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Nowhere Prophet

A roguelike tactical card game set after a technological apocalypse. · By Sharkbomb Studios

Regen

A topic by Inkxi created Oct 16, 2017 Views: 217 Replies: 8
Viewing posts 1 to 5
(2 edits) (+2)

Regen is too strong.  Possible changes to Regen.


  1. Put a hard cap on how many times a follower can regenerate.  The card would say stuff like "Regen 2" or "Regen 1".  Basically a counter for how many times something can regenerate.  The number would just count down as they are used, so you can easily see what you have left.  This wouldn't really need a momentum cost anymore, though it could stay too.   Having a counter is not too convoluted, and can be easily explained.
  2. Have regenerate not save you from death.  Make it so regenerate just "regenerates health" over time.  For example like this: for every card you play, any followers with regenerate, gain 1 HP.  Or they just regenerate health per turn.
  3. Make it so it costs more, each time you regenerate.  This is not really my favorite solution, but it would solve the problem and still make sense.


I like the first one the most.

And then add cards like "Turn undead" - "follower gains Regen 2"

(+1)

Quick feedback:

  1. This requires putting that number somewhere easily visible on the follower - which I'd rather not do
  2. That would weaken the ability tremendously, I think probably make it useless? But it is an option.
  3. Again the same issue as 1. You'd have to put down the cost somewhere clearly visible.

I'm thinking an easy attempt at fixing it is raising the cost to a flat 2 Momentum. I'll give that a try.

(3 edits) (+1)

My ideas got shot down!   :D     

Abilities are hard to balance.


This requires putting that number somewhere easily visible on the follower - which I'd rather not do

I think it would look nice in the space between the Attack and HP.   Would make the attack-regen-hp look like a multicolored pill at the bottom of your follower  :D   But I can understand not wanting to change the game like that.


That would weaken the ability tremendously, I think probably make it useless? But it is an option.

Well you wouldn't have a momentum cost anymore.  Its a totally different kind of ability.  Your regen follower would no longer sit at 1HP endlessly.  An auto-healing ability is pretty favorable in my view.  I am pretty sure this auto-healing requiring 0 momentum, is stronger than 2 momentum cost on the regen that you have now.


I'm thinking an easy attempt at fixing it is raising the cost to a flat 2 Momentum. I'll give that a try.

As it is right now, to be relatively sure that it won't die, I leave 1 momentum unspent, per turn. (the enemy has still cleared my follower once or twice by using two damage cards)  Its the downside of regen, otherwise I can be pretty sure the enemy will clear my 1HP follower.   But leaving 2 Momentum unspent?  Just to make sure that my regen follower will survive 1 possible hit?  I doubt that I will do this.  The difference between 1 and 2 is too large.   It will even make me question whether I should even even attack a creature during my own turn, and spend 2 momentum for it.    But it is a fast fix, maybe it will work.

Yeah. If it turns out to make it usable the idea of turning regen into "regenerate health" instead of "avoid death" is a feasible one. There's even a few ways to try: auto-regen 2 health at the start of your turn. Or spending 1momentum at the end of your turn to heal up fully etc.

I was particularly fond of the "trigger abilities cost" idea since it meant you would have to plan your use around your followers. But if it's not working it's not working. But as said, the 2mom cost is what I'd try first.

Another aspect of the regen mechanic that makes it pretty broken is the fact that all attack buffs remain upon regen.  I think if the units attack was reset to its original state every time it regenerated that would make this ability a lot more balanced.  


Another option would be to add units or leader cards that blocked the regen ability.  I could see an ability like 'death touch' or 'fatal blow' where if the unit kills another unit with regeneration it prevents it from regenerating.  Another angle could be an ability that removes the regeneration ability on damage, could call it something like 'fatal wound'.

(+1)

Leader cards and effects that simply destroy (for example Posion) already cancel out Regen, but it's still pretty powerful in the current version. However I'm not sure if specific cards that interact with it are useful since there's not that many Regen followers in the game.

Good point, hopefully things will become more clear as you balance.

Another thought is to limit the number of regenerations, but again there are a lot of different ways to approach it.

Yeah, but that makes things a lot more complicated and needs a remaining-regen count displayed somewhere. That makes an already unusual ability even weird, so that's a no-no.

Another idea I had was that once a follower regens, they are auto-stunned. Which means you can keep them in a stun-lock or just attack them without fear of retaliation until the enemy is out of momentum.

The stun is an interesting idea.  I think the best solution really depends on what role you want the regen mechanic to play.  Another possibility would be to increase the mana cost of regeneration so that it is harder to just continuously spawn units. Being able to bring back a buffed unit for just 1 mana tends to be too much value for the cost.