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> _Originally posted by **[Hollow__](/forums/941638/topics/1595248?page=1#12556754):**_
> It really sad to see that devs not even accounting for the current meta. By not even acknowledge it and even buffing a few cards that are part of that gameplay, you are said with this balance: "Oh, yea rush decks and chip decks are ok."
>
> Well with that I say just make an unranked mode already. You guys are not going to stimulate change, what the point in playing ranked other than to see the same decks types over and over again? What the point in have different cards if nothing but the same cards carry you to the top? What point in have different decks if they are all going to be virtually play the same? What the point in strategizing when the game can just be simply won by just rush and chip ? **#Where'sUnranked? **
I agree with all of this, it really is sad that the devs cant see the game as the players see it, this allowing the aggro and chip meta to stay untouched and reigning... Devs, if you keep this balancing trend, your game will get stale and boring unless you add another game mode like hollow suggested.
Well, hollow, what if we make our own card game? With blackjack, hookers and proper balancing.
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> *Originally posted by **[dav_cool18](/forums/955764/topics/1595248?page=2#12556928)**:*
> > _Originally posted by **[Hollow__](/forums/941638/topics/1595248?page=1#12556754):**_
> > It really sad to see that devs not even accounting for the current meta. By not even acknowledge it and even buffing a few cards that are part of that gameplay, you are said with this balance: "Oh, yea rush decks and chip decks are ok."
> >
> > Well with that I say just make an unranked mode already. You guys are not going to stimulate change, what the point in playing ranked other than to see the same decks types over and over again? What the point in have different cards if nothing but the same cards carry you to the top? What point in have different decks if they are all going to be virtually play the same? What the point in strategizing when the game can just be simply won by just rush and chip ? **#Where'sUnranked? **
>
> I agree with all of this, it really is sad that the devs cant see the game as the players see it, this allowing the aggro and chip meta to stay untouched and reigning... Devs, if you keep this balancing trend, your game will get stale and boring unless you add another game mode like hollow suggested.
>
> Well, hollow, what if we make our own card game? With blackjack, hookers and proper balancing.
Ya damn straight:

Especially with the hookers, lol. Also, we gonna need a whole bunch of funding and ideas to make this bad boy. Nah but seriously there like barely any change and there are some weird changes that yea I can still personally benefit from but at that the same time they felt unneeded. I already decreased the time I play the game due to the de ju vu. This just even more incentive to not play as much. We gonna need a prayer for this one.
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> _Originally posted by **[Hollow__](/forums/941638/topics/1595248?page=1#12556754):**_
> It really sad to see that devs not even accounting for the current meta. By not even acknowledge it and even buffing a few cards that are part of that gameplay, you are said with this balance: "Oh, yea rush decks and chip decks are ok."
You make fair and reasoned comments in alot of topics not to mention the best Gifs here ( •̀ᴗ•́ )و ̑̑ so If you see issues in game I cant just ignore your opinion. Unranked would be a good solution to some of the problems sure. It doesnt resolve the fact that people still want the best rewards possible though.
Just my exp, but if i didn't have Chip damage, I may aswell concede to players i know who run heavier lv4, lv5 decks than mine wether its aggro swarm or winter I know players on paper deserve that advantage if they earned lv4/5s but, me, I'm grateful for Chip for these situations.
I dont know where the solutions are but it's hardly like I'm 100% winrate i still see nasty plays from lv5 2move lethal, wether its SaltyOutcast for 10, or Mutineers, or straight up lv4 Legend users with18+Hp bases.
But if my experience in the top 10% isn't as relevant as the players struggling at 20 - 10 then things could change, fair enough, I'm just having a hard time recognising the "problems".
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> *Originally posted by **[AzazeL___](/forums/955764/topics/1595248?page=2#12557001)**:*
> You make fair and reasoned comments in alot of topics not to mention the best Gifs here ( •̀ᴗ•́ )و ̑̑ so If you see issues in game I cant just ignore your opinion. Unranked would be a good solution to some of the problems sure. It doesnt resolve the fact that people still want the best rewards possible though.
>
> Just my exp, but if i didn't have Chip damage, I may aswell concede to players i know who run heavier lv4, lv5 decks than mine wether its aggro swarm or winter I know players on paper deserve that advantage if they earned lv4/5s but, me, I'm grateful for Chip for these situations.
>
> I dont know where the solutions are but it's hardly like I'm 100% winrate i still see nasty plays from lv5 2move lethal, wether its SaltyOutcast for 10, or Mutineers, or straight up lv4 Legend users with18+Hp bases.
>
> But if my experience in the top 10% isn't as relevant as the players struggling at 20 - 10 then things could change, fair enough, I'm just having a hard time recognising the "problems".
Bro, I understand all that and will never want undercut a way another player style and trust me stacking two-movement cards to make a deck goes right along with some problems in the game. What I was look for in the changes were not the utter destorying of chip and rush deck but changes that how limit them a bit. Something makes them a little harder to put off but all at the same time rewards with the same damage and utility when done in fair matters.
Remember my agruement with Frosthexers and I compared it to Restless Goats. And we agreed if Goats gets changed it should be more like Broken True. That would have be nice to see. Changes that don't affect core of the card but make bit diffcult but not complicated to pull of.
Like giving Vincidators "attack and survive deal X damage to base"
or
Ubass change so he doesn't count himself as a unit type when being play, however if there already an existing Ubass or Hero type then can that count to his damage. This will limit what can do on the low-end but keep his max damage all the same.
*Needle Blast is own breed of why. I can't come up with a reasonable suggested change that without comparing to Ubass and think "You made one card that has a decent RNG ( Just not at lvl 4) feel why not this one.*
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> _Originally posted by **[Hollow__](/forums/941638/topics/1595248?page=2#12557102):**_
> Remember my agruement with Frosthexers and I compared it to Restless Goats. And we agreed if Goats gets changed it should be more like Broken True. That would have be nice to see. Changes that don't affect core of the card but make bit diffcult but not complicated to pull of.
Sure, I think Restless is a Unit that has huge impact, seeing it deal 2 recoil damage would be an option but i doubt it'll stop the playstyle.
> Like giving Vincidators "attack and survive deal X damage to base"
I hate to look Bias but dang, survive? Thats rough, these guys are amazing at Lv4, and not exactly ez win either, they deserve results for well planned games.
> Ubass change so he doesn't count himself as a unit type when being play, however if there already an existing Ubass or Hero type then can that count to his damage. This will limit what can do on the low-end but keep his max damage all the same.
I can't disagree, I love Ubass as an unpredictable force that in some cases can be the difference between an enemy swamping the board or restarting at base. Lv4 Ubass that smack you for 8 face damage triggered by his own friendlies rather than enemy units, just never feels legit, its brutal. So even if, as you say, he stops activating via himself as a Unit type, its a light adjustment.
> *Needle Blast is own breed of why. I can't come up with a reasonable suggested change that without comparing to Ubass and think "You made one card that has a decent RNG ( Just not at lvl 4) feel why not this one.*
Yeah, I just don't see N.B as an issue, its a tempo card. Keep the board full and it mitigates the rng. Yes you will loose to some unfair plays, thats life. If that is the sole reason for not persuing R1 i don't think 1card is the true problem... its pessimism. But thats a matter of opinion.
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> *Originally posted by **[AzazeL___](/forums/955764/topics/1595248?page=2#12557149)**:*
> > _Originally posted by **[Hollow__](/forums/941638/topics/1595248?page=2#12557102):**_
>
> > Remember my agruement with Frosthexers and I compared it to Restless Goats. And we agreed if Goats gets changed it should be more like Broken True. That would have be nice to see. Changes that don't affect core of the card but make bit diffcult but not complicated to pull of.
>
> Sure, I think Restless is a Unit that has huge impact, seeing it deal 2 recoil damage would be an option but i doubt it'll stop the playstyle.
>
> > Like giving Vincidators "attack and survive deal X damage to base"
>
> I hate to look Bias but dang, survive? Thats rough, these guys are amazing at Lv4, and not exactly ez win either, they deserve results for well planned games.
>
> > Ubass change so he doesn't count himself as a unit type when being play, however if there already an existing Ubass or Hero type then can that count to his damage. This will limit what can do on the low-end but keep his max damage all the same.
>
> I can't disagree, I love Ubass as an unpredictable force that in some cases can be the difference between an enemy swamping the board or restarting at base. Lv4 Ubass that smack you for 8 face damage triggered by his own friendlies rather than enemy units, just never feels legit, its brutal. So even if, as you say, he stops activating via himself as a Unit type, its a light adjustment.
>
>
> > *Needle Blast is own breed of why. I can't come up with a reasonable suggested change that without comparing to Ubass and think "You made one card that has a decent RNG ( Just not at lvl 4) feel why not this one.*
>
> Yeah, I just don't see N.B as an issue, its a tempo card. Keep the board full and it mitigates the rng. Yes you will loose to some unfair plays, thats life. If that is the sole reason for not persuing R1 i don't think 1card is the true problem... its pessimism. But thats a matter of opinion.
>
It doesn't have to be these but reasonable changes. The problem I see with Needle Blast if ignore it damage, the " number of targets hit" mechanics seems to be the core of the current problems with it. This always ensures Needle Blast doesn't hit the same target multiple times, so damage is never lost. If you had a Ubass at lvl 4, you would want him to target the base as much as possible however by you hitting a single target you miss out on the widespread damage. And in the case of a 3 strength unit get hit 2 times that a loss in 1 damage when you're swinging 2 damage per hit.
Also with it being 5 mana and at level 3 and up this almost makes the first use a definite hit on the base. Because during this the early game you are still exchanging units. This lowers the amount units available and reduces there strength.
But I'm tried and want to relax a bit, I can debate and review (and gif ) later.

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In neutral cards voidsurgers, Tegor and freebooters are the big dogs of the group. Voidsurgers will now not only see play but likely be prevalent. Tegor is slightly less useless, as now he is more than an awkward spell you cast for its effect. And honestly they could drop freebooters to 1 hp and the fact that it’s drawing me 2 cards more than makes up for it so bravo! The other changes in neutral are either too insignificant to mention or simply have no real effect.
Winter is my favorite faction so I actually disagree with the majority here, Frost hexers and the other cards were changed as a result of the icicle burst getting a huge 2 power shift, making the changes fair. Wether or not this is a good or bad change has yet to be seen.
Swarm decks, devs? WHY YOU DOD DIS? The only card out of these that I guess really needed a buff was Queen, and all she really needed was to move before activating her ability. The others are actually unhealthy right now with chip being so prevalent. ‘Nough said seeing as how this is a resounding opinion and I’m not one to beat a dead horse.
I like the ironclad changes but all I can ask is why so little? On the subject of buildings at lvl 4 we need a huge health buff to them, where’s my 8 strength trueshot post? Or my 7 strength upgrade point? If you want buildings to be viable they either need to activate immediately on play or should be able to take more than 1 restless goat to the face. Yea it sounds ridiculous but structures need some help, mabye that should be the next expansion, give them the dragon treatment. Plz devs I like an archetype I can’t play reliably against people of the same rank or skill. But I digress...
As for Shadowfen, you know what devs? Thank you! I understand all this and none of it is irrelevant or uncalled for, it will encourage diversity and It gives a control archetype some strength as well as the power to fight in a mirror more effectively, still think that a few cards need a buffs, but this is fine for now and it makes sense.
Now to wrap it up I’d like to say, I have no qualms with the way the cards are lvled and no real issue with the currency, I want you to make money cause I love this game, but mabye add a single card once in a while? Something we can look forward too. I like the create a card, and similar events or regular additions may just be what will fix the meta. I love this game and I don’t want it to be stale, and I’m not alone. The dragons were great but it’s been a hot minute since the expansion before that, I think you’ve done a great job and that can’t make it simple. But the cards we shall not name (but they rhyme with beetle cast and blue-grass) need a rework or a balance or something.
Anyway thanks for reading, hope the patch shakes things up a bit more than we anticipated.
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> _Originally posted by **[Hollow__](/forums/941638/topics/1595248?page=1#12556796):**_
> I'm more mad about the buff to aggro/chip than the nerf to Frosthexers. There really no change to the current meta. They don't even have to nerf aggro but make the other playstyles a contend with the meta. Siegebreaker might get more strength it it leveling but it call only get about 4 buildings in my eyes that a nerf to it utility but more of a rework but there bare any re-works in this game
>
Again just to make the point, Chip hardly gets a buff if its 1/2 extra damage, if anything its just allowing Vindicators to perform as they should be, before they attack a base they currently trigger but do nothing, atleast now they do as they're meant to. Its a finisher card that performs its purpose well.
And well, If Pillars of Doom start seeing play, competitively, ill shut up from now on.
Hardly a buff, but a buff all the same granted.
I have lv5 Frosthexers and while its tough going, i can see why a 1 mana Surround freeze has been increased, and *hopefully* IceBurst can atleast slip in for removal, still hardly a consolation.
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> *Originally posted by **[AzazeL___](/forums/955764/topics/1595248?page=2#12558031)**:*
> > _Originally posted by **[Hollow__](/forums/941638/topics/1595248?page=1#12556796):**_
>
> > I'm more mad about the buff to aggro/chip than the nerf to Frosthexers. There really no change to the current meta. They don't even have to nerf aggro but make the other playstyles a contend with the meta. Siegebreaker might get more strength it it leveling but it call only get about 4 buildings in my eyes that a nerf to it utility but more of a rework but there bare any re-works in this game
> >
>
>
> Again just to make the point, Chip hardly gets a buff if its 1/2 extra damage, if anything its just allowing Vindicators to perform as they should be, before they attack a base they currently trigger but do nothing, atleast now they do as they're meant to. Its a finisher card that performs its purpose well.
> And well, If Pillars of Doom start seeing play, competitively, ill shut up from now on.
>
> Hardly a buff, but a buff all the same granted.
> I have lv5 Frosthexers and while its tough going, i can see why a 1 mana Surround freeze has been increased, and *hopefully* IceBurst can atleast slip in for removal, still hardly a consolation.
You forgot the Overchargers change to do more damage but at the cost of strength. I doubt *Freezing Slash* would do much. Especially when it has a strength requirement for it to be used.
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OK Already! We’ll all play Swarm. You guys could have just asked nicely you know ;-)
Also, kinda comical that cards like frosthexers and freebooters are downgraded and then you look at Ubass and think, “Yeah, seems balanced”
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> *Originally posted by **[Icarus_8](/forums/955764/topics/1595248?page=2#12562511)**:*
> OK Already! We’ll all play Swarm. You guys could have just asked nicely you know ;-)
>
> Also, kinda comical that cards like frosthexers and freebooters are downgraded and then you look at Ubass and think, “Yeah, seems balanced”
You know the theme of this patch is to bring cards up to cards like Ubass's level, not to bring everything down.
Look at Debug Loggers and Soulcrushers, they're going to start being comparable to Ubass.
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I see no reason for the Frosthexers nerf; same for Swarm buff.
Please bring the unranked mode! I'm awfully tired of all the chip decks.
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> *Originally posted by **[FrozenEarth_](/forums/955764/topics/1595248?page=2#12562606)**:*
> > *Originally posted by **[Icarus_8](/forums/955764/topics/1595248?page=2#12562511)**:*
> > OK Already! We’ll all play Swarm. You guys could have just asked nicely you know ;-)
> >
> > Also, kinda comical that cards like frosthexers and freebooters are downgraded and then you look at Ubass and think, “Yeah, seems balanced”
>
> You know the theme of this patch is to bring cards up to cards like Ubass's level, not to bring everything down.
> Look at Debug Loggers and Soulcrushers, they're going to start being comparable to Ubass.
And now, we're going to have more cards that are "a better version of heroic soldiers". The devs by they selfs have said than the rarity of a card depends on his complexity. But now i see better cards than common ones just because they are epics/legendaries. There have been epic cards reworked in the past, why a legendary can't be nerfed? And not even a hard nerf, just decrease its strenght by one or something.
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So you are annoyed that the Common - Heroic Soldiers, are out classed by their Epic/Legendary equivalents?
Commons atleast have the benefit of being easy to Lvl up due to accessibility.
Also, Unranked Mode is a great Idea for Quest completion but obviously rank rewards are always going to rope people in.
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> *Originally posted by **[AzazeL___](/forums/955764/topics/1595248?page=2#12563750)**:*
> So you are annoyed that the Common - Heroic Soldiers, are out classed by their Epic/Legendary equivalents?
> Commons atleast have the benefit of being easy to Lvl up due to accessibility.
>
> Also, Unranked Mode is a great Idea for Quest completion but obviously rank rewards are always going to rope people in.
I'm not annoyed. The point it's that, they are going to be "equivalents" that out class them. But well, now we are going to have better cards than just one nerfed card. Guess i can't be mad or something.
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> _Originally posted by **[VenancioEmaC](/forums/941638/topics/1595248?page=2#12563880):**_
> > *Originally posted by **[AzazeL___](/forums/955764/topics/1595248?page=2#12563750)**:*
> > So you are annoyed that the Common - Heroic Soldiers, are out classed by their Epic/Legendary equivalents?
> > Commons atleast have the benefit of being easy to Lvl up due to accessibility.
> >
> > Also, Unranked Mode is a great Idea for Quest completion but obviously rank rewards are always going to rope people in.
>
> I'm not annoyed. The point it's that, they are going to be "equivalents" that out class them. But well, now we are going to have better cards than just one nerfed card. Guess i can't be mad or something.
Yeah I get what you mean I just think the equivalents should naturally outclass Soldiers because of their rarity, the only advantage to common should be the ease to get them quickly.
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> _Originally posted by **[Bazone](/forums/941638/topics/1595248?page=1#12556310):**_
> That's great and good balances, but WHERE IS THE DEBUFF FOR NEEDLE BLAST?????
> Do the devs listen to the players?
> I read complaints and suggestions and advices in the forum that go way back to october 2017 about this card and still nothing changed.
> Seriously, it's a VERY CHEAP TRICK.
> You gonna say I can use the card, but I refuse to play relying on luck other then the real strategy, it's just a low blow that I can't use.
>
> I lost three matches in a row, to players that barely made to the middle of the board, they didn't even touched my first line, and kept spamming Needle Blasts and still won.
> Is this balance? Is this fair? I don't think so.
> I play the game since it's launch and that card really took a lot of the strategy away.
> I'm not thw first to complain and won't be the last.
> I think the devs should really listen to the players.
I’m with you on this one, there is no excuse as to why base damage was not lowered for Needle Blast, and while I don’t think Ubass was as big of a deal as Needle Blast, the fact that everyone is on the hunt for Ubass and rejoicing over investing to get him to lvl 4 is quite depressing. These two cards are OBVIOUS outlyers and the fact they weren’t touch at all makes me really sad.
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> _Originally posted by **[Icarus_8](/forums/941638/topics/1595248?page=2#12562511):**_
> OK Already! We’ll all play Swarm. You guys could have just asked nicely you know ;-)
>
> Also, kinda comical that cards like frosthexers and freebooters are downgraded and then you look at Ubass and think, “Yeah, seems balanced”
Yeah RIP the meta, just gunna be swarm + needle blast & ubass.
Oh wait that’s already the meta -_-
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Hi,
For next changes, can you explain this with the image of involved cards? Im spanish and its hard to recognize the cards only with the name.
Thanks!
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> *Originally posted by **[ReclusiveRychu](/forums/955764/topics/1595248?page=2#12565762)**:*
> > _Originally posted by **[Bazone](/forums/941638/topics/1595248?page=1#12556310):**_
> > That's great and good balances, but WHERE IS THE DEBUFF FOR NEEDLE BLAST?????
> > Do the devs listen to the players?
> > I read complaints and suggestions and advices in the forum that go way back to october 2017 about this card and still nothing changed.
> > Seriously, it's a VERY CHEAP TRICK.
> > You gonna say I can use the card, but I refuse to play relying on luck other then the real strategy, it's just a low blow that I can't use.
> >
> > I lost three matches in a row, to players that barely made to the middle of the board, they didn't even touched my first line, and kept spamming Needle Blasts and still won.
> > Is this balance? Is this fair? I don't think so.
> > I play the game since it's launch and that card really took a lot of the strategy away.
> > I'm not thw first to complain and won't be the last.
> > I think the devs should really listen to the players.
>
> I’m with you on this one, there is no excuse as to why base damage was not lowered for Needle Blast, and while I don’t think Ubass was as big of a deal as Needle Blast, the fact that everyone is on the hunt for Ubass and rejoicing over investing to get him to lvl 4 is quite depressing. These two cards are OBVIOUS outlyers and the fact they weren’t touch at all makes me really sad.
Thank you! Finally someone with good sense on this madhouse hahahahahaha. Ubass is a legendary, very hard to get and up, but the Needle Blast is another story. Hope they put their heads back in the place and reduce it's range.
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When will this update be available? Will "Harvesters Of Souls" be included in it?
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> *Originally posted by **[IroncladRed](/forums/955764/topics/1595248?page=2#12570568)**:*
> I've just updated. Tried Void Surgers bordering two enemies. It doesn't work. Please fix asap :(
Thanks for reporting this issue! We pushed the fix live, so it should work as intended again.
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