Captain Jack wrote:I haven't seen many pros listed, here are some more (Pros):
-Allows you to weaken a specific enemy ship.
-Allows you to deal worthwhile damage to an otherwise untouchable enemy.
Ultimately allows you to weaken an opponent fighting fleet enough so you can beat it with your own.
There are many cards which could do the same thing while being less damaging and making the game much more interesting. I have been building an idea list of possible cards like that for this exact reason.
Captain Jack wrote:It also has economy side effects as this card is a counter to Expedition Journey. It counters the gold gap created by Expedition Journey usage preventing inflation.
Good point, proof that the administrator has a better idea of the full picture. However there are many things that could be done, if the ship that was captured in battle was random then level losses would be more damaging. Also Expedition Journey could be given a chance or something that does not require ship prices to change.
Captain Jack wrote:As you can see for yourself, only 15 players have 10 cards or more.
The only problem that we see for this card as administration, -as we do take in mind more things from the ones you listed here and in the other relative topic- is (Con):
-Potential ability to sink a ship that has had many Master Craftmanship cards used on it.
Correction.. ability to sink it too easily. On that note I am sure a new player could have more invested in a 35 point sotls than a good player in a 60 point sotl.
No matter the target Leviathan is too fast.
Captain Jack wrote:Still, in defence on why this is not enough to change the card, this is part of the game. If you think this is too much, don't use this strategy. Or if you think the damage Leviathan applies is too large, use small ships and laugh it off. Or run countercurse/mindbar 24/7. Or find who has more than 10 such cards and make a deal with him/her or war him right away. I am sure you can find more countermeasures.
Not everyone pays to play, and while I am happy to run it light there are many players who want to hold sotls. In a war they have the knowledge that they can lose their sotls in under 5 mins, and with no defense since the players with 10+ leviathans can easily clear a mindbar.
Captain Jack wrote:As developers, we made sure recently that Master Craftmanship card can be used in safety in at least one ship type. This is Man o War. Man'o' war cannot be commandeered and now it cannot be targeted by Leviathan once it reached level 1. You should consider this as our way to balance Leviathan without nerfing the card but rather boosting something else (in this case, Man o War).
Nerfing (making something less strong) as a game development option is something we always avoid. It is something we dislike. Nerfing requests are going to need proper justification if they are ever to be taken seriously in consideration. Still, we are always more positive to create something else, probably more powerful, rather than proceed with a proposed nerf.
Then don't nerf it, replace it. There are many cards which could do the same thing while being less damaging and making the game much better. This is why I called levi a crutch, it plays a role that is required for the game. But refusing to replace an overpowered/oversimplified game mechanic for that reason is signs of a game that does not take itself seriously.