone want to playtest that monocolor change or any other changes?

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Would be great to observe, unfortunately I don’t have the capacity right now

Yeah, I’ll give it a go! I’d quite like to play monoblue with the monobuffs again against something more meta to see if it feels less immediately on the back foot. How does that sound to you?

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Sounds good! Maybe I play a little pre-nerfs and post nerfs Miracle Grow or Nightmare and we see how each stacks up? Start up a thread w/ what you wanna see and lets do it!

Let’s try to revive this thread by summarizing some of the things, even though we didn’t come to a consent yet. Please voice if this one-sides summary needs further changes in your opinion:

Balance Patch 2.2

Nerfs
Vandy Increase maxband to level 6
Remove resist 1 at midband
Midband changes to “①, :arrow_heading_down:, Discard a card → Fetch any non-ultimate Demonology spell from your codex, reveal it, then put it in your hand.”
Garth Reduce midband stats to 2/3
Calamandra Increase maxband to level 6
Deteriorate Increase cost to 1
Ability changes to “Cannot target illusions. Give a unit -1/-1 until end of turn.”
Lich’s Bargain Base damage increased from 4 to 5
Pirate Gunship Remove obliterate 2
Dark Pact Increase cost to 1
Bird’s Nest Change Upkeep to “Resummon one lost bird (max: 2)”
Might of Leaf and Claw :arrow_heading_down: → If there are at least 5 growth runes on this, your heroes and units get +3/+3 until your next upkeep
Flagstone Garrison change type to legendary building. change text to “Whenever you play a unit from your hand, draw a card. Your units can’t have haste."
Battle Suits change text to: “Your purple non-token Soldiers and Mystics get +1 ATK. & :two: :exhaust: → Your non-purple non-token Soldiers and Mystics get +1 attack until your next turn.”
Maestro change text to "your virtuosos cost 2 less to play and gain ‘exhaust: deal 2 damage to a building’ "
Hyperion change stats to 4/4
Tricycloid change stats to 3/2
Buffs
mono decks True monocolored decks (aka single colored without neutral heroes) receive a cost reduction of 1 gold for addon buildings
Troq Midband at 3, maxband at 7
Modify midband ability to “Attacks: deal 1 damage to one of that opponent’s buildings”
Modify maxband ability to Overpower
The Boot Modify text to “Discard a card, then destroy a tech 0, I or II unit” modify type from “Spell - Debuff” to “Spell”
Intimidate Modify text to “Give a unit or hero -4/-1 until your next turn.”

I think the mono colour buff is probably too much. I say this as a gut feeling. Giving red 4g surplus or white 1g heroes hall or purple free tech lab is kinda crazy good.

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Agreed, especially for mono purple. I don’t think the change has been tested enough to be rolled out yet but I was starting to lean towards @FrozenStorm’s suggestion of limiting it to Blue + Green.

The Boot I still think should either be reverted to vanilla or changed to a boost effect to be able to destroy a Tech II (Boost 2?). I think the forced extra card discard even to kill a Tech I is actually a nerf.

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Echoing here that the blanket monocolor buff on cheap add-ons is too strong, especially for Red and Black. Blue and Green getting it is probably good though, would like to see them get those :slight_smile: Purple is fine w/o it I think, White… maybe it would be fun to try as White? Or maybe the other monos just get cheap tower? Worth some discussion.

Agree w/ @thehug0naut on The Boot as well. The forced discard makes it not worth on T0/T1.

Cost 2, and boost 2/3 to cover Tech 2s? Boost 3 means roughly on par with Doom Grasp, Boost 2 slightly better but doesn’t cover heroes? Might be good.

Love the Garrison change, think that’s great.

Would tourney again on these changes :+1:

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Cheap Tower for all monocolours doesn’t strike me as immediately broken. Maybe we could start with that as a minimal change and see how it plays?

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