Part 1 - protection from grief
The game in the last year has continued a gradual slide into a trollish hell of RNG-insta-kill and mana-drain stall defences (yeah, melodrama to start )
Any troop or hero, spell or trait, added to the game, or reworked from old, largely goes one of two ways:
- it offers an insta-kill, mana drain or empowered annoyance and features heavily in defences we must drudge against, as in the late game everyone knows the AI will lose every game unless some RNG cheese turns it against the player; or
- it offers none of those features and is almost never seen again, being uncompetitive to use, and unable to troll attackers in the hands of the AIā¦
So I may be exaggerating a little, but this is my strong feeling⦠and every new grieftroll addition opens new meta combo possibilities⦠which in PvP is annoying as the monotony gets increased (oh, another DeathKnight on defence? why you really shouldnāt haveā¦) - in PvP we can skip them, or have enough options to deal with it, but GW is making this painfully apparent again⦠GW is far worse, as (1) players have an incentive to put the griefiest defences up, rather than their one-troop defences that half in top guilds use, and (2) we are seriously restricted in how we deal with the grief without losing a lot of pointsā¦
Fixing this would both make life far more fun again for players, and potentially add greater variety to defences: no need to rely on grief RNG if you know the player can more easily counter it.
It seems a bit late to stop this happening⦠doing so would mean nerfing a huge number of no doubt popular troopsā¦
So the solution that strikes me is that we need more options to protect from griefing. Defensive traits that actually do something useful seems to be the way to go: we have hundreds of status immunity traits that prevent you suffering something of no consequence, but hardly any to block devour, and nothing can stop insta-kills like the Archer trait.
A partial solution would be to consolidate the current list of meaningless immunity traits into two or three that each block multiple statuses:
- Life Ward: blocks poison, disease, entangle and stun
- Magic Ward: blocks silence, web, mana drain and mana burn
- Heat Ward: blocks burn and freeze
- Soul Ward: blocks instant death and deathmark
ā¦and delete the current single immunities (Sturdy, Immune, Alert etc etc)ā¦
(nothing needed to block Hunterās Mark as itās hopeless anyway)
Next we could add Impervious to more troops, to make fully Impervious, or mostly Impervious teams more viable. Adding onto half-decent troops would allow us to build teams that sacrificed some speed and utility for the safety of not-being-trolled so much. Adding Impervious in too many places needs handling with care, mind, not to make status effects utterly irrelevant (more on that below).
Lastly, I would like to see the odd legendary or even Mythic unique trait appear that gives team blanket protection. These could go onto say a legendary whose spell was average-at-best, maybe some buffs or utility stuff, but could include the traits:
- Protection - all allies are immune to instant kill and devour effects
- Exaltation - all allies are immune to mana drain and mana burn effects
Ideally the solution would be an application of all of the above, to lesser or greater extents.
Part 2 - make status effects great again
I wonāt dwell on this too long, as this post is already getting too long⦠but I do not want the above to make it look like I want status effects eliminating from the game just by adding more and better protective traits.
Key thoughts on this from me:
- many status effects have negligible effect on the end game
- either because they do not scale into the end game at all (poison, burn damage, etc)
- or they do not feature on enough troops, or on troops anyone actually uses
- or their base effect is a nuisance at best and soon wears off
- or often a blend of these issues
- not enough synergies and interactions with spells and troops to make many of them interesting or strong
So to balance against the above push for more immunities, we also need to see status effects have more impact: damage that scales, effects that perhaps linger longer, and many more interactions.
Thanks for reading, if you made it this far. Toodles.