I was messing around reading about some more recent monthly patches, and something caught my interest. Tweaks, bug fixes, occasionally a nerf, but very rarely a buff.
I’m not talking about reworks or indirect buffs achieved by synergies with newer cards or meta shifts, i’m talking buffs by raw stats manipulation or by cost reduction.
The last time this happened was in Patch 1.63 in April, almost half a year ago, when Dioltas was changed to a 5/3, Abyssal Juggernaut became a 3/5(when the old Cass Creep was a thing) and Captain Dank Hart’s cost was reduced to 4 mana.
After that, only nerfs or reworks, and if a faction had any problems (looking at you, post nerf Vet), that was fixed with the release of new cards.
Now, let’s be honest, i’d be tempted to scream “Make Onyx Jaguar a 3/4, Sun Sister Sterope a 3/5, Lux Ignis cost 4 mana, make Astral Crusader great again(?)…” and so on, but that would go nowhere, those kind of posts have the tendency to end up in flame, and i’m no expert on game balance and design, like a lot of us on the forum that scream about something being OP or not.
I would instead talk about the preference of many card games towards releasing new cards over tweaking those that already exist.
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What do you think of it and why you think is a thing?
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What are in your opinion both pros and cons of those two systems in the short and long term?
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“If it ain’t broken, don’t fix it”: does this philosophy preclude cards that are interesting designwise but not “good enough” from being played at a competitive level?