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COMDEV team is proud to announce a round of Base Epics buffs.
> Notes:
> - This buff is not intended to change the meta. It just brings card stats to a modern level to help new comers.
> - The unfused stats of the cars will be left unbuffed to keep existing missins on the same power level.
# Imperial
**Absorption Forcefield**
_Epic Imperial Structure_
-/450/3
Wall
Counter 200
Heal All 250
**Upgrade:**
Health 300 -> 450
Counter 120 -> 200
Heal All 110 -> 250
**Galereaver**
_Epic Imperial Assault_
100/400/4
Counter 250
Rally All Imperial 250
Siege All 300
**Upgrade:**
Attack 5 -> 100
Health 27 -> 400
Counter 6 -> 250
Rally All Imperial 3 -> 250
Siege 6 -> All 300
# Raider
**Atomic Silo**
_Epic Raider Structure_
-/300/3
Strike 100
Siege 150
Flurry every 2
**Upgrade:**
Health 180 -> 300
Mortar 80 -> Siege 150
Flurry every 1 -> 2
**Steel Maiden**
_Epic Raider Assault_
70/280/3
Strike 250
Pierce 250
Berserk 250
**Upgrade:**
Attack 7 -> 70
Health 20 -> 280
Strike 6 -> 250
Pierce 5 -> 250
Berserk 3 -> 250
# Bloodthirsty
**Entrails Bog**
_Epic Bloodthirsty Structure_
-/350/2
Heal All Bloodthirsty 250
Enfeeble 100
Weaken All 100
**Upgrade:**
Health 19 -> 350
Heal All Bloodthirsty 3 -> 250
Enfeeble 4 -> 100
Weaken All 2 -> 100
**Draconian Sovereign**
_Epic Bloodthirsty Assault_
150/450/4
Weaken All 200
Venom 350
Refresh 300
**Upgrade:**
Attack 9 -> 150
Health 24 -> 450
Weaken 6 -> All 200
Poison 3 -> Venom 350
Leech 6 -> Refresh 300
# Xeno
**Genetics Chasm**
_Epic Xeno Structure_
-/350/3
Absorb 200
Heal Xeno 300
Rally Xeno 300
**Upgrade:**
Health 20 -> 350
Evade 2 -> Absorb 200
Heal Xeno 5 -> 300
Rally Xeno 6 -> 300
**Enclave Mothership**
_Epic Xeno Assault_
100/400/4
Rally All Xeno 250
Weaken All 200
Siege All 300
**Upgrade:**
Attack 5 -> 100
Health 22 -> 300
Rally All Xeno 4 -> 250
Weaken All 2 -> 200
Siege 8 -> All 300
# Righteous
**Sacred Sanctuary**
_Epic Righteous Structure_
-/350/2
Heal All 200
Rally All 100
Sunder 50
**Upgrade:**
Health 55 -> 350
Heal All 17 -> 200
Rally All 8 -> 100
Sunder 10 -> 50
**Contaminant Purifier**
_Epic Righteous Assault_
20/160/1
Rally Righteous 200
Weaken 100
Mark 200
**Upgrade:**
Attack 4 -> 20
Health 18 -> 160
Rally Righteous 4 -> 200
Weaken 4 -> 100
*No skill* -> Mark 200
---
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**Truelight Guide**
_Epic Righteous Assault_
160/160/1
Legion 60
Inhibit 6
Mark 200
**Upgrade:**
Attack 150 -> 160
Health 150 -> 160
Legion 40 -> 60
Mark 150 -> 200
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Why bother buffing cards if they don't impact anything?
I mean,with a little support and extra summon to keep from being overwhelmed Enclave Mothership could work as a mass structure killer if it survives 4 turns but honestly everything is a tad lame.
And it also encourages 'newer' players to waste SP.
Isn't it a complete waste of manpower to do pointless things if they don't change anything?
And as for Genetics Chasm,couldn't it have kept it's original evade skill and lowered the healing or rally a little to make it all xeno?
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> *Originally posted by **[Shieru](/forums/2468/topics/1943299?page=1#13638512)**:*
> Why bother buffing cards if they don't impact anything?
When Wizards of the Coast (MtG) release a bunch of 1/1 cards which do not change anything - they are not asked why) Moreover pro-players do not take common and rare cards into account. They are just fillers with a power level corresponding to it's rarity that bring some variety into the game but still may shine in some specific situations.
The final goal is to update all the cards to the equal power to stabilize powercreep happening through the previous years. And these buffs are just good enough among other epics, not more. Can you imagine players who has no access to powerfull Legendaries or Vindicators or Mythics? Of cause Epic quad might not worth fusing if you can fuse Vindicator from it's components.
> Isn't it a complete waste of manpower to do pointless things if they don't change anything?
Btw, this kind of buffs do not require much manpower, because they already have skill stack and as it was said they do not need to fit into the meta without being overpowered at the same time, so their stats can be designed in a single run without much tuning them back and forth.
> And it also encourages 'newer' players to waste SP.
Regarding SP - COMDEV team is doing everything allowed to give more opportunity to players to earn more SP.
> And as for Genetics Chasm,couldn't it have kept it's original evade skill
Regarding Evade - it is just a general rule worked out by Synapse long time ago - to replace Evade by Absord on Structures, since Evade does not scale much and provide to much power in comparison with other skills so it is not suitable anymore on low rarity cards.
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> *Originally posted by **[Demonurg](/forums/2468/topics/1943299?page=1#13638536)**:*
> When Wizards of the Coast (MtG) release a bunch of 1/1 cards which do not change anything - they are not asked why) Moreover pro-players do not take common and rare cards into account. They are just fillers with a power level corresponding to it's rarity that bring some variety into the game but still may shine in some specific situations.
Some of those 1/1 cards have useful effects such as Gemhide Sliver which is mandatory for sliver decks or most Elves which act as mana generators for powerful creatures.
Others can be used as sacrifices to empower other cards or to provide cheap defense to stop life loss.
But that's from a casual collector/players point of view.
But don't compare MTG to Tyrant.
The only thing they have in common is that they are card games.
> The final goal is to update all the cards to the equal power to stabilize powercreep happening through the previous years. And these buffs are just good enough among other epics, not more. Can you imagine players who has no access to powerfull Legendaries or Vindicators or Mythics? Of cause Epic quad might not worth fusing if you can fuse Vindicator from it's components.
If that is the way you want to play it then I suggest only buffing the final fusions of base set cards,because some of the later story missions use second and sometimes third stage epics which would be catastrophic for newer players without good card pools/SP to craft good cards.
>
> Regarding Evade - it is just a general rule worked out by Synapse long time ago - to replace Evade by Absord on Structures, since Evade does not scale much and provide to much power in comparison with other skills so it is not suitable anymore on low rarity cards.
Fair point.
Didn't know that was the old devs thinking on that.
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The key issue with Evade on structures is that there is only one skill (Siege/Mortar) that interacts with structures. For assaults, its reasonable to overcome Evade by using a variety of different skills, or to just ignore it and use attacks. But if you are up against an Evade structure, your only options are to bring more sources of Siege than they have points in Evade or to use Overload. This is very restrictive, and it makes the value of Siege matter less than the number of sources of it, which warps values for non-Evade structures as well.
The interaction between Siege and Absorb is much healthier, since its possible to overcome Absorb using either one large source of Siege or multiple smaller sources, and Absorb values can be adjusted to the current power level of the game while Evade values basically ignore it.
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I disagree. absorb 200 in the current meta is less than evade 1. also 30 % of cards played have mortar.
Ergo the card already was useless and now it is nerfed
speaking of mortar, buff and nerf: isnt it time to buff dominions? havent seen one activate since i returned
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I don't want strong dominion.
If dominion got buffed simply, young players and young guild can't win Brawl and Guild War for years.
this is not good for this game at all.
I started new guild 6 months ago, and have helped many new players.
strong dominion kill us all.
On the other hand, top guild players need to change Dominion every battle in Guild War.
they need to sim every BGE,Fortress and select best dominion.
reseting and upgrading dominion every battle in Guild War is too hard for top guild players to keep on playing this game.
I did it several years ago in top 5 - 10 at those time. I don't want to do it again.
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I do have one misgiving about replacing skills.
What of Corrosive?
Disease only prevents healing and health gains from Fortify and Revenge.
But most cards nowadays only have Disease,and cards that previously had Corrosive now have Disease.
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I think Atomic Silo lost more than it received. Any mortar card in play will still kill it before it activates, and if it does it lost half its firepower. 280/turn to 150/turn unmitigated assault damage if there are no enemy structures is a disappointing upgrade. Even against structures 160/turn mortar vs 225/turn siege isn't an improvement worth the trade off in skill regression.
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Absorb Towers probably will not hold vs new Sonocoil (even dual is enough to reck most absorb towers) meta .
Only usefull/playble tower with evade is Bunker Builder and card it outdated yet 110 strike all on ata is enough to kill any tokens(yea including those mythic box cards!)
It turns out big seige all is way better then mortal all 250-300. Also a good call to use as 3rd skill something not so impressive like legion on RT card Kappa !
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> *Originally posted by **[dreaddedrabit](/forums/2468/topics/1943299?page=1#13638658)**:*
> speaking of mortar, buff and nerf: isnt it time to buff dominions? havent seen one activate since i returned
Yes, they are on the plate. Along with Commanders. But it require more balancing since there are many dominions and it would not make sense to buff only part of them, otherwise new doms just will be autochoise. COMDEV team is trying to provide best play experience and will buff them as soon as it will be possible to balance. BTW draft stas are already defined but require manpower to validate their power.
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