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Why did broken truce got a limit? Swarm decks already are the weakest mid and late game decks and you downsize one of the cards, its not that dificult to have units over 20 Power in other decks, it doesnt make sense. The card was better before, because it already had a limitacion, the life cost, it doesnt feel right to put another limitacion that renders the card useless
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Herald's hymn is broooooookkkkkeee. All people have to do is place two units at the front of your base and you're screwed. And it seems everyone else knows this as well because most people I play against abuse this card.
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The new wording for this card “Destroy those that were already frozen” sounds as if it will destroy all previously frozen cards. Perhaps it should be rephrased to say “Destroy all such cards that were already frozen.” Adding the phrase “all such” let’s new users know that it only destroys frozen creatures with X strength or less.
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> _Originally posted by **[Orexion](/forums/941638/topics/912823?page=42#13248123):**_
>
> The new wording for this card “Destroy those that were already frozen” sounds as if it will destroy all previously frozen cards. Perhaps it should be rephrased to say “Destroy all such cards that were already frozen.” Adding the phrase “all such” let’s new users know that it only destroys frozen creatures with X strength or less.
True! They seriously ruined the ice deck, whats the point in slowing down really weak enemies this was a useful card against really strong cards not all the weakest ruined the deck seriously
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> _Originally posted by **[JamaalM29](/forums/941638/topics/912823?page=41#13242843):**_
> Making midwinter chaos have a limit to the cards it freezes makes the whole winter deck trash. The rest of the balancing made some sense but that sucked. If you wanted a limit on it it makes sense but the max is 8 and that's way too low
8 is extremely low for a card that was used against people that try to over power you with large numbers
Now winter is slow and has 0 defense no movement you ruined the deck!
Because people whine?
Make counters not change existing cards
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> _Originally posted by **[YippieK](/forums/941638/topics/912823?page=40#13155078):**_
> > _Originally posted by **[innatealloy6](/forums/941638/topics/912823?page=40#13153233):**_
> > The winter deck legendary card The lady of ice (cost 5) it’s so OP it should a debuff ASAP, there’s no way of killing something who can het over 10 HP with only 8, and it only gets worse when it can get over 20hp so easily.
>
> Lady Rime can easily got beaten by common card. I think u know that card.
>
> Or, try to get Siren
Confinement jeez everyone forgets everything was way better balanced before
Honestly screw this last update
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> _Originally posted by **[LucaA313](/forums/941638/topics/912823?page=41#13187393):**_
> It's impossible to compete with the cards that shots directly to life points. Decisely overpowered, Decisely not fair. I just recieved 8 damages directly... At least should be sat a max amount to this... This is ruining the game.
Everyone can have a few cards that do direct damage and theres counters to most except the ones that do damage on play regardless of mana level
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I think blessed with brawn is unbalanced as hell. 4 to 8 for 6?????
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Winter pact’s ice abilities was the best and only way to counter the dragon users now they are seriously op its very frustrating i was hooked on this game now im irritated and playing less and less
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I think swarm should face a sizable nerf people the meta has always had swarm as the largest portion of decks used with high wins a balanced game should have the four close to 20-30% across the factions but swarm has held 40-70% for over a year. And there is a reason for that. They have not gotten any sizable nerfs that make an impact only buffs as a whole. Occasionally the mana was reworked on a few cards but the issue is the power of their 2 amd 3 mana cards. Sure you needed their kill card but that card was bad to begin with taking away 1/3-1/5 of your health every use and now it only works on small things so its dead weight. Winter was punished for being effective against swarm more then others. Some of the cards rebalance was great and spot on and iceicle dagger spot on but limiting their main freeze and buffing swarm makes it difficult to want to play winter shadow is great I wish therw was more self poison mechanics and mechanics that combo off poisoned units to make use of it. Iron clad they are hat spot on reworked but one issue even tho is with wonter out of the game with it's freezing for the most part only ones to check them is shadow
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I have no idea if this has been suggested yet but execution should work on _all_ cards, not just enemy units/structures to make it harder to block yourself in by mistake and become unable to play units or structures
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I think Qordia should be considered for reworking.
She is the only legendary that does not have an ability with immediate value. The nature of legendary cards is to provide immense immediate value that cannot be prevented from triggering. Yet Qordia's can be prevented and neutralized with comparatively minimal drawbacks.
It is also notably an ability that does not have a clear faction related synergy. It's a cool concept, but somewhat impractical and out of place. The other legendary-faction dragons have abilities that clearly relate to and synergize with faction abilities.
Perhaps this means a complete rethinking of her ability and the creation of something new, or perhaps the egg nests gain strength equal to card level.
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Since winter freeze cards got nerfed, could we have some sort of new ice related cards? Or maybe just buff zehvana (however it’s spelled) cause it’s one of the most useless legendaries and is laughable that it’s both a dragon and legendary.
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**Counselor Ahmi Buff**
**Nerf his strength by 1 at all level.**
**When played with no bordering enemies, return this card to your hand and strength +1 (max x times)**
x times for a each level:
Level 1: 2.
Level 2: 2.
Level 3: 3.
Level 4: 3.
Level 5: 3.
So while Ahmi now have lower strength at first, his strength increased whenever you activated his effect.
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With the advent of Elders, I think there's quite a lot of potential for Shadowfen to inflict self-damage (and poison) to their own elder units.
That being said, I wouldn't possibly want to deal 5 damage to an elder, just to trigger his ability. But unfortunately, my toxic sacrifice and crimson sentry are just too high level.
So, why not introduce a characteristic where anyone could use a lower-level version of their own cards in their decks? That way toxic sacrifice and crimson sentry deals one damage to all surrounding/bordering. With elder synergy, this is a particularly devestating strategy. But considering the potential to trigger the abilities of enemy elders while only dealing one damage and inflicting poison upon them, this is a real double-edged sword.
TLDR: Have the option to use lower-level versions of a card you have unlocked, for elder/shadowfen synergy, to minimize self-damage.
Any thoughts? I think this is a really neat idea.
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Windmakers and Amberhides are grossly unbalanced. Windmakers damage too much and cost too little. Amberhides take too much and also cost too little.
Pillars Of Doom have too much life - regardless of level if my TOPPED OUT level 5 attack card can only do a capped “7” for damage while a PoD obliterates my base and I can’t get near it or take it out then that’s just trash balancing.
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**SEA DOGS & ROYAL PRIDE**
I believe the developers need to add 2 new decks to the list. Bringing the total to; Shadow, Storm, Swarm, Iron, **Sea Dogs** Pirates + Dogs, and **Royal Pride** Cats + Pharos.
There is a major opportunity to expand and create more balanced content. All that need to be done is move pirates (yellow) and cats (Purple) from neutral to their own unique colored decks. Add 9 new Dogs and Pharoahs units, confuse towers/speed boost for cats, tribal buffs/cycle cards for pirates, 1 legendary Pirate, Pharoh, and Dog each. Ubass the hunter would make a nice pirate hero.
As for Dog and Pharoh units, those were the first 2 ideas that came to my mind. Neutral is gaining a lot of new cards, but I believe making new decks is the way to long term player satisfaction. I would like to hear from the community, and hopefully come up with some fun creative play styles that can match the 4 full sets swarm, storm, shadow, and iron.
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> _Originally posted by **[puniser109](/forums/941638/topics/912823?page=42#13307403):**_
> **Counselor Ahmi Buff**
>
> **Nerf his strength by 1 at all level.**
>
> **When played with no bordering enemies, return this card to your hand and strength +1 (max x times)**
>
> x times for a each level:
>
> Level 1: 2.
> Level 2: 2.
> Level 3: 3.
> Level 4: 3.
> Level 5: 3.
>
> So while Ahmi now have lower strength at first, his strength increased whenever you activated his effect.
That’s a good concept, but 3 strength is LOW as hell for a level 5 hero, even as level 4 too. I know he would snowball, but as soon as you’re in a position where you can’t play him. You lose that snowball and/or can’t use him without losing it
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> _Originally posted by **[JamieDean93](/forums/941638/topics/912823?page=42#13316684):**_
> > _Originally posted by **[puniser109](/forums/941638/topics/912823?page=42#13307403):**_
> > **Counselor Ahmi Buff**
> >
> > **Nerf his strength by 1 at all level.**
> >
> > **When played with no bordering enemies, return this card to your hand and strength +1 (max x times)**
> >
> > x times for a each level:
> >
> > Level 1: 2.
> > Level 2: 2.
> > Level 3: 3.
> > Level 4: 3.
> > Level 5: 3.
> >
> > So while Ahmi now have lower strength at first, his strength increased whenever you activated his effect.
>
> That’s a good concept, but 3 strength is LOW as hell for a level 5 hero, even as level 4 too. I know he would snowball, but as soon as you’re in a position where you can’t play him. You lose that snowball and/or can’t use him without losing it
I don't think Puniser109 is talking about strength at those levels, but how many times you can snowball the card at those levels. Counselors strength would be the same as it is now - 1, or 1/2/3/4/5.
I like the idea, it'd be interesting for sure..
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I personally feel that both Beards of Crowglyph and Earthfathers are **extremely** overpowered. When someone plays one of those against me and I don't have a 6+ damage card ready within range (which is very common) then I've basically lost. They build their entire decks around it so that they can feed it (With like Blessed with Brawn, Moment's Peace, Potion of Growth, and Snowmasons) and then you have to either one-shot it (Which at 10+ health is almost impossible) or you have to hit it really hard two times in a row, which will drain at least 12 mana, and the card in the first place only costs 7.... So basically I think these two REALLY need a nerf. Also, I think Trueshot Post should have a slightly higher mana cost (Like +1 or +2) so that it can't be played early on... A Trueshot Post played on second turn is an insta-win. It just completely erases the opponent's first 3 or four turns for the price of one... Late game I feel that it's pretty balanced tho.
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The new elder Earthfathers is too powerful for its mana cost, especially considering Winter Pact can get enough mana to play it fairly early on. If you do not destroy it in one attempt, it just keeps gaining strength over time and there is nothing you can do about it. A nerf such as decreasing the movement speed to zero , increasing the mana cost, or decreasing the strength gained after damage to 2 would be great.
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I had a new idea for a new card mechanic. How about units that on fighting a unit prevent that unit from using its abilities. Like if a Victors of the Melee attacked this, the damage ability would not trigger. Or if it attacked an "on death" card, the on death ability would not trigger. Or if it attacked an elder, its damage survival ability would not trigger. This mechanic could add some great counter-play and make the game more interesting.
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> _Originally posted by **[JoshuaH1845](/forums/941638/topics/912823?page=42#13319073):**_
> > _Originally posted by **[JamieDean93](/forums/941638/topics/912823?page=42#13316684):**_
> > > _Originally posted by **[puniser109](/forums/941638/topics/912823?page=42#13307403):**_
> > > **Counselor Ahmi Buff**
> > >
> > > **Nerf his strength by 1 at all level.**
> > >
> > > **When played with no bordering enemies, return this card to your hand and strength +1 (max x times)**
> > >
> > > x times for a each level:
> > >
> > > Level 1: 2.
> > > Level 2: 2.
> > > Level 3: 3.
> > > Level 4: 3.
> > > Level 5: 3.
> > >
> > > So while Ahmi now have lower strength at first, his strength increased whenever you activated his effect.
> >
> > That’s a good concept, but 3 strength is LOW as hell for a level 5 hero, even as level 4 too. I know he would snowball, but as soon as you’re in a position where you can’t play him. You lose that snowball and/or can’t use him without losing it
>
> I don't think Puniser109 is talking about strength at those levels, but how many times you can snowball the card at those levels. Counselors strength would be the same as it is now - 1, or 1/2/3/4/5.
>
> I like the idea, it'd be interesting for sure..
Yup. It make playing (well, spamming to be exact) Ahmi will be worth it after a you play it a couple of times yet it doesnt imbalance since his strength nerf at the beginning.
First and second time using it is "the cost" for this buff and after that, playing it will be worth it.
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> _Originally posted by **[OOPSStudio](/forums/941638/topics/912823?page=42#13319285):**_
> I personally feel that both Beards of Crowglyph and Earthfathers are **extremely** overpowered. When someone plays one of those against me and I don't have a 6+ damage card ready within range (which is very common) then I've basically lost. They build their entire decks around it so that they can feed it (With like Blessed with Brawn, Moment's Peace, Potion of Growth, and Snowmasons) and then you have to either one-shot it (Which at 10+ health is almost impossible) or you have to hit it really hard two times in a row, which will drain at least 12 mana, and the card in the first place only costs 7.... So basically I think these two REALLY need a nerf. Also, I think Trueshot Post should have a slightly higher mana cost (Like +1 or +2) so that it can't be played early on... A Trueshot Post played on second turn is an insta-win. It just completely erases the opponent's first 3 or four turns for the price of one... Late game I feel that it's pretty balanced tho.
Yeah i think it indeed overpowered.
For Trueshot Post, is indeed almost insta-win, especially if opponent play building based deck. If they draw 2 building in the first 2 turn, it almost impossible to destroy both in early game and you cant get close to destroy it since most early card either get destroyed by Trueshot Post or it doesnt have any Speed and survived just to be killed next turn.
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