Obvious and tautological.
@Machiknight and @Dorgath are right - and there are many other threads around here that argue similar things - as the AI is fairly poor, and predictable - any strong or balanced team can win 90%+ of the time.
I have 17 different teams set up at the moment. I jump between them regularly - and win 100% of the time with about 12 of them. I have a few ‘experimental’ teams that win say 60% of the time, as they use inefficient builds or unusual spell combos, or make me feel like playing in an unusual way.
A big favourite, for example is my Hydra team - with Hydra + Sunweaver + Herdmaster + Ragnagord - it wins about 50% of the time because of how I play it - I let Hydra get hit to power up its spell, then heal/armour it with Sunweaver - sometimes timing goes wrong, or the enemy gets a lucky skull match and I lose the Hydra - I can sometimes still win with just the three that are left, as the AI can be rubbish, but I will often then lose… but only because I was taking quite extreme risks - if I play it prudently and match the skulls instead of letting the AI have them, I win easily every time. Even against dragons.
Musing on the OP - I can agree there seem some slight balance issues with dragons, and more so with goblins, at the moment. There aren’t many other troop types that could put together a 4x squad that was viable before - you’d have seen 4x goblins teams in the earlier game and it wasn’t a bad strategy. Goblins are bad in particular now because:
- they were already useful cards that were relatively strong for their rarity
- they all have Marauder troop type (except the rocket, thankfully)
- they are all Zaejin
…meaning it’s the only racial combo I can see right now that can build a potent team (e.g. Hobgob/GobShaman/BoarRider/Hobgob) that has gem-spawning, fast damage, extra turns… AND two strong team bonuses bringing +4 Attack and +10 Life. That hobgob on the front has 17 Attack and 41 hit points on my team - better than any legendary…
(worth some playing around to see if something similar can be done with any other kingdom… all divine from Whitehelm maybe?)
The dragons issue is less severe as:
- their spells take longer to charge and don’t guarantee extra turns
- the don’t get a stonking great kingdom bonus as every dragon is from a different kingdom
That said - for the OP - personally I am not seeing dragons or goblins every battle - and when I do see them, I still win (albeit it takes a bit longer getting past those +10 life goblins). Hence - agree some fine-tuning and re-balancing would be good - but disagree that we are in the Webspammer situation of before, where it trashed the meta game and just was tedious to lose to…
I’d suggest partial solution as follows - as I do believe the devs should continually track and tweak for balance, to maintain variety and fun all round:
- minor nerfing to gobbos and possibly to dragons, just a bit of the stats or spell power
- better - create more viable troop sets so that a varied playable team can get stat sets for Divine/Whitehelm, or Wildfolk/Wild Plains, or Fey/Pan’sVale, etc etc
Views from the devs welcome please - @Nimhain @Sirrian ?
Laters.