Last post identified the formula that determined the rough value of a Battle Card in Aethermon.
Damage (or equivalent value) = 2*XgValue+2
Of course not every Battle Card can be easily assigned a Damage Equivalent Value – and those that can might not fit an nice easy integer divisible by two.
While the numbers can be jiggled around they don’t always land squarely (a consequence of trying to deal with only small numbers), in those cases our initial approach was to let Aethermon Specific Battle Cards fluctuate slightly above the expected power curve, while General Battle Cards slightly below.
This created a double incentive for players to choose Aethermon Specific Battle Cards. (1) they tended to be slightly more powerful than their generic equivalent, and (2) they had in built synergies.
As a result players have been choosing Aethermon Specific Battle Cards ahead of General Battle Cards about 85% the time.
Tune in next week to see how we address this.
Stay Balanced AetherRen