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Boogieman, I like your suggestion about praetor's robes. It's certainly the best summoning equipment and legendary tier. I think it's most comparable to sporecap mushroom, which is in the tier above it (legendary), summons only every 6 turns rather than 5, and does healing that as you noted is the vast majority of the time worse than gaining additional health. Asyou also mentioned, the philosopher has offensive presence as well since it comes in with an attack power of generally at least 3 but can be higher. Long story short, it is the best summoning equipment in the game, outclassing the legendaries.
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@ Boogieman: I agree that Preators Robe is a tiny little bit better, than most other summoning equipments but tbh i would rather see a lot of other equipments improved, than the few that are good and helpful rendered uselss. Also Philosopher does not nearly have the same influence on the outcome of a game, that a Grimalkin would have, if you just pop it onto the field early in the game instead of bringing it to the deck, so i definitely dont follow the suggestion to put Philo into the deck. Upgrading the cd from all equips that can summon sth to 1 more than the card has, would be okay, also making it impossible to buff other Philosophers might make sense, bc 2 robes that summon Philos early on can be a real pain, but if it stays the way it is, i dont see any issues either.
But again: Improving all of the equipments that simply dont happen at all in the meta just a little bit, would do a lot more for the balance of the game and the fun that comes with building new decks, than nerfing an equipment that is minimally better than compareable items.
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@ Costello501: I guess "On second turn, add a philosopher to you hand and then every 7th turn after that" could be a compromise. It would land o board on turn 7 just like a regular summon would but clogging the staging area with one card to make up for being a valuable crew card instead of an outdated core one.
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Hm ok ... thank you for these thoughts. We do want to do a bit of equipment balancing, though I had been mostly focused on damaging equipments rather than summons. I will take a look at Praetor's Robe amongst others ...
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re attack left heroes: they all get walled by gravity shield lol.
that's not a problem when the hero is good, IE, weyland's meta powers, ashkar doing 3 damage anyway
but laertes just looks like a fool in the face of that stuff. i might suggest adding "ignores gravity shield" to puncture
thinking the E/L cards for the spider people in Frontiers need buffing
spider-ish "underpowered but with debuffs" card philosophy is already in trouble cos Fenris overruns 'em and Lady Steele and Odan are present in so many decks
Null Bug: add Stealth?
Nokosa: add Weaken?
Great Gorgu: seems about as powerful as you can make a wall, but it's a wall :))) hard to know what to add
otherwise I think Frontiers owns and has a bad rep mainly cos it costs 25 gems & people open Mammon and Gorgu for which it's hard to make a deck specific enough
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- I agree with Yakfak on buffing the frontiers cards:
- Give our only leech magic unit -1time, or spellproof; I don't like the stealth addition somehow
- Give constructor owa weaken in order to compete with the new augury cards (or Cull if Storm will get absorb back)
- Give L temper of beasts Assault2
- Give Nokosa something (give some spiders the ability to catch or resist explosives or something similar)
- Give Mammon -1 time +1 HP, increase sacrifice to 5 cards
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yeah those would be cool too!
a few equipment changes, humbly submitted:
potion of aggression: give two units the buff every third turn
praetor's robe: one turn slower
maelstrom staff: one turn faster
armadillo ward: one turn shorter duration
viscous eitr: stop it firing if you're already holding four counterspells?
electrum ingot: +1 def
void charm: +1 bounced unit
mark of the wolf: always +2 pow
tome of knowledge: should carry a health penalty, it's really too good now
raven ward: should also carry an army penalty
just being opinionated, feel free to ignore :))))
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Why Prince Seval gets the "Sunder" ability? He has no magic ability to ignore a magic shield, he has not enough attack to ignore a gravity shield (ok, he can get some because of hero's, equipment or other units) and he has no ranged attack to ignore a magic shield... It's not very useful for Prince Seval, I think. Or are there other "magic shields", he could ignore?
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Cards, ordered alphabetically: suggested buff - reasoning
Bard: Battle Song -> Battle Song 2 - Bard needs a buff - one that doesn't speed up the game and benefits from long battles.
Calliope (E): +Heal
Calliope (L): Heal -> Heal 2 - Similar to Bard... buffs on an underused card without speeding things up.
Corvina: Remedy -> Cure 1 (+1 health alongside Remedy's usual effect).
Dawn Guard: +Unstoppable - CHAAAAAAARGE
Dominion Wall: Guard Ally -> Guard Ally 2 (now guards 2 allies) - No clue how to buff this thing, but this would be my best bet. You need the high-tier walls to be good at empowering your units (or depowering enemy units) or they are not worth it.
Flamecaster: +Sunder - One pure mage in the Core set needs the ability for clarification purposes regarding new players - this makes it clear that it works for magical abilities too.
Griflet: He is underused, but I am very hestitant to buff a card with Rush - especially with Fax and Corvina having buffs suggested for them.
Lord Fax (E): Shield -> Heavy Shield
Lord Fax (L): Heavy Shield -> Tower Shield (-2 physical damage) - Minor buffs in the shape of shield upgrades seem to be pretty safe.
Sela Stormcaller: +1 life - just a little nudge to compensate for power creep.
Elren, Summoner: +Burn 2 - HE STILL SUCKS!
Drill Mek: +1 Attack, +1 Life - Outdated card. I am the only one using it as far as I know, and I only use it because I have one lying around for over a year.
Meat Stores (E): -1 cooldown, +Rejuvinate
Meat Stores (L): Heal Beast -> Heal Beast 2 (3-6 health), +Rejuvinate - Big buffs for a wall.
Speaks like Snakes (E): +2 Life - 6 life is just too little to utilize Regeneration.
Speaks Like Snakes (L): +1 Life, Regeneration 2 -> Regeneration 3 - Buffs.
Zorak the Mace: +1 life, +Sunder - He needs something because he kind-of-sucks and Sunder makes sense with that big mace.
Ctarath: +2 life
Princess Khima: No changes - I'm hestitant to buff her much; I've always opinionated that she's held back by being in the Crew Set rather than the Core set above anything else, and buffing her numbers may lead to another Fenris.
Nokosa: +Remedy - She needs something that spices her up without being more of an all-or-nothing card than she already is.
Cimmerian: +Weaken - Difficult, difficult, because stat buffs are far from ideal.
Great Gorgu (E): Sap -> Sap 2
Great Gorgu (L): Sap 2 -> Sap 3 - Ability upgrades to slow things down more. Make it so you really don't want to hit this.
Apep: +1 attack, +2 life - Some stat buffs to keep things simple
Chort: +Fireproof - Santa is going to hell, falalalalalaaaaa
Flameskull: +Fireproof - I mean, when this card was introduced Fireproof did not exist, but now that's no excuse any more in regards to a flaming skull of all things.
Mammon: No changes: Another card that's probably held back by his card set since he shines when spammed in numbers, and as such buffs to his base stats are out of the question.
Gloom (E): Hex Bolt -> Hex Bolt 2
Gloom (L): Hex Bolt 2 -> Hex Bolt 3
Shield Breaker: No changes - Hmmmmm... suffers from being exceedingly situational above all else. Probably best suited for PvE, if it wasn't for the fact that it costs 380 gems. When do we get raids, again?
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Magic Mirror is too weak. Clone a random unit every 8th turn. Dragonpact Icon summons an Elder Dragon every 10th turn. It's a 9-turn-unit. With Clone there is the risk of cloning a Spiderling or other weaker units. And there is the risk of an enemy who uses Genocide, where your clones die all. So Magic Mirror should work every 7th turn, maybe every 6th turn to compensate the risks.
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After making a list for cards, this time I had a look at Legendary equipment.
Absorption Stone -> Legendary
Archon's Ring -> Epic, Banker's Ring reduced to Rare. Tranquil Helmet to Rare, Mindguard Helmet to Uncommon.
Armadillo Ward -> Legendary
Ashkar's Club -> Can be reduced to Epic, but deals significantly more damage than various Epics so its damage output needs to be slightly reduced. 1-4 or 1-3, maybe?
Blessed Empire Shield -> Rare, Empire Shield can be Uncommon.
Book of Knowledge -> Golden standard. Ring of Visions needs to be nerfed to draw two turns later, and Lucky Ring needs to draw one turn later, to bring those items in line with each other.
Cave Eggs -> Legendary, but give its Epic counterpart - Eolian Cape - a downside.
Colichemarde -> Very situational but bloody useful. Could be Epic or even Rare though, considering it's most useful for cheese decks which are mostly useful for people doing Challenges or new players.
Cursed Skull -> Can be reduced to Epic. The reasons why it became Legendary no longer apply.
Decorated Platemail -> Golden Cuirass exists, but it does kind of need buffs.
Firebrand -> Epic, adds a Firecaster to your starting hand.
Frost Torch -> Legendary.
Heartstroke Periapt -> Legendary.
Knelling Bell -> Epic, Tolling Bell -> Rare
Lecherous Staff -> Epic
Lizard Charm -> Epic
Lotus Ruse -> Epic. Iris Ruse is already Rare.
Lucent Jewel -> Legendary
Lynx Ward -> Epic
Magebane Staff -> Remains Legendary but adds a Legendary Mageslayer to your starting hand.
Magic Mirror -> I still think it should be Legendary.
Mithril Ring of Haste -> Legendary. And it still needs nerfs.
Moon Blade -> Epic. Moon Scythe becomes Rare.
Necklace of Fortitude -> Needs additional functionality since it already has Epic and Rare counterparts, which also could use additional functionalities. Giving +1 health to all units strikes me as a possibility.
Pantheon Banner -> Legendary
Potion of Rejuvenation -> Legendary
Quickbolter -> Epic
Raio Blaster -> Legendary
Raven Ward -> Legendary
Shimmering Trinket -> Needs an additional functionality because it has counterparts at lower rarities (which could use additional functionalities as well btw). A suggestion would be to make it summon a Calliope every once in a while, maybe
every 8 or 9 turns?
Spider Honey -> Legendary. Situational but very powerful in the right deck, especially with Kutyr.
Sporecap Mushroom -> Legendary
Treant Root -> Now summons Ancient Treespeakers, which have Regeneration 3 instead of Regeneration 2.
Tritech Necklace -> Legendary. Similar to Spider Honey, it shines with only one particular hero. Then again, no reason to put it on E.
Vortex Mask -> Legendary
Woodshadow Periapt -> Epic
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I would not change rarity of equipment. Just change the features they have to fit better to there rarity.
- Ring of Visions is too powerful for an epic equipment. I would agree with Strato, that the cards should be drawn 1 or 2 turns later.
- Wind shield and Fireproof should reduce explosive damage by 1 (Wind shield reduces the damage of the shock wave, Fireproof the damage of the heat). Or they reduce the damage by 1-2, but explosive damage sets enemy units on fire.
- Clom should be able to not attack stealthed units, except there are only stealthed units left. He is too weak, if he attacks stealthed units.
- There could be an legendary version of the Brutal Axe, dealing 2-3 magic damage to the closest unit each turn. Or just give Firebrand the Sunder ability (a fire sword deals physical and magical fire damage, so it should be able to ignore magical shield by it's physical component and it should be able to deal damage to ethereal units by it's magical component).
- Eliana's Hawkeye ability should be able to avoid Eliana to attack ethereal units. Or give Hawkeye the Sunder ability. Or give Colichemarde the Sunder ability.
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I am not playing on or through Kongregate but I have a complaint to make regarding game balance in the form of a question. In the Coliseum, is it fair to have my character who is level 13 be put up against other characters who are level 30 (or close to it), time and time again?
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> *Originally posted by **[Whiskyfreund](/forums/32949/topics/621433?page=21#13302909)**:*
> I would not change rarity of equipment. Just change the features they have to fit better to there rarity.
The reason to change Rarity is that it becomes excessively hard to get items that are actually valuable. Some items have abilities that not only don't match their rarity, you only truly get value out of them when doing Challenges (ie; your decks are weaker) or when you are new (so your decks are weaker) - Colichemarde especially comes to mind and shouldn't be above Rare. I am saying that as an owner of the Colichemarde - I see no value in the item outside of my (probably rather well-known) Kiri cheese deck spamming nothing but Hippotoxotai.
We had a discussion about it on Discord the past few days, and personally I've been thinking about the equipment conundrum for quite a while, in fact.. ever since equipment came out in late 2016. In the end, reducing the rarity of equipment will not do as a permanent solution, but it'll do for the moment and avoid the insane powercreep that would come with buffing 20-40 items to make them relevant.
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Thanks all for your input. We have added a few of your requests in our upcoming patch. :)
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You REALLY need to adjust who I'm fighting in Arena and Coloseum. I have maybe 2 total L cards, and I'm getting pit against players that are fully levelled with tens or dozens of L cards. The game is already waaaay to much of a grind fest. This just makes it so there's literally no reason to play at all. What a load of crap.
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