1.0.9 Sneak Peek- Frozen

The silent One already does that, and shuts the opponent`s ability to play the game down in an even more powerful way than frozen will do(you can still use your troops’s spells while frozen).

You dont see an excessive use of the silent One right now, what makes you think a watered down version of his ability will make people swarm to use these two troops, that quite literally aren’t in use at all right now?
I personally welcome a reason to play ice witch and/or frost giant cause i like the troops, but i am a sucker for stormheim anyways.

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The Silent One used to be OP, then took a nerf (silence himself) to become Very Good, and another indirect nerf from traits introduction (ailment immunities).

His spell costs a lot. Pick Ice Witch, it costs 9 mana and freezing one unit will cripple all the other, wether they have an ailment immunity or not.

Yes TSO’s spell is more expensive, naturally, as his spell is much more powerfull than the frozen effect.
Stopping Spell Combos is a mere sideproduct of his mass silence, which completely cripples the enemy team, and not just stops combos but any kind of defensive or offensive measures via spells.

I didn’t bring up TSO to talk balance, but just to point out that there already is a spell in the game that kinda does what frozen does just in a more powerful fashion, and it didn’t cause the meta to be swarmed with TOS Teams, quite the opposite, he is rather rare compared to Dragons, goblins, trueshot troops etc…

Frozen wont stop multi cascades, so your Bone Dragon/Sheggra activation will still evaporize the first enemy troop, you just wont be able to pick off the second and maybe third one without some blowback.

Also both frozen troops will give you the turn after activation, they can’t combo it and they have no direct synergy with anything. They are also not tanky, and after firing their Special the ball is in your courtyard-Play it safe, wait for frozen to wear off, make safe Matches meanwhile, or take a risk and pick of troops with spells and safe skullmatches. Things you wouldn’t be able to do if TOS just activated.

Anyways we will have to wait and see how it works out, I’m just saying frozen, especially restricted to these two troops isn’t going to be as gamebreaking as some might think.

Will the AI still take a 4/5/6 match first when frozen? If it does you could use frozen to nerf the AI. It would skip skulls and spells to take a useless 4/5/6 match. It would be nice if freeze stops extra turns for both sides, then it would be very strong on invade, but much less useful for defense.

Completely agree. With battles no longer risking gold to fight, more times than not I’ll just quit if the AI’s silent one charges in the first turn or 2. Same reason webspinner death loops were so frustrating. I play the game to play the game, not make pointless matches or watch the AI play.

It really seems like at some point the questions asked behind closed doors changed from, “Is it fun?” Because as you said, anyone with experience in MtG knows discard/burn/turn denial/mana denial decks range from annoying at best to table-flipping at worst.

People saying “wait to play it until you complain” don’t realize that plenty of us already have.

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Emperina, Herdmaster, Priestess. Bam solved everyone’s concerns right there!

This will not be an issue honestly, worst case scenario it makes people play a little slower until they can use their spells safely. It won’t end the match, just extends it.

I already expected this sort of reaction the moment I saw the main post. Overreactions are very common when it comes to new mechanics. You could claim I’m “underreacting” here, but all I’m reacting to is a slowed game pace, not the end of the game. This, at worst, offers better challenge, not you become a sitting duck counting the turns that pass. (Which you’ll do anyways, but regardless…)

Just because the current meta’s gotten people use to beating their enemy in a couple turns doesn’t mean the skills broken. If anything it shows how over reliant we all are on turn-chaining.

Calm down a sec, step back here. What does this skill actually do, how does it combo with present troops, how would you work around it? Don’t just read “No extra turns, bub” and start seeing red, it’s not that simplified.

We all seem more terrified of the concept rather than the actual effect. All I can say is “Wait and see,” if it shows signs of trouble, then you can be concerned because it’s then that the devs will tweak it.
In this game nothing seems entirely permanent anyways, because that’s just how the devs roll. :sunglasses:

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I like the added negative effect. It makes a few more troops have a use, and a nice counter for the teams that depend on long extra turn chains, and not as annoying as being silanced.

I do think its a good addition to the game, I’m just not sure its quite right yet…

And how will we know before numerous testings? I’ll happily hamster my self out for the future of this game! :hamster:

This will bode well for exploder teams, especially teams with Herdmaster. I have been hoping exploders would make a comeback ever since the 70% mana nerf.

Where was this status effect in 1.07 when we were facing 4x Webspinner teams?

I agree, this seems interesting and a cool (pun intended) addition to the game. Let’s see how it works in reality and how (not to say if) the meta responds…

I suspect @Zelfore is right and the impact will be no better or worse than the Burning status…

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Ah yeah I definitely remember that one… fairly recent…

Well we can be assured this will have a bigger impact than Burn has had. Seeing as, well, Burn…

Playing against goblin teams also doesn’t end the match, just extends it. Yet people hate goblins. Go figure.

You mean after a few months the devs will tweak it. Maybe. And then if another fix is needed, a few more month.

You have to remember that game mechanics are not as easy to tweak as stats and spell details. When Slime+Shaman was a thing, they just nerfed the Shaman some, and all was well. But when new game mechanics are involved, the fix will usually wait for the next major update. Examples include 4xTroop Team Bonuses, Agile glitching bug, and possible changes to True Shot. And I’m sure you can think of some more.

Yeah noticed this too. This hasn’t been confirmed in this topic, so could be a mistake?

They’re taking pictures from a newer build, in theory…

Maybe while they’re at it, Pridelands can have one of Chimera / Finley / Salamander change, since they’re all Red-Green troops in the same kingdom… Same can be said for Karakoth, Khaziel…

Confirmed in 1.0.9

Also confirmed… you might say we “finley” got around to it! :joy:

There are a few other changes as well where kingdoms had too much color duplication

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ohoh, 1.0.9 will give me work , to change all my files :sweat_smile:

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What about the traits already unlocked on these troops?
I mean if I have already unlocked all traits of Frost Giant for example, did his traits stay unlocked or not?

Probably way easier to keep things unlocked than redistribute the traitstones for every single troop that had been both changed and upgraded and on a case-by-case basis too (but wait for Sirrian to say that). If we’re lucky we’ll see a shift that’s roughly even across the board anyway.