- Sep 15, 2018
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I'm working on a big balance update, so if you have comments about specific card balance, now would be a good time to post them.
Feedback context:I'm working on a big balance update, so if you have comments about specific card balance, now would be a good time to post them.
As a few of us mentioned further up in the thread, if the magical girls deck's pure variants are meant to be a viable playstyle in themselves then there balance may need looking at, it is common for your charecters corruption to be maxed out before you even get an opportunity to purchase let alone play a corruption reducing card.I'm working on a big balance update, so if you have comments about specific card balance, now would be a good time to post them.
Brain to Heart has a pretty smooth transition if you keep the femme fatale set and also get its upgrade (which makes flirt cards also give Brain), Heart to Whip is the one that is pretty difficult in my opinion, the Sissy deck gets a card to transform Red into Yellow, but the Sissy deck already has a weaker eco and no access to the basic buypile cards so it really doesn't help as much as you would think.I think the economy flow for Brain > Heart > Whip may need a double check. Perhaps even a unique flow behaviour per deck theme. Because it's not quite meshing well with some decks, such as those mentioned above.
Hey, quick question, i know you can see the range at which card can pop-up, but from what i figured out you can only see that during battle, which turns the game into trial and error, at least for me.Thanks for the feedback, it will all be taken into consideration.
Magic girl also works okay for full blue comps, provided you can deal with the corruption mechanic (might need a couple "fight evil" cards from the magic girl sub-deck). It has a lot of blue cards scattered through all phases of the game with good shields, good draw and good eco. By the time you get to triumph of the mind cards, if you managed to pick up a few -tf cards (modesty and surgery), you can easily start bringing your TF down all the way back to 0. The main thing the magic girl deck is lacking for full blue comps is damage, so battles will be very drawn out which will mean less points for upgrades.I like playing hard blue comps and I would love if one of the classes could support that better the only one that kind of does is schoolgirl and if you get deep enough to access it's power blue cards you are already lost as you have left the extra turn zone.
The strength of the club girl eco comes from potion eco being selective, it sucks when you get several cards you want to buy at once in the buypile but you draw a bad eco hand and can't buy anything, but if you had potions stored you can get around the problem. I think Club Girl blue eco is fine if you have the club girl sub-deck, but if you can get body transformations that give you a strong red eco (beautiful face or thick thighs) I think it is fine to neglect playing blue. Club Girl has some crazy powerful red cards, namely bathroom fling and poppers, bathroom fling will turn red into tf and shields which is crazy strong and poppers fills your potion slots with draw card potions (so at minimum it is 3 draws, but can be much more if you upgrade your slots). I don't think club girl has any cheese, but it is just a strong all-around deck if you abuse the potion mechanics.Maybe I am a big stupid and I just don't understand how to play but as far as I can tell club girl is horrible. The econ is problematic the card draw is uninspiring and it does not lend itself to any particular cheese strat to make up for it, see schoolgirl extra turns for a good example of that.
1.1, the big balance update, is out.
O... Oh. Maybe I should have checked to see if there were any imminent updates before creating a handy cheat-sheet for card availability...Changed shuffle algorithm to make the resource transitions happen ~5 TF later as well as increase the TF range of cards