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“Confinement” needs to be able to work on building because this got out of hand. https://imgur.com/gallery/5gi1kG0
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In my experience it feels really bad to play against buildings, they may not be imbalanced but they are hard to remove and can snowball really fast to the point at which I have to run execution just to prevent them from gaining immense value. I think there should be more counter options because as soon as the building is to high health to be executed you have to commit a whole lot to bring this thing down or you just loose
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> _Originally posted by **[Cameroooooooooon](/forums/941638/topics/912823?page=43#13367543):**_
> 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.
The balancing in this game has become non existent
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I propose an extremely niche, but interesting change to an underutilized card: let *Snowmasons* ability affect structures as well.
Reasoning:
- It is in line with other Dwarven abilities (Fleshmenders)
- It incentivizes their use in certain Ironclad, and even potentially Swarm decks.
- It is challenging to activate, and random in nature
It is a simple change which further distinguishes their identity, and does next to nothing to balance changes.
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I think certain elders are to powerful to fight against. Would you please consider increasing the mana costs of theelder satyr bucks of wasteland. Its a good card but is hard to defend against earlier in the game. Also consider revising the mana cost, starting strength and the abitlities of the dwarf elder. Last can you revise the elder hero. It has a similiar ability to Priestess Klaxi and yet has less of a mana cost and can be strengthend with spells for a over bearing combo. There are certain other elders that are immpossible to fight against when combined with winter pact cards like blessed with brawn, moment's peace and the neutral card potion of growth. Thank you for reading and I love the game.
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There must be a serious remodel or nerf for the elders, they are way too overpowered. Just ONE of them played ONCE is enough to get the game on your favor. And the same goes for the mechanics of the ice tribe, since they just need to wait for late game to win. Out of five people, four of them use the ice tribe. I'm level seventeen with my cards roughly level 4 in platinum league, so it is not an issue of being bad in the game. I'm just asking for fairness.
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En representación de la comunidad de habla hispana y/o amantes del Pacto de Invierno vengo a hacer mi descargo:
No le saquen el movimiento a Canteros!
Ya lo hicieron con Visiones de la Arboleda y me obligaron a sacarla del Mazo.
Por favor... Es lo último que nos queda...
No sean tan crueles.
Por qué se las agarran con mis cartas favoritas?...
Por favor reconsiderenlo.
#NoLeCortenLasPiernasACanteros
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I would like to comment that the Dark Harvest Card is too disproportionate, it is not fair that each of the satyrs be allowed to spend 5 damage even at the base.
that card is very uneven, they should make it not affect the base, because that card itself can eliminate a large group of cards
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> *Originally posted by **[LuisFernandB34](/forums/955765/topics/912823?page=44#13519783)**:*
> I would like to comment that the Dark Harvest Card is too disproportionate, it is not fair that each of the satyrs be allowed to spend 5 damage even at the base.
> that card is very uneven, they should make it not affect the base, because that card itself can eliminate a large group of cards
It's perfectly fine as is. Learn to deal with enemy units in such a way the opponent can't use Dark Harvest effectively.
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I feel like Siren of the Seas is too op of a card, I think the cost and strength is just fine, but the speed is too annoying. It’s like I’m trying my best every game to not lose when that card is played because it can attack my base from wherever.
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Frozen core is too UNUSEFUL
Now my opponent ignore it, because 2 mana recovery is not seriously
You give them 3 hp, pleeeese stop on them. But not, please give them 3 mana recovery
Now execution have 4 damage and destroy core.
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