Nerf Jewel of the Deep Sea

User suggestions to improve the game

Re: Nerf Jewel of the Deep Sea

Postby Khiruki » Sun Nov 04, 2012 1:37 pm

Inspiration doesn't give any SP advantage, and only allows for one lvl 4. Also, if you get hit by shade, you're stuck with a T2 lvl 3 max anyways. Jewel protects against T1 Shade and allows for at least one lvl 4 unit and a lvl 3-4 to be pumped out in succession in the following turns, regardless of getting hit by shades (assuming a +2SP 1st soul).

Defective runs into trouble if it gets killed before it moves or gets returned, especially if you are running something like Lucia-Assassin. It does allow for an extremely quick deployment for files that have Lawtia when it works though.
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Re: Nerf Jewel of the Deep Sea

Postby GonFreeces31 » Sun Nov 04, 2012 1:46 pm

I'm just saying that if you want to make an OP claim, it needs to be specific and clear. Jewel does NOT give any SP advantage. Jewel does not independently give any SP advantage at all. Also the argument, "X is good verse Y" is not a very good argument either. This is a card game. You make enough cards you will have plenty of cards that are super good verse certain things. That doesn't make it OP.
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Re: Nerf Jewel of the Deep Sea

Postby NitroDino » Sun Nov 04, 2012 1:58 pm

Jewel doesn't give any SP advantage at all, the card that gives it is Faytis.
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Re: Nerf Jewel of the Deep Sea

Postby skillll7 » Sun Nov 04, 2012 2:50 pm

inb4 another Faytis nerf call.
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Re: Nerf Jewel of the Deep Sea

Postby AqvasFire2 » Sun Nov 04, 2012 4:19 pm

Jewel is a way to get a large amount of SP at once. So it's a good STORE of SP, so you can hide it from shade. You can use it to set up serpent, I suppose. Jewel, skip, drop a tank if there's nothing to Faytis. Or if they start off with two level 2s, jewel, tidal, faytis, and that's game right there.

That said...Falkow's rather mehtastic these days. Ruuca got effectively deleted from the game, Emana's nerfed to support role, mage knights are beyond inefficient for card space, Falkow grims suck hard once you go beyond the return ones (which are only good vs. rush), so...the fact that we're talking about Falkow's one saving grace these days? I mean really?
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Re: Nerf Jewel of the Deep Sea

Postby Icyman2 » Sun Nov 04, 2012 4:29 pm

Return should definitely be reworked. I think the reason why ppl qq so hard with returns is that it gives so much camping possibilities with the same file/same grim as long as you know your opponent's ss.
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Re: Nerf Jewel of the Deep Sea

Postby AqvasFire2 » Sun Nov 04, 2012 4:38 pm

See, the problem with returns is that they're rather simple to use and effective when they can be used, but when they can't, they're completely dead weight. This creates highly polarized files that can be extremely effective when they can use these things, or handicapped when they can't.
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Re: Nerf Jewel of the Deep Sea

Postby GonFreeces31 » Sun Nov 04, 2012 4:38 pm

"If a card gives an SP advantage, then it is overpowered."
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Re: Nerf Jewel of the Deep Sea

Postby Peralisc9001 » Sun Nov 04, 2012 5:03 pm

GonFreeces31 wrote:"If a card gives an SP advantage, then it is overpowered."

What about cards that give field and sp advantage?

Jewel itself is speeding your start.
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perhaps until the game is actually improved through change or perhaps forever since there are so damn many other games and better things to do @_@
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Re: Nerf Jewel of the Deep Sea

Postby LoneKnight » Sun Nov 04, 2012 5:12 pm

In exchange for giving up field and LP.

I mean, it's a good trade. It beats Exploding spore open 9 out of 10. Probably shouldn't be in falkow.

Then again, lots of stuff shouldn't be in falkow (and a lot of stuff should be, or should be better...) but eh, w/e.
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