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Reply: DC Comics Deck-Building Game:: General:: Re: DC Comics Deck-Building Game: Adjustments and Revisions for the Advanced Gamer

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by houjix1138

BoredGaemGeek wrote:

The Flash is most certainly weaker in a multiplayer game. With your usual 4 players, his value drops. What does help to balance him for multiplayer games is the fact that he benefits off of Defense draws as well. He gains not only a different card type to focus on, but these cards are also more valuable with more players because of the frequency of Attacks. We strongly urge you to play-test with the change in your group. We think you'll find that this consistently makes The Flash a viable contender (though not necessarily the strongest).


I've seen what drawing for defense can do. Booster Gold in the next expansion has this power. Getting Blue Beetle is just insane. However, that means, that your improved Flash is just a mildly different form of Booster Gold and we have been playing with proxies of the new heroes since GenCon. I could get behind a change that lets him draw an additional card once per turn on any turn, but the unlimited extra draws is too much. I'd rather see some kind of power bonus that is gained when a cetain threshold of cards played or drawn is achieved.

Besides, Flash can be a contender as is, albeit it a lower tier one. It's just that I've seen him played badly as people prioritize the wrong cards when they have him.

And we're just going to have to agree to disagree on MoS. Your proposed solution still leaves RNG as a major factor of who get him and doesn't change the overlying element on why they card is completely out of balance with the rest of the game. Flavor is important, but not at the expense of game balance.

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