Tabletop Simulator

Tabletop Simulator

Ivion: Deckbuilder
Se afișează 91-100 din 128 intrări
< 1 ... 8  9  10  11  12  13 >
Actualizare: 2 aug. 2019 @ 15:39

RELICS

- Two new relics were added: Divine Strength and Radiant Mantle! This means that relics are more inconsistent, but decks that generate a high number of relics will be able to find more, and relics will be more varied.

- Divine Strength: After you draw the Divine Strength relic, you may immediately play a card for free. If you don't, the effect is lost, so be prepared!

- Radiant Mantle: Attaches to you. Damage you take is reduced by 1. After an attack card resolves targeting you, you deal 1 damage to them.

- Symbol of Wrath's damage was increased from 6 back to 7. Now that relics are more inconsistent, Symbol of Wrath can get its oomph back!

ART ADDED

Divine Strength
Radiant Mantle
No Mercy

Actualizare: 18 iul. 2019 @ 21:12

KNIGHT

- Chastise now allows you to choose one option: either disarm 3 an uncontrolled enemy, or target opponent dishonors the code of chivalry.
- Justice was reworked. Damage was reduced from 10 to 9, and its trigger occurs if they've dishonored the code of chivalry since their most recent turn. Additionally, instead of 2 slow, 2 silence, and 2 disarm, you choose three instances among control types of your choice to apply.

WIZARD

- Arcane Lock now allows you to play the card drawing range from the tile it was in before it was destroyed.

INVOKER

- Char's control types applied were changed from slow 1 and disarm 2 to silence 2 and disarm 2.

BLUE TRAITS

- Counter Magic is now a double blue pip trait.
- Meta Magic was renamed Distortion, made the triple blue pip trait, and deals 1 damage to an opponent after you silence them.

Actualizare: 17 iul. 2019 @ 19:09

KNIGHT

- Chastise's range was increased from 1 to 2.

WIZARD

- Quicken gained an additional effect. If you played it during an opponent's turn, you gain an initiative.

ENCHANTRESS

- Ensorcell is now worded properly.
- Sleep's cost was changed from -1 +1 to -1 +2.

ILLUSIONIST

- Echoes' cost was changed from -2 +2 to -1 +1.
- Mirror Image now specifies what happens to the card after Mirror Image leaves the field. The card returns to your hand!
- Phantasma puts the top six cards of their deck into their discard down from seven.
- Puppeteer's cost was changed from 0 -3 to 0 -2, and it now attaches to a card they control instead of one of their feats.
- Vanity is now heroic.
- Confuse now applies control to them for each type of control the card put into the discard is affected by that they don't have.

Actualizare: 14 iul. 2019 @ 10:46

KNIGHT

- Holy Ground reverted back to -1 +1. Felt too fast for a knight!

WIZARD

- Leyline's power generation reduced from 2 to 1, and Cantrip removed, which makes it strictly worse than Banner of the Warrior, but that's okay! You'll have to work a little harder in Wizard if you want that kind of power generation.

- Telekinesis is no longer heroic, but can travel them up to two tiles. The heroic felt somewhat unnecessary, and now it should be an overall stronger board control and card control option.

TRAITS

- Dream forces the bottom two cards of each player's deck into their discard instead of the bottom three. This strategy is quite strong, and needs to be toned back!

Actualizare: 13 iul. 2019 @ 11:50

ART ADDED

- Have Faith
- Relic Site
- Spitfire

KNIGHT

Holy Ground: Cost changed from -1 +1 to 0 -1.

WIZARD

Leyline: Now gives you two power at the start of your turn if you're on it.
Transfigify: Now applies one instance of a control type of your choice to a controlled enemy. (A single class having access to multiple meta-counters, especially at range 3, is a dangerous thing, so we opted for a more conditional card to create diminishing returns.)

ERRANT

No Mercy: You must now be Chivalrous, you gain an initiative, and you dishonor the rules of Chivalry.
Relic Site: Now grants Chivalrous when you step on it.

INVOKER

Pyre: No longer stuns.

ILLUSIONIST

Mimic: Can now take any card from enemy discards.
Mirror Image: Reworked. (This time for sure!)

RELICS

Stoic Helm: No longer prevents death. Instead, if you're controlled, you can't be controlled.

We're also considering adding two additional Relics to the Relic pool. If our testing goes well, you may see it!

Actualizare: 26 iun. 2019 @ 14:21

Added new art and made a few tweaks to cards!

Actualizare: 12 mai 2019 @ 15:57

Hey guys, some smaller updates here:

NEW ART
Light of Dawn
Chaos Storm
Warpfire
Dismiss

SORCERER
Embercrash now makes two tiles near them Enchanted Terrain up from one.
Lash Out no longer Destroys all cards when Unleashed.

WIZARD
Leyline received a minor change in wording to make it function with Chaos Orb properly. Cards referencing their name specifically refers to the name of the card itself, and thus Chaos Orb would replace the first 'Leyline' in the text of Leyline with 'Chaos Orb'.
Vortex was reworked to -2 +2 from -1 -1 and now simply deals 4 damage to each enemy near it at the end of the turn and pulls them in.

INVOKER
Pyre is now correctly listed as an Ability. Thanks, Crazy!

ENCHANTRESS
Ensorcell was reworked. Now deals 7 damage down from 9 and if they are near three or more tiles with Terrain, you may play a card spending and gaining with their resources instead of yours!

ILLUSIONIST
Mirror Image was reworked (again). You now put up to three Attack cards from your discard under Mirror Image. At the end of your turn, you may play a card beneath it, drawing range from Mirror Image. We've had trouble with this card and also had some trouble with the damage potential in Illusionist, so this is a fix we're currently working with.
Phantasma now puts the top seven cards of their deck into their discard down from ten. Ten was excessive.

TRAITS
Spellwake now can't deal lethal damage and instead reduces them to 1.
Unbound now only triggers if you aren't Exhausted.

CARDS WE'RE CONSIDERING CHANGES TO
Quest may be reduced to six tokens once again with slight changes in how the Chivalry triggers.
Distortion works well in niche decks, but overall isn't very useful.
Stoic Helm's wording is poor and can be interpreted in multiple ways.

Thanks for playing Ivion!

Actualizare: 26 apr. 2019 @ 9:15

Fixed a few types / bugs

Actualizare: 25 apr. 2019 @ 14:49

In this patch, we address issues with Wizard, Archmage, and Illusionist, and many other small tweaks.

KNIGHT
For the King | Now specifies that it reduces the action cost instead of the resource cost.

Providence | Now heals 4 HP up from 3, but does not heal if sent to the discard. It still draws a card when it is sent to the discard from play or anywhere else, similar to Survivalist cards.

Providence was going in to a lot of decks because of its sheer value and utility, and we feel that while it is still a valuable and worthwhile card, this change enables it to be more useful when played from your hand, as well as reducing its all around power level.

Rebuke | This card was overhauled. It now Counters a card at 0 -2 / range 1 unless they pay 3, and if the card is Countered, they’re Silenced 3.

We’ve struggled to find a place for Rebuke, but this is a simple effect similar to Frostsnatch that we’ve found plays very well and adds a fantastic layer of fear to playing around Knights while they’re near you.

Stand Aside | Received art.

SORCERER
Ashes to Ashes | Now only deals damage to each enemy when an enemy discards a card.

Chaos Storm | Specifies that it must be reattached to an empty tile. Wording tweak.

Embercrash | Received art.

Imbue -> Flare | This card was overhauled and renamed Flare. It still creates Enchanted Terrain and Stuns, but the Stun is rangeless and works similarly to Providence.

We realized that the play that Providence brought to the game was very enjoyable and worked well with cards in Knight and Sorcerer. We also needed to improve Imbue’s worth as a deck slot, and this shored it up quite nicely.

Lash Out | If you Unleash Lash Out, it now Destroys all enemy cards.

WIZARD
Wizard hasn’t been playing well as a class. It felt like they didn’t have very many instant options for a class that feels like it should be able to dazzle with arcane magic. We’ve worked hard to fix that, and replaced a few of their weaker, less played cards.

It was a very hard decision, but we also removed Enchanted Terrain as an archetype from Wizards. Cantrip has been working well, and because of that, it’s been very difficult to find space for Enchanted Terrain cards, making a lot of our designs busy and unintuitive.

With Enchanted Terrain removed, we had a lot more space to freely explore Cantrip and shore up some other weaknesses that the class has, such as a lack of control.

Magebolt -> Transfigify | Is a -1 +1 instant at range 3 that changes all control affecting another player into a different type of control.

Magebolt was not being played as was contributing to some dead space in the class with its Enchanted Terrain creation. We opted for a fancy meta-counter that requires some thought and finesse to use well.

Constellation -> Leyline | Is a -1 +1 with Cantrip that attached to an empty tile. At the end of your turn, if you’re in Leyline, you gain 1 power for each Leyline you control.

This helps create some great flavor in the Wizard class, and provides a somewhat similar function to Constellation. It acts as an especially powerful power generation technique, but requires the Wizard to stay within its area, which lends itself to a blasty-mage flavor.

Study Magic -> Starlight | This card functionally remained the same, but was simply renamed.

Study Magic didn’t evoke a great sense of flavor, so we opted to change it to something a little more fancy.

Comet | Is now a -1 -2 that deals 7 damage to enemies in or near a target tile at range 3. It may be alternatively paid for by spending two initiatives.

Comet never really found an iconic place in Wizard, and we opted for a more cantrip focused approach to the card.

Astral Force -> Stop | Is now a 0 -3 range 3 Slow 3 target enemy, and gain an initiative.

Astral Force saw a lot of changes and had some great iterations, but ultimately, as Enchanted Terrain was removed from Wizard, it had to go. In its place is a way for Wizards to keep their distance and generate a substantial amount of value and leverage their range 3 position.

Quicken | No longer grants an initiative if the card was already instant.

SAINT
Boon | Now shows you the top four cards instead of the top five.

Dignity | Now provides 2 power up from 1.

ERRANT
No Mercy | No longer removes Chivalry.

INVOKER
Chaos Orb | Now costs -1 +1 instead of 0 -2.

This card is wacky, and we want to see it in decks! We feel like it will be much more approachable and manage by generating power instead of costing 2 in an already power-hungry specialization.

Spitfire | Now grants 2 power if you simply Unleash it (by spending 1 or more extra power) instead of by spending 5 or more.

This standardizes Spitfire with the new Lash Out mechanic, and buffs it somewhat to hopefully render a bit more useful.

ARCHMAGE
Alter | No longer has Heroic.

This change is because Alter doesn’t particularly need Heroic, and another card in Archmage is getting it…

Counterspell | Cost was reduced from -1 -3 to -1 -2, and was made Heroic.

Wow! Huge buff to Counterspell. We want to respect the feeling that players get when they think of a Counterspell, and truly help such a powerful effect shine. Get ready to get countered!

Disintegrate | Received art.

Spellsurge | Now has Cantrip.

This card is awesome, but is sometimes quite difficult to play in Archmage due to the sheer power costs of their specialization. This should help somewhat mitigate its costs.

Wish | Now allows you to search your deck for any card, put it into your hand, then shuffle your deck.

We have avoided putting a card into the game that causes you to shuffle your deck for a long time now so as to keep the game moving along. However, we realized that this slow speed was already occurring with the effect we had created with Wish. While we’re still generally unfavorable to effects that cause you to shuffle your deck, it makes sense for Archmage to circumvent this rule and break the rules, as their specialization does with a few of its other cards.

ILLUSIONIST
While Illusionist is fun and rewarding, it was a bit too strong. We’ve moved some effects around and softened their ability to control with Confuse, and we’ve reached a great middle ground that’s kept the great gameplay of Illusionist while making them feel more on the level of other specializations in Ivion.

Confuse | After you resolve an Attack targeting an enemy, they put the top card of their deck into their discard. You may apply an instance of control that that card is affected by that *they* are unaffected by.

The new effect is a bit wordy, but it plays fantastically. It has limited the power of Illusionists to Cripple people on demand, and creates some uncertainty that we want with the aesthetic of an Illusionist.

Echoes | Now causes attack cards to deal 1 more damage if there is another copy of that card in your discard.

Echoes is a great card and feels great to play, but the damage ramped up a bit too much in the late game.

Mirror Image | Now -2 +2. Still attaches to an empty tile. Before a card resolves targeting you, you can travel to your Mirror Image. It is Destroyed when any player steps in it.

Mirror Image was too similar to Teleport, so we opted for a unique card. There is a lot of play to this card.

Puppeteer | Cost was reduced from 0 -5 to 0 -3.

Vanity | Received art.

Refract -> Phantasma | Is now a -2 -2. Target enemy puts the top ten cards of their deck into their discard. Slow 2 and Disarm 2 them.

Phantasma was neat and we’re glad that we experimented with it, but we felt like it might be more appropriate in Illusionist proper, and that we should perhaps find another way later to add mill as an archetype in traits. For now, we opted for a defensive and subtly powerful trait that felt very blue / green.

That’s it for the patch notes! Join us on the Ivion Discord to discuss the changes and find some games!

Actualizare: 14 apr. 2019 @ 10:45

A few bug fixes and a rework of the Wizard card, Astral Force.

We felt that Wizard did not have enough control options, and expanded on it in a way that synergized well with Illusionist and Archmage, as well as being a valuable addition to any deck outside of those two specializations.

KNIGHT
Have Faith slightly reworded for consistency.
Rebuke changed to feel more unique to Knight.

SORCERER
Chaos Storm reworked while maintaining its core identity.

WIZARD
Comet now only makes two adjacent tiles Enchanted Terrain down from each adjacent tile.
Study Magic's wording slightly changed.
Astral Force changed entirely to apply control based on the type of control they are most affected by, and deal moderate damage.

ILLUSIONIST
Puppeteer's cost reduced from -1 -5 to 0 -5.

ENCHANTRESS
My Realm's damage reduced from 2 to 1

TRAITS
Phantasma now forces the enemy to put the top five cards of their deck into their discard from three.

Added a few new pieces of art!