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Terrorize - Global Update
Posted:
Fri May 01, 2020 7:16 pm
by DezNutz
Based on the discussion from SLACK, this suggestion is to make Terrorize work across all ports in a single cast.
Suggested Changes:
Type: Enchantment - Player
Description: Target player cannot recruit, use any market, or go on treasure hunt.
Duration: X Hours (24 max)
Casting Cost: 6 turns for first hour + 1 turn for each additional hour up to 24 hours
Max Cost: 29 Turns
Additional Abilities: Avenge 2
This is open for discussion and feedback.
Re: Terrorize - Global Update
Posted:
Fri May 01, 2020 7:35 pm
by Zephore
would actually give the card an use.
Re: Terrorize - Global Update
Posted:
Fri May 01, 2020 7:38 pm
by Black sparrow
I agree with effect , description and Avenge.
I disagree with the cost. For this to be effective, you would need to combo it with Blacklist.
Blacklist cost is 2X so this should also cost 2X.
I would say 1X but Avenge balances this already.
It's not more powerful than Blacklist to have greater cost and Blacklist is not used as much anyway. This change though will increase Blacklist usage.
You can still receive Generosity and Buried treasure while you can still use Buried Treasure and Hidden Treasure yourself to sustain.
Therefore, my only reservation is the cost. I suggest 2X.
Bonus 1:
Generosity gets Flip a Coin
Bonus 2:
Add a new card to steal gold per hour (ie 25k)
Piercing 30%
Avenge 2 for (50k or double hours or both)
Cost 2X as well, max 24 hours too. Identical card actually. Could be official list of demands new usage (at this case, since list is rare, cost should be 1X and X should be triple, aka 7 turns for 24 hours)
Bonus 3:
Perhaps the max of both Blacklist and Terrorize could drop to 12 (for max 12 hours), cost reduced to 1X and X effect doubled (7 turns for 12 hours without avenge, 4 turns for 12 hours with avenge). Food for thought.
Re: Terrorize - Global Update
Posted:
Fri May 01, 2020 7:49 pm
by DezNutz
Black sparrow wrote:I agree with effect , description and Avenge.
I disagree with the cost. For this to be effective, you would need to combo it with Blacklist.
Blacklist cost is 2X so this should also cost 2X.
I would say 1X but Avenge balances this already.
It's not more powerful than Blacklist to have greater cost and Blacklist is not used as much anyway. This change though will increase Blacklist usage.
You can still receive Generosity and Buried treasure while you can still use Buried Treasure and Hidden Treasure yourself to sustain.
Therefore, my only reservation is the cost. I suggest 2X.
Bonus 1:
Generosity gets Flip a Coin
Bonus 2:
Add a new card to steal gold per hour (ie 25k)
Piercing 30%
Avenge 2 for (50%)
Cost 2X as well, max 24 too. Identical card actually. Could be official list of demands new usage (at this case, since list is rare, cost should be 1X and X should be triple, aka 7 turns for 24 hours)
Bonus 3:
Perhaps the max of both Blacklist and Terrorize could drop to 12 (for max 12 hours) and cost reduced to 1X. Food for thought.
I assume by 2X you mean
.
2 turns for first hour + 1 turn for each additional.
The reason we figured 6 + X for the suggestion is that originally terrorize is 3 turns that only effects 1 port. At 21 ports that 63 turns, so it's a deal, but I can see making it match Blacklist.
Re: Terrorize - Global Update
Posted:
Fri May 01, 2020 7:54 pm
by Shadowood
I disagree with changing Terrorize at all.
1. If you are wanting attack someone and use the card... do research to know where to lock a player down at.
2. If you are a smart and want to protect yourself from terrorize, have a back bone in multiple/all ports.
3. The way it is now, it forces you to cast for all 21 ports that way you know, 100%, you have the player locked
4. Unfortunately if you have 21 cards active you need to be careful of the beloved Witch Doctors
In the end, I think this should stay the same. If forces players to play smarter. Whether on defense or offense. Due the nature of this card, if you are offense you can find yourself on defense real quick.
Only change I would be in favor for is reducing turns used from 3 to 2.
Re: Terrorize - Global Update
Posted:
Fri May 01, 2020 7:59 pm
by Caladan
Shadowood wrote:I disagree with changing Terrorize at all.
1. If you are wanting attack someone and use the card... do research to know where to lock a player down at.
2. If you are a smart and want to protect yourself from terrorize, have a back bone in multiple/all ports.
3. The way it is now, it forces you to cast for all 21 ports that way you know, 100%, you have the player locked
4. Unfortunately if you have 21 cards active you need to be careful of the beloved Witch Doctors
In the end, I think this should stay the same. If forces players to play smarter. Whether on defense or offense. Due the nature of this card, if you are offense you can find yourself on defense real quick.
Only change I would be in favor for is reducing turns used from 3 to 2.
what he said
Re: Terrorize - Global Update
Posted:
Fri May 01, 2020 8:01 pm
by sXs
Re: Terrorize - Global Update
Posted:
Fri May 01, 2020 9:00 pm
by Black sparrow
I don't think that any player who has been around for some time does not already have resources at EVERY port. It's fairly easy nowadays. Even 1000 gold bars per port, level 2 warehouse and you are done.
So there goes any chance of locking anyone of notice down. Who casts terrorize at all ports? 21 cards for 63 turns? Plus blacklist cost? Plus the vengenace cards? And so many ways to still escape? Terrorize is a dead card.
Making it global, you give it a meaning plus you give Blacklist a meaning. There are still multiple ways to defend.
Re: Terrorize - Global Update
Posted:
Fri May 01, 2020 9:02 pm
by PFH
Why not have terrorize affect the continent the ports are on?
Like if you hit gasp, the continent it is on, along with the ports on it, are also terrorized. Similar I'd you hit St. Martin's, baramas and kanoni are also terrorized
Re: Terrorize - Global Update
Posted:
Fri May 01, 2020 9:04 pm
by Magnus the red
Shadowood wrote:I disagree with changing Terrorize at all.
1. If you are wanting attack someone and use the card... do research to know where to lock a player down at.
2. If you are a smart and want to protect yourself from terrorize, have a back bone in multiple/all ports.
3. The way it is now, it forces you to cast for all 21 ports that way you know, 100%, you have the player locked
4. Unfortunately if you have 21 cards active you need to be careful of the beloved Witch Doctors
In the end, I think this should stay the same. If forces players to play smarter. Whether on defense or offense. Due the nature of this card, if you are offense you can find yourself on defense real quick.
Only change I would be in favor for is reducing turns used from 3 to 2.
+1