Hello Psycogs!
Here's the balancing patch that will be released on Wednesday, November 22. Here are a few words from the Dev team to help you find out more, as well as the list of Buffs and Nerfs.
Let's get started!
Objectives
In this patch, we've chosen to rebalance certain archetypes that had a few too many options for inflicting an OTK (One-Turn Kill, a combination of cards and actions to reduce the opponent's Psycore HP to 0 in a single turn) on the opponent and preparing for the release of new cards. In particular, the archetypes linked to Summoning had options that were a little too effective for the difficulty of setting them up.
Balancing down (Nerfs)
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Mephisto
- The demonic mutant has too much defensive capacity, as he uses summons to get better stats and his Evasion ability. We've decided to make it targetable again in standard situations.
Evasion keyword: Removed
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Battle Plan
- The support card for Mutants with Tactics has a power cap that is a little too high given that it has no cost. Rather than adding a cost to this card, we prefer to limit its excesses by adding a limit to the number of cards drawn.
Draw effect: Limited to 3 cards.
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Mass Cannon
- Like the previous card, the Mass Cannon has too high a power cap, given that the card is mainly used as a tool to end a game. We are therefore limiting its power to a maximum of 6 damage.
Damage inflicted by its effect: Limited to 6 damage.
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Bio Recycling
- The Bio Recycling card is a little too easy to use by sacrificing summons, so we've decided to limit its use to non-summoned mutants.
Before: Destroy one of your mutants: Draw 2 cards.
After: Destroy one of your non-summoned mutants: Draw 2 cards.
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Pandavinci
- The little painter panda proved to be a little too powerful in his defensive capacities in PvP. We have therefore decided to add a negative counterpart to his summoning.
EVO given by Shinigami: 0 β 1
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Sun-Duke
- Mutant Squad Commander Heroic was a little too effective on his own compared to his incubation time. We're therefore reducing the bonus he gets depending on the other mutants with Squad in the field.
Fleet Commander ability:
Before: This mutant has +2 ATK and +2 HP for each mutant with Squad on your field.
After: This mutant has +1 ATK and +1 HP for each mutant with Squad on your field.
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Upward Balancing (Buffs)
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Cerberus
- The Soul Devouring Hellhound was sorely lacking in base power, so we've decided to increase its attack value at all ranks.
Stats change:
Attack: 1/3/4/6/7 β 2/4/5/8/9
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Big Medpack
- This multi-target healing card had too little ability to heal compared to single-target alternatives such as the Intermediate Medkit. We have decided to raise its heal value to make it more relevant in its role.
Heal: 4 β 6
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Functional modifications (Reworks)
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Dreadnought
- The support ship of the Squad archetype was not able to function in the way we wanted in the current game environment. So we decided to reorient its operation as a major mutant of the Squad archetype, with the ability to fetch other mutants in your deck, while retaining the ability to attack
New stats
ATK: 7 β 7
HP: 8 β 7
Abilities
Armor Ability 2: Retained
Squad Ability: Retained
Support Platform Ability: Removed
Broadcast Orders Ability: Removed
Dual Core Ability added
Quick Teleport Ability added:
Action, Discard a Tech or Space mutant, or a Gadget card: Search your Deck for a non-Heroic mutant with Squad and put it into play.
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Strength in Numbers
- The support card for the Summon archetype gave a little too much direct impact and had too much OTK potential early in the game. We've therefore decided to revise the way it works to limit its short-term power. From now on, the card only gives +1 ATK to all your mutants, but this bonus persists after the end of the turn for your Summoned mutants.
Before: Each mutant you control gets +1 ATK until end of turn. Each Summoned mutant gets an additional +1 ATK.
After: Each non-Summoned mutant you control gets +1 ATK until the end of the turn. Each Summoned mutant you control gets +1 permanent ATK instead.
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Zeus
- The god of lightning and king of Olympus was in his current form too powerful in the centre of certain OTK decks. We've therefore decided to completely overhaul his Divine Punishment ability and reorient it around an effect more related to his name, with the aim of punishing opposing actions, rather than encouraging the use of multiple cards with no possible opposing response.
Divine Punishment Ability:
Before: Whenever you or your opponent plays a card, this mutant deals 1 damage to each opposing Building and Psycore.
After: Each time your opponent plays a card, this mutant inflicts 2 damage to each opposing Building and Psycore.
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That's all for this patch, and don't forget it'll be available on Wednesday, November 22!
Enjoy the game,
Team Genesis.