|
metadata
Ok, the Earthfathers problem is getting crazy. IT IS SO OVERPOWERED! There are no good counters other than something big with movement. Please nerf it or add good counters like my idea above^^^^^
|
|
|
metadata
> _Originally posted by **[DragonWizard189](/forums/941638/topics/912823?page=43#13321683):**_
> Ok, the Earthfathers problem is getting crazy. IT IS SO OVERPOWERED! There are no good counters other than something big with movement. Please nerf it or add good counters like my idea above^^^^^
Okay, i did said it overpowered, but the reason isn't about the card, but the fact that it come from Winter Pact. The card itself is fine. It have low initial Attack with 7 cost, which mean you cant increase his attack in same turn on early game.
There is another card with similar effects, Debug Logger. I think this is a better version of Earthfather but it doesn't overpowered since it wasn't from Winter Pact.
|
|
|
metadata
The fact that it is in Winter Pact makes it even more powerful, but the base card itself is also just too powerful. Compare it to other cards of its rarity and mana cost and you see that clearly. The fact that winter has so much strength buff as well makes it impossible to counter except maybe with Siren, Lady Rime, or confinement. **Who thought this was a good idea?** Shadowfen cant counter it because poison would make it stronger and it's too strong to be converted. Ironclad cant counter it because blasting it with little things that do damage also makes it stronger. Swarm cant counter it because it only has little things with movement. Once it gets to you base if you're playing swarm, you're dead. Winter has a few counters, making it the ONE viable counter for Earthfathers. Please nerf this card. **Earthfathers is breaking the game.**
|
|
|
metadata
> _Originally posted by **[DragonWizard189](/forums/941638/topics/912823?page=43#13322717):**_
> The fact that it is in Winter Pact makes it even more powerful, but the base card itself is also just too powerful. Compare it to other cards of its rarity and mana cost and you see that clearly. The fact that winter has so much strength buff as well makes it impossible to counter except maybe with Siren, Lady Rime, or confinement. **Who thought this was a good idea?** Shadowfen cant counter it because poison would make it stronger and it's too strong to be converted. Ironclad cant counter it because blasting it with little things that do damage also makes it stronger. Swarm cant counter it because it only has little things with movement. Once it gets to you base if you're playing swarm, you're dead. Winter has a few counters, making it the ONE viable counter for Earthfathers. Please nerf this card. **Earthfathers is breaking the game.**
* Broken Truce
* Confinement
* Winning befor it enters your base line
|
|
|
metadata
Shadowfen:
I think they need another building or structure cart, that; spawns frogs, or converts some enemies to your side, or something.
|
|
|
metadata
> _Originally posted by **[jolultra](/forums/941638/topics/912823?page=1#11626327):**_
> Who thought Avian Stalkers was a good idea? This card needs to be adjusted. Instead of 5 strength Ravens on all tiles behind, it should be like 3 or 2 strength. Keep the cost though.
Men that cart was buffed because it doesn't deal 5 damage to all in front. And was buffed because nobody was using it
|
|
|
metadata
The elders are too strong in case of poisoning or drainage. I think it would be better to specify that their power activates in case the damage received is battle damage.
A particular example is "beard of crawglyph" when is boosted (like by winter card) and poisoned
|
|
|
metadata
Please please do something about the rockworkers. I am so very sick and tired of seeing the same static rockbuilders, hearth, mana tower etc winter builds they just cover the map in building and make the game so very disgusting.
|
|
|
metadata
> _Originally posted by **[FarretEye](/forums/941638/topics/912823?page=43#13335035):**_
> Please low Herald's Hymn effectiveness. Swarm already avoid tactics and confrontations due to it's rushing cards. I think it makes more sense if it pushes a single unit or at least take off the regeneration boost, it's frustrating.
If you cut off Hymn, swarm is dead. The meta will mostly switch to winter, because their is no counter left. If you want diversity, you should accept faction keycards.
|
|
|
metadata
I will suggest 2 things:
- to create a new card in winter pact that use the ice. Like an elder that when receive damage freeze all units surrounding
- to add the effect that affect surrounding but not bordering unit, gifting +X or for roditors switch the unit
|
|
|
metadata
2 things: Burn and War Machines
Freezing is fine and all burn it could use a counter part as burn or ember or scorch or something like that. You know , like poison but also for buildings.
I like the building concept, however it can be op at times. I just spammed frozen core, hearth and trueshot past mid field. Burn could prevent this. I'm a new player so I do not know if this is an exploit or even an issue in the meta.
Have you considered machines as unit type concept? Like war machines but moving, with shirt range penalty or something like that.
|
|
|
metadata
Crowglyph is an alien card! Need limitation to spawn, is not possible block the ability, there are no possible strategy to counter the effect when have more then 17 unit. Can be limited the spowning cells
|
|
|
metadata
What do you guys think of these cards? Not sure what to name the tower, but i think they're good concepts..
- Legendary pirate
https://is.gd/28HdwA
- Frost tower
https://is.gd/fZ0nRJ
|
|
|
metadata
> _Originally posted by **[Serqet](/forums/941638/topics/912823?page=43#13340116):**_
> > _Originally posted by **[FarretEye](/forums/941638/topics/912823?page=43#13335035):**_
> > Please low Herald's Hymn effectiveness. Swarm already avoid tactics and confrontations due to it's rushing cards. I think it makes more sense if it pushes a single unit or at least take off the regeneration boost, it's frustrating.
>
> If you cut off Hymn, swarm is dead. The meta will mostly switch to winter, because their is no counter left. If you want diversity, you should accept faction keycards.
|
|
|
metadata
First of all, why are Elders still not nerfed at all? If a change such as lowering the effectiveness of triggered abilities or limiting their triggering to once per turn is not implemented, the game stays broken. Also, Trueshot Post's description says "Random enemy unit" but still shoots structures a lot. Please fix these two things.
Also, a counter mechanic such as a card series that suppresses abilities would be great for the game.
|
|
|
metadata
Card changes suggestions:
-restless goats became kind of useless: set its mana to 1 or set to 1 the damage to the base.
-queen of herds: increase its strenght
-blessed with brawn and moment's peace: it's unfair to have two cards that can increase a structure's strenght. Please, decrease the power of blessed with brawn, or introduce a neutral card which can increase a structure's health
-Visions of the grove: decrease his mana to 7
-Gift of the wise and frozen core: too much strong. I suggest to increase Gift of the wise by 1 mana and 1 power, and to decrease frozen core by 1 mana, 1 strenght and 1 of power.
-olf the hammer, Chillbeards, Sleetsstompers and fleshmenders and wolfcloaks: 5 dwarf cards with speed 2! I suggesto set to one of them speed=1.
-Rimelings: I suggest to set increase by 1 of power, mana, power (not strenght).
-sound drivers: decrease its strenght by 1
-windmakers: i would balance it with joust champions. I would set joust champions' mana to 7
-eloth the ignited: i would decrease by 1 its mana and strenght
-armed schemers: i would decrease by 1 its mana
-toxic sacrifice: too strong (it can delete friendly units, which is useful sometimes). I would increase its mana by 1
-witches of the wild: a bit strong. I would set it power to drain strenght from ENEMY bordering units
-soulcrushers: i would balance it with scrapped planners (which is rare and not epic), I would set Scrapped weaker or Soulcrushers stronger.
-Hairy Chestnuts: Change its effect, completely. The Swarm deck is known to attack directly the enemy base
-collector mirz: i would restore its mana to 2
-Beasts of terror: i would extend its power also to the dragons units
-goldrubbers: useless. it's an epic card, so give him a more useful effect
-ubass the hunter: i would set his mana to 4
-Twilight prowlers (common): i would balance it with hearthguards (weaker and epic). I would set Twilight weaker.
-Prime oracle bragda: too much strong. I would decrease by 1 its power or increase its mana by 1
-Crazy bombers: i would decrease its mana by 1
-petrified fossils: i would increase its strenght (and so its effect) by 1
New Card suggestions:
-_____ (Swarm unit, undead) 4 mana, rare. Strenght=2,3,4,5,6 speed=0 effect =when attacking, deal (1, 1, 2, 2, 3) damage to the enemy base
-_____(Swarm unit, satyr) 3 mana, epic. Strenght=5,6,7,8,10 speed=1 effect=on play, destroy all non-satyr friendly units
-____(invernal pact, frostling) 4 mana, rare. Strenght=4,5,6,7,8 speed=1 effect=on play, freeze all bordering friendly units
-_____(invernal pact, dwars) 2 mana, common. Strenght = 4,5,6,7,8 speed=1 effect=on play, deal 4 damages to a random friendly unit
neutral spell, 3 mana, common. Deal (2,3,4,5,6) damage to a enemy structure
neutral spell, [10, 10, 9, 9, 8] mana, legendary. Clear the board by all units and structures. When played [1, 2, 2, 3, 4] times during the game, the card destroys itself.
|
|
|
metadata
Can we please get Confinement to target buildings as well? Thank you!
|
|
|
metadata
Twilight Prowlers
The 3 speed that comes from them is too oppressive on even a somewhat filled board, especially at higher levels. The condition doesn’t matter that much since the 3 speed from your base pushes the frontline as far as it can go. If it’s not pushing your frontline, it acts as a removal for any units near your base. 3 speed gives the unit too much versatility, and (in my opinion) should be only 2 speed so it’s not as oppressive.
|
|
|
metadata
I feel that it’s too strong that summoning ‘’Bucks of wasteland’’ by the effect of ‘’Queen of herds’’.
So I hope the limit the cost of units summoned by this effect.
|
|
|
metadata
> _Originally posted by **[FarretEye](/forums/941638/topics/912823?page=43#13335035):**_
> Please low Herald's Hymn effectiveness. Swarm already avoid tactics and confrontations due to it's rushing cards. I think it makes more sense if it pushes a single unit or at least take off the regeneration boost, it's frustrating.
HH is a swarm keycard and got balanced a hundred times. If you nerf it again, you have to nerf all faction keycards too. The same is for Rockworkers, Frozen Core, Toxic Sacrifice, windmakers, etc.
You don't like it, because it is the last card you see in this type of matches. But in all draws befor it was a dead card.
If you play against swarm you can calculate this card in. If you play against winter you can calculate FC & Rockworkers in. etc. If you can't remove an early FC, the game is also over. Maybe just adjust your playstyle.
|
|
|
metadata
> _Originally posted by **[DizpaRe](/forums/941638/topics/912823?page=1#11626568):**_
> Hello Everyone,
>
> -Balancing - olf the hammer and lady rime are too powerfull, making winter pact strongest deck in the game,
> playing this deck you need just wait for late game and game is yours
>
> -.Suggestions
>
> olf the hammer - decreased on play movement to 1.
> - decreased heal for base at least to 2
>
> lady rime - increased mana cost at least 9 or 10.
> - decreased basic hp stat to 1 or 2. (reason is anyway it's crazy card for late game, so let it be played only in late)
>
|
|
|
metadata
> _Originally posted by **[ShinT24](/forums/941638/topics/912823?page=43#13368982):**_
> I feel that it’s too strong that summoning ‘’Bucks of wasteland’’ by the effect of ‘’Queen of herds’’.
> So I hope the limit the cost of units summoned by this effect.
I agree with you man. It’s to much
|
|
|
metadata
I don't believe this if I'm the first one to bring this up. Dark Harvest is ridiculously overpower that I'm sure it's not meant to be this way. It applies to ALL friendly units!
|
|
|
metadata
I find elders to be way to strong for their mana cost, I consistently don’t bother attacking them because the cost of beating them is too high. Their abilities are cool, but they get out of hand to quickly. Maybe bringing up their cost would help
|