Open to see troops
- Buff it.
- Nerf it.
- Remake it completely.
- Leave it as is.
- I'm not sure or I don't care
⦿ Rebalance his base stats with -10 to Armour and +10 to Life, or some such
⦿ Replace Arcane trait with Regeneration or even Invigorated
⦿ Rework spell to: gain Life and Attack, scaling with Magic/2, cleanse self and heal to full, and remove all gems from the board, for 14 mana
⦿ Replace third trait with: Fell Fury: create a random Skull on the board when you match 4+ gems
Spell: If there are at least 10 skulls - cleanse myself,
then (regardless) clear the board, heal to full and gain attack
Traits: Frenzy, Big, Unsatisfied Hunger
Unsatisfied Hunger: 1% chance to devour random (enemy?) on 4+ match
Change his base stats to more health and less armor, but do not give him cleanse or frenzy, then giving invigorated is fine.
Mana cost reduced to 10
Simply add the rider "and gain an extra turn" to his spell
Spell: Remove all gems. If there are 13 or more Purple gems on the board, devour a random enemy. If there are 13 or more Blue gems on the board, devour a random ally
Spell: 20% chance to devour an ally troop or enemy, reset the board and get an extra turn.
Traits: Leader, Armoured, Colossus
Colossus: Give 3 life on each 4-5 gem match and 1 to attack.
⦿ Increase spell cost slightly
Change 3rd trait: Gains +6 to all skills when A TROOP DIES (either from your team or enemy team)?
Change 3rd trait: +10 to all skills when an enemy dies.
5% chance to devour all allies
- Buff it.
- Nerf it.
- Remake it completely.
- Leave it as is.
- I'm not sure or I don't care
I say leave her be.
Mana cost could go down to about 20-22.
Ensure her summon comes before the explosion so she fills Infernal King instead of herself if the summon succeeds.
⦿ Explode all chosen color gems then deal split dmg (like Death or Psion)
⦿ Rework her third trait to give Fast (or even 25% mana) to Daemons. If that sounds too OP, perhaps give Fast to Blighted Land troops?
⦿ Second part of her spell: It could state: "Explode all gems of a chosen color. Summon a level (X) Infernal King IF POSSIBLE, otherwise deal (X) split dmg"
⦿ Would be so much better if it had different colors. Simply because IK blocks two out of three.
⦿ Her cost could stand to go down obviously since the IK summon isn't going to consistently happen.
⦿ Maybe explode purple AND a color of choice.
Spell: Explode all gems of chosen color, deal damage to all enemies based on the number of purple gems destroyed x2. Summon infernal king.
(Average damage will be around 22-24 AoE)
⦿ Mana cost 22
⦿ Give her Fast trait instead of the negligibly useful Burnproof
⦿ Target an enemy and explode all gems of its colour (pick one colour at random)
⦿ Deal [magic]+[something] damage to the enemy boosted by purple gems destroyed (2x? 3x?)
⦿ If the enemy dies, summon an Infernal King
⦿ Leave her legendary trait as is
Spell: Create 9 brown gems. Increase a random stat on target ally by [Magic].
⦿ I like @emos idea: change the buff to a target ally instead of itself.
⦿ I also think he should have some Daemon synergy, so perhaps reduce his Magic stat a little but give double the buff effect if the ally is a Daemon.
Do not remove purple.
⦿ I think he needs to keep the 'remove purple'
⦿ I'd give him a better boost ratio, say 2:1.
⦿ He should give more than one Barrier, maybe to the first ally and himself, or maybe conditionally to all Knight allies, or maybe if there's an Undead enemy, Barrier all allies.
⦿ Add 2-3 more magic to him.
⦿ Give barrier to ally in first.
I would introduce a new trait previously proposed a while back ago. "Holy Armor - any dmg that would bypass armor gets redirected to armor".
Spell: Deal [Magic + 3] damage to an enemy. Gain 6 to all Skill if the enemy dies.
Traits: Necromancy, Magic Link, Arcane
⦿ I like @killerman3333's idea for his spell, though +6 to all may be too much, maybe +5 to all
⦿ don't understand the choice of traits logic fully though
⦿ as he does get summoned, some survival trait would help, like Regeneration or Big
⦿ I think his spell is fine as is - he has a clear identity / role, buffs himself well and can recharge himself
⦿ Traits though: Water Brand makes little sense to me and doesn't help much, I'd rearrange traits to: Frenzy, Fast, Armoured
⦿ also, his spell needs re-naming as it's also called Frenzy and is confusing vs the Frenzy trait - and duplication sucks imo - call it Blood Rage or Blood Fury or Pit Fury or Anointed Blade or anything else
No changes (except for the mentioned spell name).
Summon Mummified King instead of Fortress Gate.
⦿ Summoning a Mummy King might work
⦿ Instead of removing skulls, he could transform them to purple (after the summon)
Transform a selected Mana color to Brown. Cleanse all allies. Heals all party members except herself for 0+magic/2 hp.
Transform a selected Mana color to Brown. Cleanse all allies. 50% chance to heal random friendly troop to full health.
Maybe move to 'cleanse two random debuffs from allies' and cost 10
Maybe have its 'extra dmg if damaged' scale from its missing armor (think of a reverse Rowanne)? Have the boost ratio at 2:1 or 3:1 to prevent it from being too powerful.
I'd just tweak Stone Spirit into Air Spirit, to give it more fit and synergy with its Whitehelm buddies
⦿ Give the spell an extra turn or 50% chance for extra turn.
⦿ We should have a Trample style mechanic - if skull dmg should kill a troop, any excess dmg carries over to the next troop.
Either give her spell some increased dmg OR introduce some RNG. I would do "Rain of Arrows - Deal [Magic + 2] dmg to all enemies. 50% chance to cast spell a second time at no cost".
⦿ I like @Emos idea of some RNG: how about deal X+[Magic/2] damage to all enemies, 50% chance to repeat the cast, and can keep repeating until the 50% fails
⦿ Armour Piercing trait doesn't work, she's far too fragile to be in the front, and as a caster no one would put her there
⦿ give her Fast instead?
⦿ Maybe they could gain more than one magic for every match of their color.
⦿ Maybe they should get a boost by x. Maybe by how much of their color is on the board but make the boost very strong?
All of their first traits (elemental bond) should be changed to on skull hit effects corresponding their element:
⦿ brown imp should stun on skull hit.
As for Autumn Imp. Well yeah he could do flat AOE damage plus split damage, plus destroy gems? That's a 3 part spell, something we don't have yet. Does doing flat aoe boosted my number of elemental allies (similiar to TDS who's way of spell dmg I love) + destroying gems equal to hit magic +2 feels better? He can keep getting magic when matching browns which would make him destroy even more gems.
⦿ Disagree that these dudes need an 'on skull hit' trait
⦿ And not keen to see yet more status effects land on them (matching the status to the colour; makes them too similar to the guild guardians, I think), sorry @DonBoba
⦿ So, how about spell deals [X] damage to all enemies, then Magic+3 split damage, where X is the number of Brown gems on board divided by 3
⦿ Keep the destroy 10 gems effect and on enemy death effects as is
⦿ For traits, change the Fall leggy trait to +2 Magic not +1
⦿ +2 magic instead of +1 magic
⦿ Autumn could literally do 1 or 2 or 3 damage to all enemies per Brown destroyed, in addition to current effects - and still be underpowered. I think the magic gain on kill should be culled simply to make room for more interesting effects in the text field (for all of them).
⦿ Spell: Deal double damage to Purple enemies, and true damage to Undead, and tweak numbers to balance: maybe push it to 13 mana cost and set so that she one-shots most Purple Undead targets
⦿ Base damage should be slightly higher than Amira, who costs 13 and always gets true damage plus the Magic stat steal
⦿ Traits: move to Warded, Alert and maybe Stealthy or Agile - Stealthy fits as she's a hunter (sort of)
⦿ For one thing, either he or Skeleros needs to change colours! They're far too similar
⦿ Spell to cost say 12 mana and change target gem into a skull plus create 5 more skulls, and for each purple gem on the board, regain 1 mana
Remake his spell (or no idea how buff it) but keep the traits
I'd say add +1 or +2 to that 8 mana cost.
Shouldn't transform himself in to baby dragon or egg.
Could maybe get a bit more damage in the end game - say +2 magic stats in the final ascensions and levels
⦿ Cost 10 mana: select a green or yellow gem: if green, change all greens to purple; if yellow, change all yellow gems to skulls
⦿ If we want a link to deathmark we could add +2 mana cost and say: for each deathmarked ally, cleanse them and create 3 random skulls on the board
⦿ It should be BIGGER, i.e. its spell should hit harder for a higher cost (it's the BEHEMOTH, ten times as big as a man, etc etc)
⦿ Would be nice if that life gain from the Immense trait had a scaling effect on the spell, i.e. change 'destroy 10 gems' to 'destroy 5 gems, boosted by my Life (ratio 4:1)' or something similar
It's in line with bone dragon's way of using armour to create skulls, what if black beast created skulls based on 1:1 ratio of troops attack?
Re: Killerman's idea: Way to many skulls.
⦿ Either: boost skulls made up to say 8
⦿ Or: give an extra turn, or a conditional extra turn, say 13+ greens on board, or:
⦿ My favourite: if it devours a Goblin, gain an extra turn
Re: Killerman's idea: Nope, in end game that creates just the same problem we have with Bone Dragon now!
⦿ Expensive in mana cost for what it does
⦿ The silence is fairly useless as you can't aim it
⦿ And to me doesn't fit at all - stun would fit better nowadays
⦿ Assuming it's made by the Dwarves, could have better synergy with them
⦿ For example, add: increase its damage for number of Dwarf allies (+3 per Dwarf)
⦿ Mech Slayer trait is worthless as (1) not many Mechs to target with it and (2) this isn't a front row troop
⦿ Aflame is also worthless and doesn't really fit
⦿ Sturdy, Dwarf Bond, Mech Bond, Armoured, Thick Head, many other things would go better
Agreed with Jainus. Give him Stun and Burn.
Maybe add double damage to what he does now would be good.
⦿ Could afford to hit a little harder, maybe +1 magic at some higher level
⦿ And make it 50% chance to burn
Should be reworked completely.
⦿ Suggest move it to 12 mana cost and explode 3 gems - which is technically a buff, but slows it down a bit
⦿ Order of resolving the spell does need sorting, as it should destroy itself then explode gems, as it makes no sense for it to blocking brown mana when it self-destructs
No change to spell. However, it would be nice if the explosion happened AFTER the self-destruction.
⦿ Enough said about this one in plenty of other threads
⦿ Simply needs fixing and/or nerfing, the maths doesn't work in the late game now
Probably smaller scaling or- making numbers of skulls created a flat amount (7 to 9 probably) but giving him gain half of destroyed armor+BD's magic. He will become more of a tank then a nuke. And he would still remain armor spreading troop.
⦿ Suggest a rework to deal AoE damage based on half magic scaling, with 50% chance to freeze each enemy (ideally roll them separately)
⦿ As an aside, I think all AoE spells should be reworked to scale on Magic / 2, which would affect Behemoth and Atlanta above
Double damage if the enemy is already frozen > freeze all enemies.
He should have "deal double dmg if the enemy is frozen" attached to the beginning of his spell.
BRIAN THE LUCKY
Reduce mana cost to 12.
⦿ Let his spell affect himself.
⦿ Drop mana cost to 10.
⦿ Now he has a small chance to buff his own Magic stat and then get out of control.
⦿ But, it's never gonna be fast enough to break anything.
⦿ Also, give him Armoured trait instead of Knight Bond.
⦿ Change spell to mana cost 14, deal [Magic] damage to the first enemy and then deal split damage as per current spell, and add a chance to stun the first enemy.
⦿ Traits okay as is, though Frenzy doesn't really fit as he shouldn't be a front row troop - Centaur Bond would be better.
He needs a buff and a decent one while at it.
⦿ Make it do triple damage to Knights.
⦿ Or double damage to Knights AND double damage to blue enemies, and push the mana cost to 16.
⦿ The +4 Attack and Life buff is useless in the end game
⦿ Suggest removng that bit, or make it +4 to all stats if the enemy dies.
I think Carnex should have a reworked spell. But I kinda like his legendary trait. Maybe make better scaling for it too.
⦿ Create 5-7 skulls randomly on the board, then explode all skulls.
⦿ Legendary trait to Titanic Titanium: Gain Barrier upon skull matches.
⦿ Maybe also change his mana cost to 16-17.
Increase armor gain to 12.
⦿ Change spell to explode random skulls or red gems
⦿ And also gain [Magic] Armour, rather than fixed at 8 - as at lower levels 8 is daft, higher levels it's irrelevant - make it scale and be more apt at all levels
⦿ Change third trait to add 50% of Armour to skull damage - that's now a scary enough number, but easily managed down by hitting him
⦿ Note that the high attack power is also less of a worry as he blocks purple, which blocks most good skull generators
Ok troop. Just give her few more magic at higher levels.
Agree with @vidokas that she mainly just needs higher magic stat, and probably a +1/+2 on the base Life gain as well.
+2 magic and higher levels
⦿ Arcane trait doesn't make much sense thematically
⦿ I'd just tweak it so that the spell can be aimed, rather than hitting the strongest enemy
Boost ratio should probably go to 5:1 not 4:1, it's just a rare after all.
Needs to do its spell in reverse order - summon then create red gems, else the reds get wasted - should create the Anointed One then fill it, to be actually effective.
⦿ More useful if the spell say cost a little more and did something else.
⦿ Make it cost 14 and also deal damage to something.
⦿ Or make it cost 13 and also pull a random enemy troop to the front of the line (the spell art looks similar to Dust Devil so a similar whirly effect would fit nicely).
⦿ Should offer a cleanse all with the spell at the same cost.
⦿ Or, even at the same mana cost, a split damage spell based off magic to give some fear of it looping.
I like the suggestion that couatl could get a cleanse for his whole team.
I think he is over-powered, especially the third trait, which should be +2/+2 not +3/+3.
⦿ Needs a fix. I'd remove the Life Gain all together from the trait.
⦿ Or, fix skull spam all together.
⦿ Gain 16 fixed life is nuts at low level - it should also scale with Magic stat
⦿ And like all AoE damage it really should scale with Magic /2 (and be tweaked accordingly to be the same at lower levels)
⦿ Traits are an oddity, but probably okay - I rarely use it as a front rank troop, but appreciate with Bloodsucking there it can be brutal
⦿ Take the randomness off the damage.
⦿ Give it also a 50% chance of an extra turn.
⦿ Make the stat gain scale with Magic.
⦿ Spell and traits are fine
⦿ My only grumble is: with that (weird) art, she should clearly be Daemon (or Monster) type as well as Elf
Few more magic on ascending her to legendary and mythic would be helpful to scale little bit better on higher levels
⦿ Spell damage needs to scale (as @Shimrra said) with Magic stat
⦿ At low levels, 9 is nuts, but at mid to high levels it's irrelevant.
Damage could scale with magic.
⦿ Dark Song clearly needs a buff: 13 mana for a mono nuke is really not useful in the end game
⦿ She needs to hit a lot harder, to make that situational green counter use actually work, like Amira does
⦿ Make it triple damage to green targets?
⦿ Traits are fine, though Nature Spirit and Magic Link should swap places, as the latter is infinitely more useful, it should unlock last
⦿ Spell could perhaps cost less - 21 or 22 mana.
⦿ Split damage doesn't scale well at all into the end-game - I think that could be a 2:1 ratio - if we do that, maybe keep the cost to 24.
⦿ Necromancy is a waste of space here. I'd change it to Warded.
Spell should cost a bit more.
⦿ What personally bugs me is that the spell is called Spite and Malice, so should be doing two things, but only fires one shot.
⦿ I'd solve both of those at once by changing spell to: deal true damage [amount tbc] to a target enemy and a random enemy, and deal double damage to demons.
⦿ I'd lose the extra turn as part of that redesign bargain
⦿ Then for traits: bit of an identity problem here: slayer and piercing fit thematically, but she's far too squishy to be a front line troop.
⦿ If she's meant to be a front liner, then swap Stealthy for Agile
⦿ If she's meant to be a caster/sniper (as I see her), then change traits to (say) Stealthy, Magic Spirit (or Fire Spirit), Fast.
If anything, spell needs to cost a little more.
⦿ Split damage really doesn't scale into the end game
⦿ It should have a better chance of actually setting something on fire (and maybe benefiting from that Pyromania trait).
⦿ Change the Magic scaling to Magic x2 damage on the spell and adjust base damage accordingly
⦿ Give it a 50% chance to burn each enemy and roll them separately.
⦿ If the spell did both of the random effects, not just one of them, it'd still be rubbish.
⦿ I'd let it do both; the magic gain would be nice to work with, especially in arena.
Deal damage based on magic.
Spell: Dark Swarm: 14 mana - deal [magic] damage to an enemy, boosted by total Magic stat of friendly Beasts (say 2:1), if the enemy dies, summon a Giant Spider
Traits: Beast Bond, Magic Link, Daemonic Pact
⦿ Keep spell as is, but rework that legendary trait to make him a real threat as a tank?
⦿ Perhaps: boost attack damage by his Life total (2:1? 3:1?) - like Carnex has with the armour-based trait.
Seems good to me.
⦿ Spell costs a lot to do not a lot - needs to actually deal some damage really - I'd remove the mana drain (irritating feature in the game at best, and we see mana drain everywhere on defense teams as it is) - instead make it a nuke with the added status effects and disintegrate chance, for say 14 mana.
⦿ Replace Armored trait: it's too common, and this isn't a front row troop - give this guy something else: Mana Shield would work thematically... or maybe Reinforced, or Fire Spirit, or something...
⦿ Third trait annoys me - in concept, more negativity and stalling and making the game less fun, but in reality, is too random to be a threat on defense, and on offense, if you can trigger it reliably, you are probably winning without the enemy casting their spells anyway
⦿ I'd rework it to steal 3 mana from a random enemy on 4+ matches.
⦿ 14 mana cost would make it a bit more viable.
Spell: Disintegrate (14 Y/P): Mana Drain an allied Mech or Construct. Silence, Stun and deal [Magic + 4] damage to target enemy. 25% chance to destroy the target, boosted by mana collected (x5 boost ratio).