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Solving Problems Sledgehammer Style

Hello friends!

In this dev blog we will go over a few changes which are ready to be delivered this week! Six cards are changing, and you will see the first set of UI changes that are part of a larger ongoing UI overhaul.



An example for the UI improvements is a changed font and look of emotes. Not all the UI changes are in yet, though, so be ready for a little bit of inconsistency in the look of some windows/menus/buttons. This should not affect the overall functionality of the game, though, and more UI improvements are in the pipeline for future updates.

Several bug fixes are also in the patch, so keep your eyes peeled for the full patch notes when released later this week.



[h2]Card balance changes[/h2]
But onto the main course of the blog, card changes. We are adjusting six cards now to improve the overall balance of the game. Based on our data (have a look at our recent Data blog), we need to scale back a little bit the power of the Soviets, while sending some love to Germany and Britain.

So without further ado, here is what you will see in the patch:


We are taking the same approach here as when we adjusted the SU-76M, which is keeping the aggressive nature of it, but making it easier to deal with. The T-80 can still come out and punish slow decks in a fast and furious way, but now there are many more counters to it - Gunship Mission, Awoken Giant and Tactical Strike can deal with it more easily and many more units can trade into it now. The T-80 will still be a potent force, but hopefully not as oppressive in the early game as it currently is.


Here’s an interesting stat - in the last couple of months 60.2% of all Battle matches have seen either or both decks using Bloody Sickle. Now there’s food for thought. So we’re making it more expensive to spill blood with the sickle, but to slightly compensate the sickle can now reach to the sky.


The Arado is the unfortunate victim of having an effect that is both confusing and underwhelming at the same time. We’re making it a bit more effective now, and attempting to clarify the effect a little bit. The Arado will still count itself as before, as all deployment effects trigger after the unit lands on the battlefield, but at least you no longer have to wait for the enemy to play a second unit before you can trigger the Arado, making it much stronger both in the early game and against control decks.


The old Panther G has been enviously eyeing its younger brother the Panther A, the new favorite child of all German midrange/control parents. Well, the older sibling is getting attention at last, hopefully in time before becoming a drug abuser from lack of parental affection. The cannot be targeted clause is very powerful, so to compensate we are reducing the attack and increasing the operation cost, which reflects nicely the historical notorious maintenance cost of these beasts.


One of the issues Germany has is the lack of draw power. Incidental draw, like on Panzer 38(t) and Sky Barons is a German theme so it made sense to expand a little on that. Another side benefit here is boosting a standard rarity card, making it easier for newer players to play Germany effectively.


Our final change is to The Empire Strikes. It sees very little play, even in dedicated bomber decks, and Britain is lacking a bit in the removal department. So buffing the The Empire Strikes will strengthen a certain subsection of British decks.


That’s it for now! Please leave your comments and feedback in the discussion section, it is of immense value to us.

See you on the battlefield!