It would, granted you’ll still see plenty of burning scythe. Mainly because of the 3-damage-per-turn Burn and slowing mana gain Disease which is more effective than other AoE weapons.
Though then it’d take at least take 3 casts and the use of troops to play arena rather than, *Blam* / *Blam* = *Splat* *Splat* *Splat*
Here’s my problem with that argument of which @Eika also suggested. There’s no point to it. Difficulties no longer effect rewards, so the extra work is effectively worthless. Secondly, it doesn’t make the game “harder”, but rather longer.
Upping a game to Warlord 2 just means instead of two casts = win, it’s now 3 casts before the opponent’s 2. It doesn’t change the strategy or effort output, it makes Arena even longer, more boring, and generally frustrating because of unfair advantage with no better earnings.
The difficulty scale from the get go was more of a gimmick. It doesn’t really add to the gameplay past combo-breaker removal, and instead just offers you a reasonable increase of rewards for a clear disadvantage. This is most prominent in PvP and Arena where the opponent can get the same bonuses as you. With PvP and Arena now exempt from this reward increase, there’s now literally no incentive to “challenge” yourself in these modes other than to plain and simply play a longer, boring & frustrating battle attempt.
TL;DR: Difficulty does not challenge the player, it artificially lengthens games with rigged stat boosters. It can not be used as an excuse for clearly no-brainer tactics and stale matches.
Just wanted to comment on something Gouki said: “The point of Arena for most players that actually like this mini game is to NOT have insanely powerful spells but a more basic kind of play as a change of pace to general PvP.”
IMO, this is a poor way to phrase it. The appeal of arena is that both sides are on an level playing field. Everyone gets three troops of three different rarities, no traits or legendaries, everyone cobbles together a team as best they can from the options available.
This is why the beefed up weapons are such a problem. They completely ruin the best & most distinctive aspect of the arena.
First of all, I just wanted to throw out there that I play Arena for the SOULS. That is the #1 reason I play Arena. Not because it seems more balanced or fair or anything like that. I don’t care about any of that, I just want my damn SOULS to level my seemingly never ending supply of troops and as far as I can tell, Arena is the fastest way to acquire said Souls. Though I do admit that it does seem like a more level playing field, that simply is not WHY I play Arena. I play Arena simply to harvest them damn SOULS.
Now, I know this topic is rather old, but I noticed today that they changed the Burning Scythe to do less damage now instead of the 12 to all enemies it appears now it’s only dealing 7 damage even with the +5 bonus magic. In fact, the +5 bonus magic doesn’t seem to apply the same way to this weapon anymore. It’s really strange cuz now the base damage is only 4, but only boosts to 7 instead of 9 for some reason. Yet the other weapons still seem to get the full +5 magic boost.
Anyway, just an observation. It may all be explained in the patch notes which I didn’t bother to read. LOL
I am expecting that many of the weapons will be redone for 2.0. The Chalice and Scythe were the most obvious issues, and needed to be fixed as they were skewing arena too much.
Only problem with arena was the class bonus applying, imo.
I don’t care either way for Burning Scythe/Yasmine’s Chalice.
Haven’t checked but I’m guessing that particular issue’s yet to be resolved? But I’m fine with another couple Crescendo’s, even if the underlying bug isn’t fixed yet.
IKR. It is incredibly weak now compared to many others.
I’ve been using the Staff of Madness which is working quite nicely. However, I did notice that the random stat it is supposed to steal from each enemy doesn’t always get applied. Sometimes it doesn’t steal anything, other times it steals a stat but doesn’t apply it to the hero. Of course, this is nothing new and has always been an issue since I got it months ago. I just happened to notice it again tonight.
Staff of Madness has the tendency of stealing stats after it injures the enemy. So if they die you’ll get nothing. Other times it’ll take from the defense stat, which is often reduced to nothing.
I see your point, but this happens many times even when they still have plenty of stats to steal. I think it’s just bugged and always has been. I’ve never mentioned it before and certainly never reported it. So I never expected a fix. My fiance noticed it too and keeps telling me I should report it, but I never bothered to post about it until now. So I mentioned it here to see if anyone else noticed this issue too.
It doesn’t bother me too much cuz I’m destroying teams with it even when it doesn’t steal any stats and it doesn’t happen all the time, just randomly. It’s like it’s only working part-time instead of full-time. I mean it may work the first time you use it in a battle and then not the second time OR it may not work the first time but them it will the second time OR it may not work at all in a battle OR it may work the first and second time and every time thereafter.
I noticed that it doesnt steal stats when there are no stats… Like wounded enemies with no armor give no armorsteal. Troops without magic stat give no magic.
But not working at all I never noticed.
Maybe I’m mistaken and just need to pay more attention to ensure there are stats to steal then. It certainly wouldn’t be the first time I was wrong about something.