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Cards that are too weak
Omegon - Power creep has kinda made his skill seem very lacking. The damage is low and no status effect, cant even attack the enemy hero, suggest making blast work like explosive instead of magic damage and allow it to damage the hero too. giving the crit some attack value is also needed
Broodmother - Summon 1 spiderling per turn gives decent board control but the spawned spiderlings are too weak and easily killed before evolving. the evolution is also too inconsistent for 3 turns needed to keep them alive. suggest guving her a combination of web/entrap/paralysing bite and giving the E and L version 1 extra attack.
Elren summoner - This card is absolutely PATHETIC, summon 1 every 2 turns is just so bad value for what you get out of it. you could summon a treespeaker or storm elemental but also wood sprit or will o wisp. the problem is his summon skill is so slow and so rng that its not worth it. Not to mention that he lacks ANY survivability to last 2 turns on the field. aznik summon 2 in 1 turn for the same rarity level, and traps are not significantly worse than elementals to warrant the huge 4X spawn rate increase. It dosent help that most rare and below elemental have nice skills but just die so easily due to their low hp. And adding zap 1 is just insulting on the LEGENDARY version. i suggest allowing the legend to spawn every turn, or giving the e version zap 1 and regen 1 and L version zap 2 and regen 2.
Dragon Clutch - 10 turns for summoning eggs that cannot directly attack for 3 turns? lol. I suggest reducing the turn time by 2 or 3 and probably apply an effect like random buff on all dragons on your field.
Slow time - This card is very awkward in its activation, the turns it take to activate this card is often more than the turns it delays the opponent. I would change the effect to distribute 10 turns among all enemies in the staging area for E and 12 for L version.
Great gorgu - the health is too little for the turn cost for a wall. heal mycosian is a redundant skill since it cant even heal itself and the mycosian family is so small i can count them with one hand. what if we gave it corrode aura or allowed it to heal itself or other walls ( this would be an awesome new mechanic to implement)
Mammon - why is sacrifice on this unit? its already underpowered even without that skill. bloodscent is not a good skill since there are so few drain units that i can count them with 2 hands. and 2 attack is pretty pathetic for a e or l with drain. the turn counter is also unacceptable. i would reduce the turn cost by 2 and remove sacrifice, increase the attack of both e and l version by 1 and allow blood scent to apply to itself and other units.
Infernal gate - why would i mill my deck to play 2 imp units when i can do the same with gemini imps for the same turn time without milling my deck? i guess you could pull gemini imps itself out of it, but its not consistent enough to warrant using it over gemini imps itself. i suggest giving the summoned imps a random skill upon summon.
also some classes clearly receive more support than others. you hardly see a wolfpack, saurian, elemental, beast or calvary deck compared to an imp deck for example. more support has to be given to those classes either by changing their skillset or adding equipment to buff them or introduce more support unit for them.
also when desiging a unit that support a class, please make sure that the class is viable in terms of size and power.otherwise there is little reason to use that unit over another unit that works more universally. and thats why champion will continue to be used over heal mycosian or blood scent. if thats not possible, give that support unit other skills that give it a role to play other than just supporting its own class.
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^please don't buff Omegon or Infernal Gate haha
i agree with the rest of the cards being underpowered, but not those two.
my slight balance complaint is that Hylok's damage really didn't need to be buffed - he's so well-rounded against everything already!
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I think you are overreacting. L Omegon is a lot stronger than its epic counterpart. Dragon Clutch, Slow time, Mammon and Infernal gate work very well for specialized decks. Broodmother and Elren do much better against lower rarity decks than against epic/legendary decks. Elren is just rng dependent. If it summons treespeakers it is overpowered, if it summons wood spirits it is underpowered.
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I agree Epic Omegon needs a buff, though.
L Omegon maybe not, but Epic is just so incredibly bad...
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> *Originally posted by **[Blastar](/forums/32949/topics/621433?page=18#11534684)**:*
> I think you are overreacting. L Omegon is a lot stronger than its epic counterpart.
of course, but its very lacking compared to cards like elder blue, elder red and salamander. this is mainly due to power creep like i explained. if L omegon could inflict some status effect or damage the hero, it would.be a differrent story. but it cannot.
dragon Clutch, Slow time, Mammon and Infernal gate work very well for specialized decks.
point out to these decks specifically
Broodmother and Elren do much better against lower rarity decks than against epic/legendary decks.
precisely my point, if a card cannot compete with other cards of an equal rarity on the same footing, it by definition is underpowered and needs to be buffed for the sake of game balance. making arguments like card x can only win against weaker rarity cards and cannot compete with cards of the same rarity, and mind you power and rarity are strongly correlated in this game, only proves my point on how weak the cards are.
elren is just rng dependent. If it summons treespeakers it is overpowered, if it summons wood spirits it is underpowered.
sure. However, bear in mind that the number of common and uncommon elemental is much larger than the number of rare elemental. hence, the probability of summoning bad elementals is much more than summoning good ones. thus, according to your own argument, elren is underpowered more often than not. as a result, there is little reason to use him over another actually good summoning unit that provides more and more consistent utility like aznik.to make him better, his summons average power needs to be inproved either by increasing the probability of rare elemental summons or by buffing the common or uncommon elementals he spawns or give him a skill that gives him utility outside of his summon like zap2 and regenerate 2.
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So, I'm looking at Dryad Thorn. "Universal +1 attack to all allied elemental units." Less than half of all elementals are even capable of using that bonus.
Could we get an equivalanet buff for special attacks with numerical scaling? (E.g. burn 1 / burn 2 / burn 3, et cetera.)
Beam, blast, burn, crush, hex bolt, soak, and zap all have a number after the name that could easily be incremented. You've already used up the term "spellpower," but you could still say something like "+1 magic power."
And, while Dryad Thorn could easily use this new effect ("allied elemental units gain +attack and +1 to each magical attack."), it wouldn't be just for that one item. You could go on to create cards that boost the attacks of mages, and whatever esle.
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Just a suggestion, Anger of the gods in my opinion needs adapting to do both physical and magical damage or when you get to turn say 100 Avatars of the gods start being summoned to stop 'infinite' games. I'd suggest each faction would have it's own specific Avatar of the gods these would be non-collectable cards that would automatically be summoned every four turns after turn 100 in combination to the Anger of the gods.
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I'd like to say something about buffing/nerfing heroes. As i've seen sirV discussing what heroes need to be buffed some answers were rather questionable. Keep into consideration that heroes aren't just used for constructed but also for tournements and the challenges. for example anasi shines in tournements but i rarely see him in constructed. Kiri is one of the only heroes to do the common only wins in arena challenge with but aside from that people almost never use her in contructed yet she's still able to do well in certain tournements. Before any changes are made to heroes take into consideration that they can be used for 4 diffrant things, constructed offence, constructed defence, tournements and challenges. If a hero sees no play in any of these categories than it needs a buff (like pre patch otuk for example), if it does see play just leave it alone, changing it might do more harm than good.
But hey that's just my 2 cents ofc.
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no crew box rewarded:
yesterday we had a def war against "Whale Done" with our crew "Eagles" we won this fight.
i was not online and my crew fought a new def war and lost before i was able to log in again.
when i logged in i got a crew box for an off war. I actually didnt check if it was the gight i participated or the one after that.
but i didnt get a box because it showed me that we lost the last def war.
problem is i didnt participate in the war we lost but in the war before and didnt get a box for that.
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Manavore drain consume from enemy card. Dont think it should be "magic drainable"
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Okay, just gonna throw this out there. Kiri gives a random buff to each beast or cavalry unit when it enters play. What if she rolled on different tables, based on the rarity of the card?
I've only dabbled with Kiri the tiniest bit, so I can't say for sure. But it seems like a buff that would be a massive boost to a very weak unit might be scarcely noticeable to a very powerful one.
For example, lower-rarity cards could continue to have Rage and Frenzy as options. But high-rarity cards could have Rage 2 and Frenzy 2 as options instead. Or, you know, even some possibilities that aren't just scaled up versions of the current ones.
You could even use some combination of rarity and cost to decide which table to roll on, if you're feeling fancy.
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What about to add Detect to Kiri as she is beastmaster os it is natural to have such a skill and/or add Guarded status until end of turn to one allied unit as Guardian's Bracers does. This buffs can rerurn her even to some tourneys.
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Giving a skill to 2 heroes would be a little redundant tbh.
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Kiri is pretty weak, not even the best wolf rush deck anymore. got no idea how to improve her though :)) would giving her the Greater Wind Shield ability be too absurd?
I'd like to say that Legendary Pandemonium shouldn't fire against only two targets, who's with me?
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Yeah Kiri is quite weak currently. However a small change could easily make her too good. Giiving her a third ability would be unfair since most heroes have only2( except Malik on thtop of myhead) abilities
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Kiri at least can play with any cavalry / beast.
While it looks like that Saphi was designed to play with "Mycosian Shrieker" and 2 x "Pantheon Banner"
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> *Originally posted by **[asyataka](/forums/32949/topics/621433?page=18#11689650)**:*
> Kiri at least can play with any cavalry / beast.
> While it looks like that Saphi was designed to play with "Mycosian Shrieker" and 2 x "Pantheon Banner"
I agree - actually I thought the Shrieker was a mage ... I think we will adjust it to a mage. Keep in mind you can still run it with cards like Arsenic and with Sorceror Staff, but it won't be OP like it is now. Also you can run an Agar/mill deck with Saphi ... there should be a couple of options for builds.
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> *Originally posted by **[Sir_Valimont](/forums/32949/topics/621433?page=18#11692557)**:*
> > *Originally posted by **[asyataka](/forums/32949/topics/621433?page=18#11689650)**:*
> > Kiri at least can play with any cavalry / beast.
> > While it looks like that Saphi was designed to play with "Mycosian Shrieker" and 2 x "Pantheon Banner"
>
> I agree - actually I thought the Shrieker was a mage ... I think we will adjust it to a mage. Keep in mind you can still run it with cards like Arsenic and with Sorceror Staff, but it won't be OP like it is now. Also you can run an Agar/mill deck with Saphi ... there should be a couple of options for builds.
Agar doesn't have the word mycosian on it
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There are four cards that count as mycosians without having the word "Mycosian" on them:
• Cytosian
• Great Gorgu
• Agar
• Cimmerian
And of course there are the "standard" mycosian cards:
• Mycosian Shrieker
• Mycosian Puffer
• Mycosian Leech
• Mycosian Shaman
You can look these things up in the [SWAG](http://tinyurl.com/SWAG-full) even if they are not all displayed in-game currently.
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> I agree - actually I thought the Shrieker was a mage ... I think we will adjust it to a mage. Keep in mind you can still run it with cards like Arsenic and with Sorceror Staff, but it won't be OP like it is now. Also you can run an Agar/mill deck with Saphi ... there should be a couple of options for builds.
You know ... i think when hero's skill is focused on a small card's group it's a bad idea. Both Kiri and Saphi beyond a tourney have no use (when Shrieker will be a mage). Only Vyona (focused on machines) has some nice builds, but she can heal units. Kiri's skills are weak compared to Vyona's. Whats for Saphi - too few Mycosians are now available.
Btw, i also don't like Quilen's design. With some equipment he looks like too strong.
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Which Quilen builds look too strong to you?
Saphi does have Time Lock, which is a general skill not only used for Mycosians. Actually I think her best decks are probably going to contain only some mycosians. Definitely with her ability to fill her hand I'd think you would want some spells for example. We may also introduce new mycosians in the future ...
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I largely like Saphi. It looks like it could make a good tempo build and get some cards played that don't normally see a lot of use. Also I have always liked the flavor of the spider people, Saphi is no exception.
On the down side, I hate that Freya lost her ability to Saphi; I wish I hadn't bought her now. In fairness, there is the beta hero warning. Also I would like to see more Myco creatures.
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Salamander is a bit of a problem.
Like we talked about in chat, and suggested the following:
- Give Mele Rainmaker the Fireproof ability. (Maybe +1 HP as well, to put her just out of Implosion range)
- Buff Omegon in some shape or form. With Salamander she lost a lot of her power as this (often spammed) elemental is immune to her.
- Implosion kills or cripples most of Salamander's counters, excluding Syran Gemcaster, and the only reason he survives is because of a bug allowing him to heal off Implosion.
- Maybe nerf Flare to 1-2 damage instead of just a flat 2 damage to everything.
Something else that was suggested discussed before in chat, was to reduce Salamander's base attack stat to 1 or even remove the base attack altogether.
Seperately, the following was talked about.
Chort (and Khima) are too expensive to deckbuild around, which is why they are not used. You need to build around these cards in large numbers, which just costs way too much gems and is not worth it.
Talking about both Mele and Omegon here, I just realized something while writing the above, though again I recall having discussed this with others in chat before, probably already when Mele Rainmaker was first revealed. Omegon often outclasses Mele due to higher HP while having less CD and Rejuvenate being a void ability on Mele Rainmaker often enough unless a battle just drags on for some reason and the Gods became angry while Mele somehow manages to stick to the board with her puny six HP.
On the other hand, (L) Omegon does suffer from some major inconsistency with her attack, and the consistency of Downpour, not to mention its ability to remove auras, is worth something as well.
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About salamander , simple solution is to make it 8 cd , then it will have proper cd/damage value. Removing physical damage from it and leaving rest as it is would also work.
About Omegon, it is fine as it is- low cd and high hp , no problem here , except ofc plenty salamanders in almost evry deck, but it isnt fault of Omegon - he simply is weak against them.
About Mele rainmaker- indeed ,she could have 2 more hp.
About elder dragons , seriously upgrade that adds 2 cd? Lowering cd by 1 on all of them would be very reasonable.
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What if Zenia Werewolf was classified as *both* Beast and Infantry?
Then she'd at least see more use.
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