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Thread: Broken PVE cards. Will they be Nerfed or Banned?

  1. #1
    Master Theorycrafter
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    Broken PVE cards. Will they be Nerfed or Banned?

    I was reading in another thread, where the general consensus was that CZE would be likely ban a broken card in PVP as opposed to nerfing it.
    So, the question is, will a broken card that upsets game balance in PVE be banned? Nerfed? or Ignored?
    To me, if a certain combination becomes broken, it might lead to the majority of players playing similar decks in PVE to win. Winning is great for a little while. But variety and having to change up your strategy is a lot of what will keep me interested.
    Which brings us to question 2. Said PVP card is broken, and gets banned from PVP play. Will that card still be available to play in PVE? If a card is broken enough to be banned from PVE and PVP play, I would hope they would nerf it, rather than making it a useless conversation piece in your collection. (like some magic the gathering cards became)
    I would like to hear both, officialish responses, and opinions on this please.
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  2. #2
    In that situation they'd more likely introduce dungeons and raids that trivialize those combinations, at this juncture I doubt they have plans to ban or nerf pve cards. Just make content harder and incompatible with op cards.
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  3. #3
    Time Bug
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    I don't see a reason to ever BAN anything from PvE play. Heck we've already seen some pretty wild potential combinations in PvE based on the cards and equipment that has been revealed. That said, in the event that something was discovered that utterly trivialized PvE content, I could see CZE maybe going the route of the "restricted list," limiting the offending card to a single copy per deck, or as Gwaer suggested, changing the *content* to adjust to the card, rather than changing the card itself. I suppose you could argue this is just a "nerf" of a different flavor, but at least it would keep the offending card the same.
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  4. #4
    Quote Originally Posted by Xintia View Post
    I don't see a reason to ever BAN anything from PvE play. Heck we've already seen some pretty wild potential combinations in PvE based on the cards and equipment that has been revealed. That said, in the event that something was discovered that utterly trivialized PvE content, I could see CZE maybe going the route of the "restricted list," limiting the offending card to a single copy per deck, or as Gwaer suggested, changing the *content* to adjust to the card, rather than changing the card itself. I suppose you could argue this is just a "nerf" of a different flavor, but at least it would keep the offending card the same.
    Furthermore there will be hard mode/heroic/what ever you call them dungeons where you'll have to run a highlander (max 1 copy of each non bacis ressource you play) deck. This will break any broken combo

  5. #5
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    I had considered that. But having to plan to plan the decks of all future raids and dungeons to counter a specific broken combination has the potential to effect variety in the play of future bosses. Not to mention, as the game evolves, the number of majorly broken cards/combos will increase. At some point, it may come down to learning what the new bosses are protecting against, and using the broken strategy that works on them.
    Also, if you consider there being value attached to rare/legendary drops from raids/dungeons. Then a broken card/combo, that allows easy wins in these earlier dungeons and raids will make the value of said treasures drop significantly. I suppose it would be possible to update the earlier dungeons and raids to deal with said problem.
    And if a broken combination or card gets a lot of use to attain these previously hard to get drops, would that potentially be considered using a exploit? Maybe not if you got them for personal use, but what if you ran those dungeons/bosses multiple times and dropped the stuff onto the AH, or even traded them, possibly trying to take advantage of some people not knowing that drop ha suddenly become relatively easy to get.
    Member of The Unnamed Council - the Hex TCG PvE Guild
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  6. #6
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    I like the restricting idea to limit the potential damage the combo can do.
    Then it might be able to win the match for you, but you couldn't count on it.
    Member of The Unnamed Council - the Hex TCG PvE Guild
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  7. #7
    The hard modes are all highlander. So if you want a challenge play in that mode, if you want a facebashing good time, do normal. That's kind of the idea I think.
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  8. #8
    They also can set whatever requirements they want for PvE content. So they may have new PvE content use the latest PvE sets instead of legacy for certain dungeons, or restrict a certain card in a certain dungeon, or the like.

  9. #9
    Gigantisaur
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    Since when is demolishing the AI a problem?

    If you want long term challenge you head to PvP.

    PvE is always gonna be hard until you find the right deck that wins.
    Challenging repeatability in PvE means that the encounter is very RANDOM, not that it's very HARD...

    ~

  10. #10
    I have a feeling they will do indirect nerfs. For example the current strongest card in the game is obviously Spectral Lotus. Cantripping black lotus with a wheel of fortune stapled on for equipment.

    For example, in a raid or dungeon it could have a passive for the enemy which says, "Whenever an opponent draws a card and its not their first draw this turn, you may draw a card for each one."

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