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Guys … give others at least 1-2 days to try and test. I’ve only done few battles with Clom and didn’t found anything OP. And how i’ll see if next morning will be another changes ?
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Alastair seems to be the most useful unit in the game, or am I wrong? And its only an epic. I think it would make sense if “armored” did not protect from magic damage.
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> *Originally posted by **[Zak25](/forums/32949/topics/621433?page=4#posts-10573996):***
>
> Alastair seems to be the most useful unit in the game, or am I wrong? And its only an epic. I think it would make sense if “armored” did not protect from magic damage.
So… shield? (well, not really because you could still stack them, but still…)
Well, alastair sure is very strong and useful, one of the best epics… but i think it’s adeguate the way it is, honestly.
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Well I have more trouble facing him than facing legendarys. 7 hp and armored makes him a good tank and at the same time he gives out the strong ability armored (a green skill) to other units. I suggest a nerf of some kind for the balance of the game.
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> *Originally posted by **[Zak25](/forums/32949/topics/621433?page=4#posts-10573996):***
>
> Alastair seems to be the most useful unit in the game, or am I wrong? And its only an epic. I think it would make sense if “armored” did not protect from magic damage.
I think you might be going a little far by saying “most useful unit in the game.” I agree he’s very powerful, but depending on the situation, Grotesque and/or Elder Shorloth can be far more annoying to try to kill… He’s definitely top 3 IMO though. If I had to choose the order of those three from most powerful to least it would probably be Elder Shorloth, Alastair, then Grotesque. So, most powerful epic? Sure. But most useful unit in the game? Probably not. I still think he could be nerfed a bit and still function as a very good epic card, but he’s not as OP as you seem to be making him out to be.
P.S. I also really like clockwork mek, but that one can sometimes backfire and allow your opponent to get a lot of good cards out at once and obliterate you, so I decided not to mention it.
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Yeah it was just my impression and not (necessarily) a fact.
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He’s just more prevalent than the legendaries as most top players have two of him. I think it’s pretty insane to say he’s more useful than any of the legendaries one-for-one though. He provides some defense but legendary dragons always trade for several opponents. To me it’s a case of him being one of the better epics as he’s very versatile — useful in any situation — so everyone uses him. I don’t think that makes him overpowered though.
(Incidentally he fails hard against Wurmryn).
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keep changing the card attributes, might be necessary to balance up the game.
But keep nerfing cards/hero too often, might be difficult for newcomers -noobs
It is hard for you when you start to ‘get in tune’ to a certain pack when you just start the game
and suddenly changes has been done.
It is of course much easier for those who already been around from the initial release of the game, when you all
already comfortably fit to few if not lot of card set for you heroes.
If I owned army of epics and rare decks – let alone legendary – daily/hourly changes wont hurt me at all.
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> *Originally posted by **[Sir\_Valimont](/forums/32949/topics/621433?page=4#posts-10574710):***
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> He’s just more prevalent than the legendaries as most top players have two of him. I think it’s pretty insane to say he’s more useful than any of the legendaries one-for-one though. He provides some defense but legendary dragons always trade for several opponents. To me it’s a case of him being one of the better epics as he’s very versatile — useful in any situation — so everyone uses him. I don’t think that makes him overpowered though.
>
> (Incidentally he fails hard against Wurmryn).
Call it insane if you want, but I just had a battle where I had no less than three legendarys out against some armored units (none of those were legs), and my dragons lost that badly. My impression persists. Im not complaining though, and perhaps I’ll get lucky some day and get an Alistair myself. :-)
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A weaker card can easily beat a stronger card. For example Dragon Hunter is not as good a card as most dragons but can beat them. Your frustration is because the top metagame is all about area damage like dragon breath and Sidalis, and Alastair is a good counter. Actually I think it’s important he remains a good counter so the game isn’t overrun by area damage — it’s a good balancing force against that. I realize it’s always tempting to nerf whatever is standing in the way of success, but I think the better solution is to add more pierce to your deck. Cards like Crusher of Shields absolutely own versus Alastair, who may be good for defense but has no offensive potential (another reason it’s a fine card).
Put a simpler way: I don’t see Alastair winning matches against all types of decks; only some. So I don’t think he’s overpowered — just a good option which needs to be countered like any other good option, by deckbuilding!
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Going back to the hero point earlier in the discussion, I suggested over time the level cap being raised from 25-30 to allow for more expansions, and also just more campaign and game content. We fight things with weaken ray 3 and other absurd attacks in the endless dungeon, so the skills are there to be used for new heroes, as well as higher level heroes.
Incidentally I made 4-tiered skills for my hero suggestions. :)
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I think there is a key difference between Alastair and a legendary dragon in their strengths. While a legendary dragon consistently trades for more than 1 unit, Alastair seems more likely to snowball a game once he gets armour on a few units. This is largely because health/defence is stronger than offence. I feel like due to a lack of ‘summoning sickness’ (to use a MTG term) there is often a case of opponents taking it in turns to wipe the board or severely weaken it. So as soon as an opponent fails to wipe the board/severely weaken it the game can quickly be decided. Most the legendary dragons only have 9 health so seem to rarely last more than a turn or 2.
Just my feeling on Alastair and why he seems so strong. Of course he is a fair bit more susceptible to being useless as he often comes out by himself or only manages to buff one person. Basically Alastair is one of the few cards that is a win condition if he gets going.
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Please consider buffing Amariel a bit. Something along the lines of the higher her level the better chance of summoning a more powerful elemental. Been playing her and getting my butt handed to me on a regular basis, especially in the coliseum and arena. Definitely not worth the 99 gems right now. Thanks for the fun game!
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This post has been removed by an administrator or moderator
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I’d like to propose that taking debuff damage not remove stealth from your units, as I’ve noticed it does.
Also, perhaps change the wording of frenzy to be “when dealing damage” rather than “on a successful attack” since successfully attacking a unit removes their stealth (that’s still technically a successful attack, though it does no damage), but doesn’t add to your attack.
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While I can understand Time elemental, having the only Slow (besides clockwork mek, and Slow Time) feels overpowered and can agree with the nerf to 5 cooldown, I don’t agree with Earth Elemental. The card is 2/4 and an Ippiko with 2/4 and pierce is comparable; you could take out Earth Elementals quickly with Ippikos in fast, as it has 1 less cooldown, 1 skill, and the same stats.
Buffing shield (which is rare, and can tank more damage due to magic shield having 1-2 damage reduction range) would make more sense if that was the point of balancing.
Fire elemental still has good value, having a unique skill (fireproof) making it better than ember mage and more versatile than firecaster by having no damage from one of the major damage types. Water elemental seemed like a good value at 4. At 5 it’s the same price as Water Mage which has stealth. With magic shield, it’s a fair match to Water Mage.
Also while I know we don’t want too much powercreep, we shouldn’t totally limit new cards based on old ones. Maybe there are other ways of balancing besides changing card values regularly. At any rate, thank you for your consideration and listening to your players so much Storm.
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> *Originally posted by **[mojowtm1](/forums/32949/topics/621433?page=4#posts-10577555):***
>
> Please consider buffing Amariel a bit. Something along the lines of the higher her level the better chance of summoning a more powerful elemental. Been playing her and getting my butt handed to me on a regular basis, especially in the coliseum and arena. Definitely not worth the 99 gems right now. Thanks for the fun game!
Not every hero works with every deck. Based off what I’ve seen, I think Amariel works best as a rush deck, and in that regard is better than the actual rushing hero (forgot the name). So, yeah, I don’t think Amariel needs to be buffed. Granted, her powers are limited to certain situations, but aren’t all heros like that?
@AskariA1: On Different Subject Now.
It seems like the main thing you’re having an issue with being nerfed is the Earth elemental, right? And the main reason is because it’s not as good at Ippiko, but pierce is very, very different from armor. A much better comparison is the swordsman who, after the earth elemental’s nerfing, has the same cool down, same attack, and one more health, but takes 1 more damage from magic attacks because he only has shield instead of armor.
It’s obviously true that Ippiko would win against the earth elemental in a one on one fight, but pierce is the perfect counter to armor, so I don’t see that as a valid point. That being said, this is all hypothetical, seeing as how I never actually use the elementals by themselves in battle (just the summon elementals card), so I’m not too sure if they actually stack up to other uncommon cards or not.
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@quitsten – on the fence about Alastair. He does seem a bit OP but I need to watch him more for awhile.
@mojowtm – I’ve heard other players complain that Amariel is OP, so not sure she needs a buff right now. Maybe we can start a thread about her.
@somosdios – I think if someone was running around on fire they wouldn’t be able to stay stealthed. I agree though about the frenzy description, will update it.
@ Askari – I think armor is a better skill than pierce and warrants the 1 extra CD on the elemental. Armor is useful except against pierce, and pierce is useless except against armor.
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drain doesnt drain hp when the unit hits a hero. this should drain hp per the abilities description.
summon elementals is complete bullshit.
and f dragons.
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> *Originally posted by **[AskariA1](/forums/32949/topics/621433?page=4#posts-10578581):***
>
> While I can understand Time elemental, having the only Slow (besides clockwork mek, and Slow Time) feels overpowered and can agree with the nerf to 5 cooldown, I don’t agree with Earth Elemental. The card is 2/4 and an Ippiko with 2/4 and pierce is comparable; you could take out Earth Elementals quickly with Ippikos in fast, as it has 1 less cooldown, 1 skill, and the same stats.
>
> Buffing shield (which is rare, and can tank more damage due to magic shield having 1-2 damage reduction range) would make more sense if that was the point of balancing.
>
> Fire elemental still has good value, having a unique skill (fireproof) making it better than ember mage and more versatile than firecaster by having no damage from one of the major damage types. Water elemental seemed like a good value at 4. At 5 it’s the same price as Water Mage which has stealth. With magic shield, it’s a fair match to Water Mage.
>
> Also while I know we don’t want too much powercreep, we shouldn’t totally limit new cards based on old ones. Maybe there are other ways of balancing besides changing card values regularly. At any rate, thank you for your consideration and listening to your players so much Storm.
dragon uc ‘op’ and obtained from gold/chests/scroll easily enough until lots of people spamming elementals vs ALL types of deck.
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I think walls need a lot more health to be useful. The buff idea of them is good it’s just they have comparable health to other cards so they’re not really slowing anyone down. a 50% boost to health for all walls might make them more playable.
The order of playing dragon clutch and summon elementals is also different from what a player would do. if you have an epty board a dragon clutch and 2 unit cards ready to play for some reason you play the units first then clutch instead of just playing clutch. Even worse, if you have clutch and summon elementals and a unit card you play the unit first then summon elementals then clutch. This happens even if clutch is first left to right.
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How about to do some changes to card “Webthrower” ?
When rule “effects can’t be applied when no damage is dealt” was implemented this card became almost useless.
Card has only “web” skill which can be blocked by any shield.
I may suggest to increase “web” damage from 1 to 1-2, but that will also affects other cards where this skill is actually minor (Queen Huloth).
May be Webthrower just need ranged attack with 1 damage?
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legendary crusher now does the same damage to a dragon as “slay dragon” effect does. Slay dragon seems underpowered or crusher is over the top (maybe a bit of both).
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> *Originally posted by **[Karmic](/forums/32949/topics/621433?page=5#posts-10584359):***
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> legendary crusher now does the same damage to a dragon as “slay dragon” effect does. Slay dragon seems underpowered or crusher is over the top (maybe a bit of both).
u comparing rare vs legend ? difference of 2 tier
you want to try comparing commons vs rare ? difference of 2 tier as well
1/4 unit vs 3/6 unit
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I just read what was changed in the most recent update, and I think you made drain too powerful. I’m fine with drain bolt still working against the enemy hero, because the amount of damage that it can do (and by extension the amount it can heal) is very limited. However, the attacks of cards can easily be increased to huge amounts from various abilities, allied cards, and spells.
One example of this is that grotesque was already very powerful with the downside of not being able to heal off the enemy hero (I’m fine with how it was before, but there’s no doubt that it’s very powerful). However, after this change, it’s definitely OP. Only time will tell if I’m actually right about this, but I’m pretty sure I am and that this will really mess with the current game balance.
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