I find it somewhat amusing that the original proposal for Okra’Nos was worth complaining about after we’ve gotten Stellarix and Chrysantherax. This isn’t going to stop the vicious cycle of troop power inflation, it’s just going to slow it down by a microscopic amount that won’t even be noticeable by anybody not using an electron microscope to examine it.
Is this actually available? I’ve spent an absurd number of keys without finding one, and global chat is down so I can’t see in-game if anyone else has pulled one.
Q: What is a sure way to tell that a troop is so overpowered it absolutely has to be adjusted?
A: It causes players that claim to already win every fight without that troop to keep demanding it must remain in its broken state.
Sorry in case this stings. A game is supposed to be fun, which definitely includes playing with fun troops. There’s balance to consider though, both when playing WITH this troops as well as playing AGAINST this troop. Those with a good understanding of game mechanics will likely agree that a trait that devours on 4+ matches, or even kills on 4+ matches, would have been way less problematic than the intended one.
This is a bit like Gnome-a-Palooza. While the first run was a blast, I fully agree it had to be nerfed in the grand scheme of things. I just wish the final result would feel a little less disappointing.
I wanted this troop nerfed. Me and WHOCARES25 have already had a long conversation about it, before the troop came out.
I was arguing two things. 1) we had NOTHING that could counter the troop as it was. By which I mean, if it silence and curses your whole team, there’s nothing you can do about it. And that can happen on the enemy’s first turn, or even before your turn (unlikely but possible). We have exactly one troop that can self-cleanse and cleanse others while silenced, and if it’s stunned, it’s worthless. Okra’Nos + elementalist would leave almost every team defenseless. There’s a handful of troops in the game immune to curse and NONE of them can cleanse. If they added a troop that can counter this one, I would still have said it was overpowered, but I’d have accepted that we at least had some way to play against it.
Nobody has yet named a single troop that is a valid counter to the original version of this troop, if it curse and silences your team, and other than Beetrix (which can be stunned and then won’t work), I don’t see you naming any at all.
2) The troop would have been an absolute nightmare to play against, due to stupid RNG. Not skill, just dumb luck, and your whole team would be unable to do anything. You get unlucky or you’re making teams with bad restrictions, and you’ll be unable to beat this thing, as it was.
I AM GLAD IT WAS NERFED, and I will not apologise for that, because if it hadn’t been it would have broken the game. It was insane, and anyone arguing it should be restored to how it was originally is willfully ignoring that it was insanely unbalanced. That’s why you want it.
In the interests of arguing for balance (as I always do, not just nerf anything good), this nerf was moronic. The first nerf down to 40% chance to curse and terror was already way too heavy handed, and I already said that. It should have been adjusted upwards to a reasonable middle ground, not nerfed a second time. And maybe if the devs hadn’t seen a bunch of people arguing the original was fine as it was and we’d actually been trying to find a reasonable balanced power level for this troop, it might have got balanced better, but we’ll never know.
The devs suck at balance. They double-suck at nerfs. We’ve seen it time and time again, and I think we all know they weren’t gonna get this one right. I still think it’s better this is released as a bottom 10 mythic that never gets used, rather than a top tier one that breaks the game.
And it would always have been nerfed. You just wanted to play with it first, because of how overpowered it was.
If the only counter to a troop is having a copy of the troop itself, that’s pretty bad design.
Having it on your team wouldn’t guarantee 100% win rates, any more than any other troop. You can still get terrible RNG, or just play bad. The argument for nerfing it wasn’t “this troop is so powerful you’ll win every time you use it”. The argument was “this troop is so powerful it’ll be a nightmare to play against, and if RNG goes against you you could lose no matter how skilled you are”, and it’s still a valid argument.
This isn’t just about losing the occasional PvP match. This is about a troop that is wildly imbalanced and utterly unfun to play against. You might think it’s fun to use, and generally it would have been, but that doesn’t change how unfun it would be going against it, when you whole team is worthless and you have to sit there waiting, hoping you get lucky with a random cleanse at the start of your turn, because you can’t undo the effects. And you can’t/won’t retreat because you spend resources on the fight.
My only confusion with your post and the other nerfers is.
Your saying it’s impossible to stop.
So let’s switch the coin, that surely means as we attack first, it’s impossible for the AI to stop.
So going by what the nerfers are saying, we would win every fight, if you disagree , that means the AI can stop it, which means so can we.
Do you see what I’m saying, it’s basic common sense , basic maths. Learnt as a 4 year old, if it’s unbeatable, that means we’re unbeatable as we go first.
Our enemy is soulless machine who has no feeling of winning or loosing. We do have ones. So it’s pretty lame to lose against pure RNG. You Still provided no scenario of counter acting when your ‘cleanse’ troop got silenced.