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Please post any feedback you have about the 6 new heroes here, thanks!
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Some non-critical bugs:
Bellatrix - she's marked as "atlantean heroine" (atantean ?), but her faction is "nameless horde". Armored ability contains unnecessary description (heroes can't be burned, poisoned or wounded).
Glasha - faction is "nameless horde", slam ability isn't marked as "basic" or "ranged" (or whatever else).
Kutyr - faction is "nameless horde".
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Update: i removed all bugs with hellfire. Probably i was confused by drench effect (removed burn).
Feedback: at first look Saa-Ras has no any practical use to be a premium hero. I don't see how "burn all" ability and doubtful "unit + spell synergy" may be an advantage. Kiri buffs one unit each turn and is already a weak hero. Saa-Ras don't even buffs a unit each turn.
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Saa-Ras is so weak ppl are making fun of him. I think that a change to firestorm is much needed; perhaps burn the opponent only, or raise the attack bonus.
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Saa-Ras, analysis and suggestions.
I've spent few hours in attempts to find deckbuild for Saa-Ras. Currently, his biggest advantage is +1 attack bonus. I even tried to build a deck around "extra attack" ability (Headsplitter with 3 attack sounds good), but failed. The main problem was "burn all" (Hellfire) ability with many weak points: at first some heroes and many units can remove debuffs, so about half of the time only Saa-Ras units are burned or no units are burned at all; at second there are heroes with "incenerate" ability (Gorm) and they automatically becomes strong hero-counters to Saa-Ras. Simple: Saa-Ras deploys a unit, burns it (unit takes 1 damage), and unit catches a fireball for another 4 damage (5 damage at first turn in total) ... great. So, no way to use Saa-Ras in defense. And there is no usable variant to play only fireproof units as they are only weak uncommons in other factions.
Probably, Saa-Ras may be deadly with other special units: leg. Raps and Taps? (+1 damage from Saa-Ras and then double damage to hero), leg. Walks with Sorrow? (9HP, heal 3). But it seems that only possible deck have to be combined from legendaries.
I think, Saa-Ras doesn't have to burn own units at all (or at least units from own faction), and doesn't have to use burn debuff only when units enter the battlefield. We have, for example, Sidalis - 2 magic damage each enemy each turn. Burn deals no more than 1 damage and can be removed to easily.
Now to the Spellweaver. Also i failed to make good "unit + spell" deck. When offensive spells are first - there is no units to buff (Spellweaver wasted). When buffs are first - Saa-Ras dies w/o units (btw, HP is too low). When units are first - Spellweaver simply not working. But even when Spellweaver triggers - the final effect is near to nothing. Only few combos works: lets say in one turn Saa-Ras deploys a unit and also casts 2-3 Burning Hands ... and how often Saa-Ras can play several cards in one turn?
I think that Spellweaver (as spell-buff only ability) is fault for this game. There is no way to put cards in right order (unit, spell, spell ... ). Also players don't use many spells in one battle so Saa-Ras can't benefit from enemy's actions. I even don't have a suggestion for Spellweaver as spell-buff. May be ... in other game ... with a large variety of summoning cards.
Conclusion: Saa-Ras needs more HP, Hellfire needs minor changes, Spellweaver needs complete rework. Now - refund only hero.
p.s. you may change Hellfire to primary ability (3 levels: +1 attack / + 1 attack & + 1 HP / + 1 attack & + 2 HP) and Spellweaver to secondary ability (1 level: + 2 attack to random ally on spell casts).
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Glahsa:
I'm not going to unlock her, because i don't see how her skills may lead to the victory. Resistance may be effictively used VS some Amariel's deck, but i already can beat Amariel with other heroes. Where else Resistance will help? At max level It begins to work when enemy has 3+ more units at the battlefield. Ok, Glasha will survive longer if occasionaly left w/o units, but what then? How she will break enemy line or deploy many units?
Resistance (in average) may be counted as HP bonus.
Slam at max level is just a weaker version of other offensive abilities.
So we have - hero with HP bonus and one weak offensive ability (even not clear will it deal less damage to shields or not).
Hero for limited draft?
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Aubren :
Aubren's restoration is really nice, not OP, as it is a passive skill and does not heal. It counters a lot of stuff.
Its offensive skill is not that powerful - ranged attack, which is the worst of the game I think, and only 1hp against most big cards.
I think this is well balanced : a bit of defensive skill, a bit of offensive skill.
However, Aubren is very specific : its offensive skill is easily countered - big cards, shields. In that case, only restoration adds something, and it still is a passive one. For that reason I think the nerf he got yesterday - sandstorm going from 6-CD to 5-CD - is not deserved at all, and I don't really understand what triggered this nerf. To be honest, When I thought about the possibility of an adjustment for Aubren, I thought of a buff, not a nerf...
I suppose that Aubren was designed to counter rush decks, but even that he can't do : I still lose against a massive Seval spam (they stay 2 turns on the board, for 6 damages each).
If you want to leave sandstorm to 5-CD, at least buff sandstorm a little (4 damages to 5-CD, or maybe 2 damages to 6+CD, or both ?). You could also make him do magical damages instead of ranged.
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Kutyr Bug.
Kutyr's Poison Dart, ranged attack, is not blocked by shield. Just tested it at speed x1 and when it attacked my paladin it made him 3 damages instead of 2.
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Let's revive this old dead topic.
New feedback about Saa-ras:
Now at level 30 he has 47 HP and 60 army. Such HP is much better than it was, and Saa-ras now has more turns to draw a combo. But what he (or any other hero) can gain from such enormous army size? If army size is the part of the hero's balanse than what real advantage it gives? (i don't know a way to create predictable army with 60 cards ... if it's not an army with 60 copies of the same card) Even with 25-30 army of the best cards Saa-ras loses battles due "bad luck" regullary.
Unlike other heroes Saa-ras works better with cards from other factions: healers, cards with shields or armors have more chances to survive and benefit from "spell weaver" ability. Niven is the perfect target for this ability too ... while nameless horde faction doesn't contain good healers, well protected cards or good ranged units.
(Zuu works good with famous Imp's deck)
Current state of Saa-ras: a bit better than it was due increased HP ... but that's all.
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This is the current Saa-Ras deck I'm working on:

Would appreciate if you guys can give comments on whether this deck need improvement.
Thanks! Let's make Saa-Ras great again!
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