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The Corvina buff is so good for all the Luther out there, jeez. The card was already very strong and a spicy tech against Unsummon, Bounce and Singularity. I hope it won't break it.
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> *Originally posted by **[Tsua](/forums/32949/topics/621433?page=17#11233776)**:*
> The Corvina buff is so good for all the Luther out there, jeez. The card was already very strong and a spicy tech against Unsummon, Bounce and Singularity. I hope it won't break it.
>
>
Well, that is her niche. Protecting Luther, and to an extent, Malik and some lesser-used defence heroes, against Unsummon/Bounce/Singularity.
More than that she really doesn't do. Considering it is a defence deck, you never know if your opponent uses these cards at all, and if someone just decides to plunge into you with a bulky Myr, Corvina is really just a worse Solon.
Doesn't mean she needs another direct buff though - indirect buffs (like introducing good cards or even a hero that liberally uses Curse, or a Raid Boss that spams spells or other stuff like that - you get the point)
Similar to what I said about Null Bug - it's another card that can be made a lot more useful if we get some sort of repeatable PvE opponent that is made easier through using this card.
Edit: Let's all not forget to talk about the **Wolf Lord**, which still sucks. A card with way too high cooldown that tries to support rush cards? Ehr...
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Is Astaroth too op as a mage ?
two +2 to all mage gear = 11-12 hp epic/L astaroth x 20 = 4 cd deck
cost = 20 x 45 = 900 gems
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L Genocide, go!
Yeah, it's very powerful, but I'm pretty sure it also has some counters outside of L Genocide (which is just the most obvious).
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Speaking of Genocide. I think it treats L and E of the same card as different cards. I expected them to be treated as the same.
Where are the patch notes people are refering to found?
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> *Originally posted by **[Stratocumulus](/forums/32949/topics/621433?page=17#11238047)**:*
> L Genocide, go!
>
> Yeah, it's very powerful, but I'm pretty sure it also has some counters outside of L Genocide (which is just the most obvious).
if u paid enough kreds to SPAM L genocide, i dont mind letting u win once in a while. obviously 20 astaroth is my nerfed version..
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> *Originally posted by **[Z__Y](/forums/32949/topics/621433?page=17#11238945)**:*
> > *Originally posted by **[Stratocumulus](/forums/32949/topics/621433?page=17#11238047)**:*
> > L Genocide, go!
> >
> > Yeah, it's very powerful, but I'm pretty sure it also has some counters outside of L Genocide (which is just the most obvious).
>
> if u paid enough kreds to SPAM L genocide, i dont mind letting u win once in a while. obviously 20 astaroth is my nerfed version..
Go ahead and try, but I think there are more things than just L Genocide that counter it. Pavuk may very well put a stop to it as well provided you have the right equipment (sadly, I don't).
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> *Originally posted by **[Z__Y](/forums/32949/topics/621433?page=17#11237779)**:*
> Is Astaroth too op as a mage ?
> two +2 to all mage gear = 11-12 hp epic/L astaroth x 20 = 4 cd deck
> cost = 20 x 45 = 900 gems
It used to be you could use Kutyr to sometimes counter Malick (buy enough time to get some of your own cards out) but now with Astaroth that isn't even the case. They completely counter Kutyr and make Malik even stronger...
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I don't know it would completely balance, but would it help if Astaroth's abilities were Magic Abilities? It would be more appropriate flavor-wise and there are more things that hit magic. As it stands, I don't see any reason he is classified as a "mage" card.
Edit: Played against a full Astra-Clone, Malik deck in crew wars with both Kutyr and Khar (Khar did better). I don't think I could have stacked my entire deck and won. I haven't spent the time thinking on it too much yet, but I am not sure what kind of deck needs to be made in general to counter.
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Unclear item's balance (rarities):
Blessed Empire Shield (L) = Empire Shield (R) + 5 HP
Decorated Platemail (L) = Golden Cuirass (EP) + 5 HP
So: L = R + 5 HP, and L = EP + 5 HP ... why?
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Would interesting to see a spell that effects duplication
eg.
A magic trap:Broken Mirror - does damage to enemy hero equal to the abount of copies they have.
Trap - Crushing walls - destroys a duplicate card every other turn.
Must admit these would cause me problems but would be interesting to play against!
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> *Originally posted by **[asyataka](/forums/32949/topics/621433?page=17#11282290)**:*
> Unclear item's balance (rarities):
>
> Blessed Empire Shield (L) = Empire Shield (R) + 5 HP
> Decorated Platemail (L) = Golden Cuirass (EP) + 5 HP
>
> So: L = R + 5 HP, and L = EP + 5 HP ... why?
Think this is related to the design that shields do not stack, while Armor does stack. So there is no purpose in using more than one shield.
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Empire shield used to stack. Didn't check recently though.
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how about allowing Static Aura to retaliate against Fire Breath/Fire Spray/Fire Storm in the future? it's hard to tell what category those attacks fall into currently since nothing responds to them at all
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Gonna throw my hat into the ring with an equipment rant/essay.
I don't have any of the good summoning equips (egss/root/shroom), Staff of Suggestion or the Mirror, as such, I have been experimenting with some equipment combinations that I personally thought were quite innovative and clever.
E.G. In my Kutyr deck, I run a rune of rage to increase attack on my guys to keep the board clear against Malik. I have seen many other decks play 1x RoR, 1x Potion of Aggression to serve this end. My "clever" innovation was to run Pyrovitre, as it combo's with RoR, and it really helps deal with Imps (Most have 4-5 health, 1 burning damage + hero power kills them), it is also very strong against Maliks with stealth equipments, as their creatures lose stealth immediately.
So, I did some experimentation, came up with a clever combo, that I haven't seen anyone else play, it seems to work well so I am playing it. The sad thing is, I know that as soon as I get lucky an roll one of the good summoning equips, I will switch up this setup. The strong equipments are so much stronger than the other ones that there is almost no strategy if you have them.
Pyrovitre interactions
RoR: fire triggers rage
Rune of Stealth: Fire removes enemy stealth the turn they come in
Imps: Makes my hero power able to 1 shot most imps
Treant Root Interactions
....
Which would I run if I had the choice? Treant Root.
To me, that is really unfortunate, as it seems the smart, synergistic, thought through strategies are just not as good as running empirically powerful equipments.
Equipments that are clearly too strong (imo)
Treant Root
Sporecap
Staff of Suggestion
Magic Mirror
Cave Eggs (Borderline)
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Probably shooting myself in the foot here as I use Kutyr but Kiri would be more useful if 'Unstoppable' was one of the buffs she could bestow and Amariel has a 5% chance of summoning a greater elemental.
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Second dmmiller's idea, no reason not to expand an ability like Kiri's or Amariel's as new abilities and cards are added to the game.
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How is champion balance? The Orcish heroes Otuk, Ashkar and Glasha seem very weak. Kutyr is very difficult for me to beat. That stun to every unit you bring into play really seems overpowered to me. Are there good ways to counter this, or is Kutyr the best champion? If it is, I will probably start saving for it.
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> *Originally posted by **[Blastar](/forums/32949/topics/621433?page=17#11309878)**:*
> How is champion balance? The Orcish heroes Otuk, Ashkar and Glasha seem very weak. Kutyr is very difficult for me to beat. That stun to every unit you bring into play really seems overpowered to me. Are there good ways to counter this, or is Kutyr the best champion? If it is, I will probably start saving for it.
When I see Kutyr I either choose a wall deck that doesn't care about stun or an Aubren deck that removes that ability from the match.
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It's about 8 of 10 opponents in arena always are Malik.
Sorry but where is "Captivating deck building. Infinite strategy." this game promised?
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> *Originally posted by **[Sitri_](/forums/32949/topics/621433?page=17#11342456)**:*
>
> When I see Kutyr I either choose a wall deck that doesn't care about stun or an Aubren deck that removes that ability from the match.
Now that I played the game a bit more, I can see other heroes matching Kutyr. Malik is tough with slow cards. Zuu is nearly impossible for me to beat with imp rush. Luther is overall powerful. Ashkar can be very good with direct damage with cards like Moves with Sands. Glasha can make you run out of cards etc. Guess I'll need more than 1 deck to deal with it all.
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> *Originally posted by **[asyataka](/forums/32949/topics/621433?page=17#11348395)**:*
> It's about 8 of 10 opponents in arena always are Malik.
> Sorry but where is "Captivating deck building. Infinite strategy." this game promised?
Malik has always been pretty solid. His biggest weakness in my opinion was Kutyr could often pick off a good portin of his units, and therefore his ability, before they were able to do much damage. With the addition of Astaroth, this is no longer the case.
> *Originally posted by **[Blastar](/forums/32949/topics/621433?page=17#11348658)**:*
>
>
>
> > *Originally posted by **[Sitri_](/forums/32949/topics/621433?page=17#11342456)**:*
>
> >
> > When I see Kutyr I either choose a wall deck that doesn't care about stun or an Aubren deck that removes that ability from the match.
>
> Now that I played the game a bit more, I can see other heroes matching Kutyr. Malik is tough with slow cards. Zuu is nearly impossible for me to beat with imp rush. Luther is overall powerful. Ashkar can be very good with direct damage with cards like Moves with Sands. Glasha can make you run out of cards etc. Guess I'll need more than 1 deck to deal with it all.
Most heroes do have a sort of rock paper sissors setup that if you have enough heroes, you can gain advantage on the attack.
Malik, as stated above seems to be the exceptin now. I am no longer sure who is his best counter. His former antagonist, Kutyr, turns to garbage when up against several Astras, who are good in there own right anyway no matter who you are up against.
Anyone have advice about a new counter?
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Staff of Suggestion is clearly too strong. It just does so much by itself that the opponent had to radically switch his entire setup to deal with it. Is it beatable? yes. but to say it is manageable to a reasonable extent is just ludicrous.
SoS Only targets units with attack power and causes the unit to deal its attack to its units directly on the left and right. AT THE Minimum, you are guaranteed 2 damage, however as most crits on average have 2/3 attack, you will do 4-6 dmg everytime it activates once every 2 turns, which equals 8-12 damage every 4 turns just from SoS alone. To put that into perspective, thats 1.5-2x damage dealt on average compared to radio blaster (a legendary equip). Isnt that just ridiculous?
OK! Use a mage deck then, whats the problem?
First, there arent many viable mages, 75% of units in game are melee and at least 60% of the viable mages have some attack value, rendering their use to counter SOS pointless. I can count on 1 hand the number of mages with 0 attack power, sela and omegon being the ones commonly obtained. Additionally, it you plan to use a deck purely consisting of 0 attack mages, hiw are you to kill the hero? I guess you can use dragons, as well as a select few of fire magic users, but thats just barely over 10 units to choose from, and if you have to restrict yourself that much just to counter SOS, its clearly a sign of SoS being too overcentralising, which is unhealthy for the metagame.
Ok, then use a full shield/guard myr deck then. This is a far more viable way to counter SOS but it still suffers from its fair share of issues. Namely, if SOS goes off before you build your board at an untimely moment, together with the damage from other equips/hero/enemy units, you will hardly be able to recover and even build up your defences to the point where you can defend against SOS. Use gravity shield and pair it with flute? sure but gravity shield does not prevent that 4-6 damage (you will still take at least this much even with the shield on and assuming you can even get the shield on and on the right unit in time). once weakened, the enemy hero or crits will take out what is left of your troops and before you know it, you have a field disadvantage and be unable to recover. minstrel flute? That grants 1-2 hp per 2 turns but SoS damages by 4-6 at the same rate. just by equips alone, even if the effect of minstrel flute was doubled, its still mathematically untenable to defend against SOS. That is the whole issue with SOS, it does way too much with too little a cost of just ONE equip slot.
Next, many claim that SOS is not broken as crits have much more hp than attack, which means SOS has a limited effect on them at best. However, the damage done to the crits is significant enough that together with support from the other equip/hero/units, is usually enough for a half or more instant field wipe. Of course, SOS cannot wipe out the field by itself, but over time, with accumulated damage from other sources, it simply becomes the straw that breaks the camel's back. and with a significant field disadvantage, it is very hard to mount a recovery (especially moreso for myr decks whose hero power cannot deal damage by itself) before SOS goes off again and seals your opponents fate. Even with a full board, SoS can turn the tide of the battle completely due to the high damage out put together with damage from other sources. In 4 turns, the guy with the full board takes 8-12 dmg from just one equip spot alone, not including damage from other sources. I have been in many battles where just because of SOS, I lose all/most of my deck and simply cannot recover (not that i would be able to anyway when SoS activates again). The fact that one equip can wipe off your entire effort to build a field advantage is simply asinine.
Of course, SOS by itself does not break the game, however, the insane damage output by itself too easily complements other sources of damage to cheaply reverse the tide of the match or prevent someone from having a fighting chance completely. It also has to be noted that there is no card immune to confuse and as an equip, there is nothing to prevent it from going off and starting a cheap killing spree. This is unlike say, berith, where a card has to be played first and can also be prevented from acting by stun or paralyse, giving SOS far too much value in damage output with little opportunity cost in an equip spot.
AS such, I suggest leaving confuse as it is (since its not a problem on the cards) but nerfing the activation rate to once every 4 turns. It would still be very strong, but it wouldnt be as cheap or abusable and less likely to change the game by itself.
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I know this is about cards but I think the Heroes could do with rebalancing, there is a distinct amount of Malik at the top.......
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Singuarity
Is there a reabalancing discussion going on about this somewhere already?
I think this spell has an serious issue right now. Its not working as intended anymore since there are equips completely negating the drawback this card has.
Right now more and more people get enough singularities to build malik spam decks with them.
The easiest way i could think of would be to replace "deals 5 magic damage to the caster" with "caster pays 5 life" or a similar effect so the drawback is not preventable anymore.
Yes, there are other decks (e.g. wallstall) that can be pretty frustrating when u hit one in the arena.
Still singularity spamm seems worse, since it prevents u from getting a card on the board in the first place (unless u r playing mass counterspells in ur deck maybe).
Im not sure what the devs think about it, and what other players think about how to counter this type of deck.
But regardless of me thinking this deck might be toxic for the game, its pretty clear that the card is not working as intended anymore.
Therefore devs should at least reassess the card.
@devs if help is needed to explain the decks that are currently used and the worst case decks that might be possible imho, feel free to PM me.
MfG
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