Monster Train

Monster Train

Unofficial Balance Patch
Rising_Dusk  [developer] 22 Dec, 2020 @ 6:00pm
(v1.0.6.0) Balance Discussion
This patch has an assortment of changes I've wanted to make for a while that were fairly difficult to implement and thus took longer to develop. There are no particular themes here overall, but I think these changes will feel extremely good overall for the affected cards.

Thorned Hollow

This unit is generally OK, but doesn't synergize particularly well with either of the Awoken champions. The general rule of Regeneration as a status effect is that at 30+ it beats Seraph regardless of what you put it on, so most runs opt to just stick it on the Sentient instead of a unit like the Hollow given its minimal payout. It is an okay tank for non-Awoken primary, though, but generally needed a better initial statline to handle the units most vulnerable to spikes: backlines. Starting with enough Spikes to take out most backlines and an extra small bump of HP goes a long way to making this feel competitive. I will be evaluating further changes to this card over time, but this is enough for now.

Siren of the Sea

Arguably the strongest unit in the core game, she's absolutely overperforming at +2/+2. The fact that she pushes Guardian of the Unnamed almost entirely out of the meta just because she's so hyperefficient at gaining both HP and attack is nuts. This reigns in her survivability, brings Guardian of the Unnamed up in front-line value, but keeps her as an otherwise potent backline damage dealer.

Morselmaker

Spawning HP and attack Morsels every turn at 2 ember cost is a huge ask, especially when it takes up a priority draw. It's good as a front-line tank into Patient, but as an actual source of Morsels it's not good because you miss Lifesteal and Damage Shield Morsels. This change makes it cost a much more reasonable 1 for its effect and lets it spawn any uncommon or rare Morsel at random (same spread as most Umbra cards). It feels much more useful in all its roles this way.

Shadoweater

With my changes to its ability in an earlier patch, Shadoweater was actually overperforming at 60 base HP. This change brings it back to the 50 it has in core, though I'll continue to watch its performance.

Memento Mori

Have you ever wondered why the clan themed around death and rebirth has no way to reliably kill its own units for benefit? Me too. Core Memento Mori as a card scales poorly even in the optimal case, so changing it to have a Sacrifice element adds huge value to the card in lots of archetypes. In playtesting, this felt like a change that Melting has wanted for a very long time.

Upcoming Candidates

I'm looking at Thorned Hollow and Direchannel Solgard closely for the next set of updates. Direchannel is "fine" but pretty boring and lacks a very worthwhile top-end like the other Solgard variants do. I'm exploring options here. Meanwhile, I still think Thorned Hollow is anti-synergistic with a majority of other Awoken cards and champion paths, so I am considering changes there.
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Showing 1-2 of 2 comments
KuponutLatte 11 Jan, 2021 @ 9:40pm 
Glad you're still thinking about what this game's balance needs to shine. Any thoughts on how the DLC will affect your goals with modding game balance?
Rising_Dusk  [developer] 13 Jan, 2021 @ 8:40am 
There's a lot to consider in the DLC that's going to affect a number of balance changes. Some of the changes I've already made are going to be more relevant with the existence of the Last Divinity encounter, while some of the changes are also being made baseline into the game so I don't have to mod them in!

It's going to require a lot of testing, but my main goal at the moment is providing feedback to the developers to ensure that they get balance right (and make my job easier later). I certainly have strong opinions about things that are under/overperforming in the DLC atm, but we'll see if they're still issues come release.
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