Balance Patch - V 0.7.8
Hello everyone and welcome to a new balancing patchnote!
[h2]Objectifs[/h2]
This balance patch follows the release of several new maps linked to Chapter 2, and a stabilisation of the meta after the various releases. It was therefore necessary for us to take stock of the state of the game and propose relevant changes to the various maps, particularly those linked to Chapter 2.
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[h3]New Mechanic: Exhaustion[/h3]
Based on our analysis and the many feedbacks we received from the community during early access, we noticed that Support cards with draw effects were too prevalent compared to what we had initially planned. This led to a style of play that relied heavily on the use of multiple Support cards over short periods to draw large volumes of cards. In order to bring the draw down to an acceptable level without applying a direct and violent penalty on the individual potential of the draw effects, we chose to introduce a new game mechanic called Exhaustion.
Exhaustion is an individual global counter, reset to zero at the end of your turn, and used to limit the power of certain cards and effects. Initially, only Support cards will interact with this mechanic.
Some Support cards now have the keyword Exhaustion. This keyword indicates 2 things:
Firstly, when you play this card, at the end of the resolution of its effects, your Exhaustion counter increases by 1.
Secondly, the power of the card's effects will be reduced according to the Exhaustion value.
For example: all 6 Genetic Cycling cards will be affected by this keyword. During a turn, you start your turn with 0 Depletion. You play your first Genetic Cycling and draw 2 cards. If you play a second Genetic Cycling during the same turn, you will draw one less card due to Exhaustion.
[Cards affected by Depletion
Discard a Tech mutant or Gadget card: draw 2 cards.
Discard a Blades mutant: draw 2 cards.
Discard a Zoo mutant: draw 2cards.
Discard a Necro mutant: draw 2 cards.
Discard a Space mutant: draw 2 cards.
Discard a Mystic mutant: draw 2 cards.
Sacrifice one of your uninvoked mutants: draw 2 cards.
Remove 2 Bone cards from your Discard Pile: Draw 2 cards
If you have at least 2 mutants with an activated Tactic on your field, draw 2 cards.
If you control at least 2 uninvoked monogen mutants, draw 2 cards.
Discard 1 card. Inflict 1 damage then stasis 2 to all entities on your field and the opponent's field.
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[h3]Downward balancing (Nerfs)[/h3]
Although one of the aims of Chapter 2 was to shift the gameplay somewhat towards monogen mutants, some of the cards supporting monogen archetypes proved even more effective than expected in the hands of the community, to the point of becoming deleterious to the game. Capacoburger in particular has opened the door to combinations based on sacrifice attacks to make huge holes in the opponent's defence, bringing the ability for a mutant to inflict 4 extra points of damage during an attack, as well as collateral damage. We're therefore going to reduce the magnitude of the card's effects quite significantly.
ATK Bonus: +2 → +1
Indigestion: No longer affects buildings.
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[h3]Buffs[/h3]
The power of this mutant is slightly lower than that of other comparable mutants, due to its limited ability to stay on the field long enough to activate its ability multiple times. We've therefore decided to increase its defensive capacity a little to make it easier for it to resist direct attacks.
HP increase: 1/2/3/4/6 → 2/3/4/6/9 HP
This mutant, which has existed since the early days of the game, is still struggling to really find its place as an offensive support mutant. We've therefore decided to increase the power of the attack boost provided by his Action ability, while at the same time reducing his already high defensive potential thanks to his Evasion ability.
Bonus ATK: +2/3/4/5/7 -> +3/4/5/6/8
HP: 1/3/5/7/10 -> 1/2/4/6/9
The heroic mutant obtainable only via temporal rifts has proved to be slightly below expectations, due to her stats being a little too low. We are therefore readjusting her attack and HP upwards.
ATQ: 6 → 7
HP: 6 → 7
The two orbs with Reforge do not have the same purpose. One is used to force an equivalent trade in order to recover a Forged Orb, while the other is used to win a battle by surviving it. In order to make the Vital Orb more petinent in its primary role, we have chosen to increase the VP bonus it confers.
Bonus HP conferred: +1 → +2
The current operation of this building makes it inefficient in its role as a mass gadget generator when several Tech mutants are destroyed. To overcome this problem, we're limiting the frequency of activation, but increasing the quantity of Gadgets generated to make it more stable in its operation.
Before: When one of your Tech Mutants is destroyed, add 1 Gadget to your hand.
After: Once per turn, when one of your Tech Mutants is destroyed, add 2 Gadgets to your hand.
___________________________________________________________________
That's all for this patch,
Enjoy the game,
Team Genesis
___
For the latest news and announcements, please visit our social pages!
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[h2]Objectifs[/h2]
This balance patch follows the release of several new maps linked to Chapter 2, and a stabilisation of the meta after the various releases. It was therefore necessary for us to take stock of the state of the game and propose relevant changes to the various maps, particularly those linked to Chapter 2.
___________________________________________________________________
[h3]New Mechanic: Exhaustion[/h3]
Based on our analysis and the many feedbacks we received from the community during early access, we noticed that Support cards with draw effects were too prevalent compared to what we had initially planned. This led to a style of play that relied heavily on the use of multiple Support cards over short periods to draw large volumes of cards. In order to bring the draw down to an acceptable level without applying a direct and violent penalty on the individual potential of the draw effects, we chose to introduce a new game mechanic called Exhaustion.
Exhaustion is an individual global counter, reset to zero at the end of your turn, and used to limit the power of certain cards and effects. Initially, only Support cards will interact with this mechanic.
Some Support cards now have the keyword Exhaustion. This keyword indicates 2 things:
Firstly, when you play this card, at the end of the resolution of its effects, your Exhaustion counter increases by 1.
Secondly, the power of the card's effects will be reduced according to the Exhaustion value.
For example: all 6 Genetic Cycling cards will be affected by this keyword. During a turn, you start your turn with 0 Depletion. You play your first Genetic Cycling and draw 2 cards. If you play a second Genetic Cycling during the same turn, you will draw one less card due to Exhaustion.
[Cards affected by Depletion
- Genetic Cycling - Tech
Discard a Tech mutant or Gadget card: draw 2 cards.
- Genetic Cycling - Blades
Discard a Blades mutant: draw 2 cards.
- Genetic Cycling - Zoo
Discard a Zoo mutant: draw 2cards.
- Genetic Cycling - Necro
Discard a Necro mutant: draw 2 cards.
- Genetic Cycling - Space
Discard a Space mutant: draw 2 cards.
- Genetic Cycling - Mystic
Discard a Mystic mutant: draw 2 cards.
- Bio-Recycling
Sacrifice one of your uninvoked mutants: draw 2 cards.
- Astragalomancy
Remove 2 Bone cards from your Discard Pile: Draw 2 cards
- Battle Plan
If you have at least 2 mutants with an activated Tactic on your field, draw 2 cards.
- Stylish Unity
If you control at least 2 uninvoked monogen mutants, draw 2 cards.
- IEM Bomb
Discard 1 card. Inflict 1 damage then stasis 2 to all entities on your field and the opponent's field.
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[h3]Downward balancing (Nerfs)[/h3]
- Capacoburger
Although one of the aims of Chapter 2 was to shift the gameplay somewhat towards monogen mutants, some of the cards supporting monogen archetypes proved even more effective than expected in the hands of the community, to the point of becoming deleterious to the game. Capacoburger in particular has opened the door to combinations based on sacrifice attacks to make huge holes in the opponent's defence, bringing the ability for a mutant to inflict 4 extra points of damage during an attack, as well as collateral damage. We're therefore going to reduce the magnitude of the card's effects quite significantly.
ATK Bonus: +2 → +1
Indigestion: No longer affects buildings.
___________________________________________________________________
[h3]Buffs[/h3]
- Son of the Storm
The power of this mutant is slightly lower than that of other comparable mutants, due to its limited ability to stay on the field long enough to activate its ability multiple times. We've therefore decided to increase its defensive capacity a little to make it easier for it to resist direct attacks.
HP increase: 1/2/3/4/6 → 2/3/4/6/9 HP
- Master Oida
This mutant, which has existed since the early days of the game, is still struggling to really find its place as an offensive support mutant. We've therefore decided to increase the power of the attack boost provided by his Action ability, while at the same time reducing his already high defensive potential thanks to his Evasion ability.
Bonus ATK: +2/3/4/5/7 -> +3/4/5/6/8
HP: 1/3/5/7/10 -> 1/2/4/6/9
- Scarlett
The heroic mutant obtainable only via temporal rifts has proved to be slightly below expectations, due to her stats being a little too low. We are therefore readjusting her attack and HP upwards.
ATQ: 6 → 7
HP: 6 → 7
- Vital Orb
The two orbs with Reforge do not have the same purpose. One is used to force an equivalent trade in order to recover a Forged Orb, while the other is used to win a battle by surviving it. In order to make the Vital Orb more petinent in its primary role, we have chosen to increase the VP bonus it confers.
Bonus HP conferred: +1 → +2
- Unloading Crane
The current operation of this building makes it inefficient in its role as a mass gadget generator when several Tech mutants are destroyed. To overcome this problem, we're limiting the frequency of activation, but increasing the quantity of Gadgets generated to make it more stable in its operation.
- Recycling:
Before: When one of your Tech Mutants is destroyed, add 1 Gadget to your hand.
After: Once per turn, when one of your Tech Mutants is destroyed, add 2 Gadgets to your hand.
___________________________________________________________________
That's all for this patch,
Enjoy the game,
Team Genesis
___
For the latest news and announcements, please visit our social pages!
Discord Twitter Facebook