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> *Originally posted by **[killerprogrammin](/forums/32949/topics/621433?page=19#12508981)**:*
> An interesting aspect of the change is that, in addition to the direct nerf of Salamander, the HP buffs are an indirect nerf to salamander, because more of the buffed cards are likely to be still standing after a salamander(or two)+beats.
Another interesting aspect of HP buff is that at least 2 heroes (Clom and Weyland), who expected to be "one-shot killers", now can't do anything worthy with their DD abilities.
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> *Originally posted by **[ce8vl3urqyts](/forums/32949/topics/621433?page=20#12518049)**:*
> The hero with Sap, Sap Vigor is kinda broken in my opinion.
>
> I was at 45 life. My opponent has 40+ life and zero cards but I still lose after a few turns. The hell was that?
Clom is definitely one of the more annoying hurdles when you are starting out the game. His damage is proportional to his health and he heals that amount, up to a maximum of 99 health, i.e. 9 damage, so the ways to beat him are either of:
* A) rush a lot of damage quickly, to overcome his healing when it is still low.
* B) build up a strong enough force and overwhelm his healing
The sap and large heal/damage can make this hard, but a few things that can help:
* Gravity shield equip: GShield reduces his damage down to 3 maximum, which means he heals 3 maximum
* Fearless/Quilen's Vigorate: these abilities negate Sap
* Magic/Rangers: Sap only affects melee attackers, so units that deal ranged or magic damage to the hero wont be affected by sap.
* Rage/Frenzy/Aggression/Battlesong: can build up damage as Sap tries to wear it down
* Machine/unstoppable/healing: some Cloms like to paralyze your units, and all of these stop that.
In the end, once you develop enough, Clom actually becomes one of the weaker heroes you fight. He's definitely not broken.
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Thanks Walt for your comments.
Hylean Quiver is indeed very popular. I think that has a lot to do with how versatile it is and not just how strong it is, but of course it is strong too. We are introducing a bunch of new rare equipment into the game and also balancing old equipment in our upcoming update, so let's see how the metagame plays out before we change this popular choice.
Note that summon equipments (Treant Root, Sporecap Mushroom) are not always mechanically designed to parallel card delays exactly. Longer CD times are worse than shorter ones, yes, but the amount that they get worse decreases as the numbers increase, because there are so many ways to speed up cards from your staging area (as you will find out as you unlock more mechanics, heroes, equipments, etc in the later game). Treant Root and Sporecap Mushroom are pretty equally popular, but in different deck builds. Actually Sporecap Mushroom might be the more popular of the two even though you imply that it should be much worse in your comparison. I encourage you to ask veteran players in chat about their strategies for these items -- most are very willing to discuss them and explains the advantages and disadvantages of each.
Raven Ward is actually considered very, very powerful by many players. Consider for example that Glasha strips enemy units of their ranged abilities when they enter play, so she synergizes perfectly with Raven Ward ...
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I second raven ward being one of the best equipments in the game, on Glasha.
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With all those new cards with many magical abilities the magebane staff has become too weak for a legendary equipment. It should remove a magic ability every second turn, not every third. Or two abilities every third turn.
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> *Originally posted by **[walt723](/forums/32949/topics/621433?page=20#12747332)**:*
> Seems like combining Prince Seval (Epic) to become Prince Seval (Legendary) is way too underpowered... its the exact same card without any other abilities except for a merely 1 less cool down... compared to other cards, still a 3/6 weakling card...
It's true he could use an update. Ok, I will add him to the considerations list for the next balance pass. Thank you for the feedback!
>
> > > *Originally posted by **[Whiskyfreund](/forums/32949/topics/621433?page=20#12690103)**:*
> With all those new cards with many magical abilities the magebane staff has become too weak for a legendary equipment. It should remove a magic ability every second turn, not every third. Or two abilities every third turn.
I will be doing an equipment rebalance in the next content update as well.
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Give to Constructor Alara +1 of attack. Since constructor Sapok appear, constructor Alara become a little useless for veteran players. Sapok has hasten 1, stealh, more attack (with backstab!!!), less cd, yeah less hp but stealh give him more survivality that all this useless hp of L Alara. Most of times weaken 2 dont work with all this heavy shields, armored, or rage skills in game. And with all dmg that there are right now in game, 6 of cd for to get only 1 or 2 turns of hasten 2... well, always will be better Sapok. Its more, its dificult to see other cards that are not reliq cards. Lot of time that i dont see a constructor alara in a deck. I dont speak about constructor Darik. With this cd he should have at least 3 -5 of dmg in this meta. I love race of dark elves and since my opinion, constructors should get time until meks appear. Hasten- slow is the perfect abilitys for this, but if they (constructors) does 0 of dmg when meks arrive, most of times board is full of heavy cards with enough dmg to kill 2 or 3 dragons meks/clockwork meks/ ballistic meks instantly. Then, both, constructors and meks will die for nothing, and for me, history of dark elves suggest that you should play constructos and meks in this way.
I was thinking too about give a bonus of +2hp to all units if your deck only get cards of the same faction that hero. Thematic decks are dying because more and more strongs cards appear. Just there are a few zuu-imps decks that are easy to counter. Im a fanatic of thematic decks, but its impossible get a competive deck of dark elves if you dont want use the tipicallly vyona repair/rage/frenzy deck. Same with rest of races, I would really love to see a deck of only orcs... but, again is not viable, at least in arena or crew. I tried lot of combinations with this and other not tipically thematic decks. Most of them dont work. Atlantean dont have enought ranged cards to play without rest of races and all this shields will become useless more late.
I think that something similar to Alara happen with hipparch solon. Lady stelle is just 100 times better. If you have 8 solon and 8 stelle you always will prefer 8 stelle. Maybe he need too +1 of attack.
Other thing, I would like to see for a better strong thematic deck at least 1 card with champion skill for dark elves and and other for orcs.
Maybe 1 equip could give a bonus of +1hp to all cards of each race (for example +1 hp to all dark elves,+1 hp to all spider people, etc.). This would be nice too and will give more chances to build thematic decks. But i think that is better increase bonus to +2hp to all units of same race (with the restriction maybe to have all cards of the same faction) because you want usally equips for other things.
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^
This post perfectly shows the problem of powercreep. Balancing through buffs to certain units will make the situation even worse.
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Hi flerarco, thank you for your ideas. In general I agree that a +2 morale bonus might be interesting for same-faction decks but I am a bit worried about the effect on really fast decks. Imps with +2 life across the board, or possibly wolves, might be OP ...
Will look at balancing some of the constructors in the next balance pass.
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Well, I have a solution for imps decks and for wolves decks if you want implement +2 morale bonus.
First, a deck that has a card that dont be of the same faction, dont get this additional bonus of hp, only get +1. So imp decks with rap and taps, for example, dont get +2 bonus.
Inspire imps ability give too inmolation. I think that this is interesting for imp decks and according with thematic of imps. So, if you get imp lors in your deck you will buff your imps and vs heros how pavuk or clom (or equip raven ward) get a chance to die by himself, and can be remplaced for other imps with full attack.
Wolfpack work how always but, in addition, when there are 3 or more cards in board with wolfpack ability, cards with wolfpack get wounded. I like this idea because when there too many wolves in a pack of wolves, they will fight to see who will be alpha male (and they will get wounded).
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Simple fact is that disintegrate nulls 75% of what the game has to offer. Hero selection will become a list of four - no reason to unlock others. Equipment becomes basically functionless. Why buy eq chests? This was just ill conceived and should be removed asap.
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Note ont he above: Weyland does this yes, but you can plan for Weyland. Once this card gets into 25% of decks, you've turned everyone into more powerful Weylands.
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Desintegrate shouldnt be, it needs a complete rework, if keeps low cd should have a huge setback for the caster otherwise must get a high cd (like other very powerfull spells, like absolute zero and singularity even that those are way more dificult to use properly and desintegrate isn't) . L Fenris need a nerf, L Belchers need a nerf as well, Flashdraft should be 1 cd.
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Also desintegrate IS triggering even when oponent doesnt have equips and IS removing equip even when damage is nulified, whats is causing it to be abused with saa+belchers+flashdrafts since it removes two of the few counters of that strategy (abs stone and fireproof orb) AND add even more damage to belchers.
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The legendary version of Mycophage gets venemous which is fairly useless to it as a unit built to stack high attack. It should get either Armor or Acid Blood for something slightly more useful and thematically apropriate for something trying to eat mycosians. Mycosians could also use a low cooldown alternative to Shriekers. I propose a 3CD 2/5 unit with rush 1. Nothing too crazy but something to add a little variety to Saphi decks.
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L Desintegrate was supposed to get +4 cd in patch (2cd + 4cd = 6cd) , got only +3cd thou making it 5cd now.
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I have heard a lot about Desintegrate and those are the main (and legit) complaints:
1) No drawback at all. Will not clutter staging area, always usefull, not a huge CD (even after nerf)
2) Effective in ANY scenario against any kind of deck (even agaist malif it still does damage, against bella or armored it clears a counterspell or helps spellpower/Saa). No reason not to include in your deck if you have it. Must have cards are clearly OP by definition.
3) The post nerf version really forces you to spend an equip for armored or absorb status if you want to use equips at all, except for Malik/Bella, drastically reducing equip/hero diversity/strategies (Magic shield could also be used but is plain outclassed by absorb and too situational to be a real option for armored).
4) Considering the amount of time and effort one must invest to get top equipment, it is just frustrating to see their decline in such a cheap way. Why would anyone even go for the trouble of joing a tourney for an equip box?
5) Weyland will simply vanish from gameplay. Not reason to use that hero anymore.
The only way I see to make it viable without removing the card from the game is giving it a BIG drawback. Being blocked by shield/resistance is not good enough. It should have a really bad effect on user to make people consider if it is worth putting on the deck or not. And also a chance to be innefective on many conditions.
My suggestion is that instead of a fixed condition (deals damage) it simply has a CHANCE to proc. Shouldnt be too low or it would be useless shoudnt be too high or it wouldnt matter. I suggest 70-75%. About the drawback the obvious one would be the same effect, with a smaller chance (35-40%) to destroy caster equip. could also be something drastic as destroying all cards in caster staging, losing 1/3 of maximum life, all caster cards in play, etc.
My suggestions are just some possible ways to deal with it. What is REALLY Important is that it should be able to fail in multiple scenarios against completelly different decks/heroes (not just one scenario like preventing 1 dmg to hero) AND having a strong reason NOT to use it (big drawback) or it would still be a must have card no matter how nerfed as it has a possible huge impact on enemy at no cost. Who wouldn't give it a chance even if it could not proc if it have no serious drawback?
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@A_Boogieman I agree with a few points you made there, just a few corrections so we can continue: it reduces the usefull heores to 3: Bella, Sid and Malik OR it forces you to use equips that resolve at frist turn (like draw cards as spider honney or damage done like scroll of pain or ANY other that resolves on frist turn), armor, magic shield (a crappy equip that no one uses) or abs stone.
It does that because, despite the few adjustments, its still too easy to use and relatively fast (not the monstruosity that was on 2cd but fast still), what makes the cut for ANY defense deck since the efect is so powerfull. It still needs the rework. A setback for the caster is also what i have in mind, or it must have the high cd of similar powerfull spells (absolute zero and singularity) now that its not that easy to use. Everyone would still get a couple to defense decks if the nerf is just cd because would still be the easiest way to destroy an equip after weyland and would reduce the oponent options to atack it.
EDIT: I just remembered puncture, so laerthes or colichemarde will remove armor and bella from the counter list of desntegrate.
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In the current state, Praetor's Robe (Summons a Philosopher every 5th turn) is simply broken, giving too much value too soon.
A comparisson (data taken from "Sir Valimont's Storm Wars Analytics Guide [SWAG]"):
Cave Eggs: Every 3rd turn summons a Spiderling (2CD)
Magic Mirror: Clones a random unit every 8th turn (Variable CD)
Sporecap Mushroom: Every 6th turn summons a Mycosian Shaman (5CD)
Treant Root: Every 7th turn summons a Treespeaker (8CD)
Demonbait: Every 5th turn summons a random imp (~3.333CD average)
Scythoner Crow: Every 9th turn summons a Scythoner Mek (8CD)
Silver Sickle: Every 5th turn summons a High Elf Druid (6CD)
Tiger Cog: Every 5th turn adds a Grimalkin E to hand (4CD)
Hylean Quiver: Every 4th turn summons a Tracker (3CD)
Juniper Fern: Every 7th turn summons a War Pig (6CD)
***Praetor's Robe: Every 5th turn summons a Philosopher (6CD)***
Easy to see a pattern. Most summon equipment summons at a frequency of [card summoned CD+1], except for uncommon core High Elf Druid and rare core Treespeaker. In the case of high elf druid, it is a purely defensive card (high health, remedy), not posing much treat. It seems balanced enough. In the case of treespeaker it has more value but on 7th turn the opponent already has many options to deal with a core rare even if using a slow deck.
In the case of Philosopher, a rare crew card highly usefull both offensive (5-6 attack on high card count heroes) and defensive (giving additional life is better than healing: bypassing curse, working on walls and meks, working preventively even when target has full health and not guaranteed to being wasted on creatures about to die anyway due to lowest health heal rule) there seems to be no reason to deviate from the [card summoned CD+1] pattern. Having a 6/6 that supplies additional life on 5th turn of play (or two if using 2 copies of the equip) is simply broken.
I strongly suggest making it match to the general [card summoned CD+1] pattern and have it working every 7th turn so it is balanced with the other summons. Maybe (just maybe) also matching the frequency of the exceptions High Elf Druid and Treespeaker to same as card CD, so +1.
Edit: I though about it and getting it on par with other equips frequencywise is not enough. Since Praetor spawns a crew card, while most others spawn core cards (exceptions for Reliq set Grimalkin, Dragon set Spiderling and a small chance for Demonbait), it should have an additional limitation, just like Grimalkin. I believe the most balanced mechanic for it should be "Every **7th** turn adds a Philosopher to **hand**". That would balance it perfectly. Same should go for any new equip that spawns reliq/crew cards.
Edit2: Costello501 post made me consider, maybe "On 2nd turn, add a philosopher to you hand and then every 7th turn after that" can be a reasonable compromise. It would land on board on player seventh turn but clogging the staging a bit to make up for being a crew card.
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