- When it comes to class evaluation, I think you’re overlooking a major aspect of it.
Instead of looking at Dragonguard as a better class at using Fire Blade or a different class can do Self-Cleanse better, you have to realize that Tidecaller is the only class currently with a 50% mana start AND self-cleanse or Heirophant is the only class with Fire Blade that can self-cleanse if someone tries to Entangle at the start of the match. What good is Fire Blade if you can’t actually do any damage to get the 3x effect? Its the unique combinations that give a class value.
Also when it comes to class evaluation, not every class needs skull protection. Some hero classes aren’t designed to be in the first slot and that’s ok. Those classes can still win matches quickly without being the front line troop. Something like Corsair isn’t designed to be in the first slot and even thinking of using Dodge over Water Mastery for a 3rd Blue Link bonus is sketchy af.
- “TINA, I don’t think, is as amazing as we all think, but she’s just very dangerous.”
I mean, if something very dangerous isn’t something we call amazing, than what are we supposed to call amazing?
When it comes to TINA-9000, TINA-9000 is one of the better troops in some of the events that it can be featured in. Mech Invasion, Delves with Potions, Class event for sure. Its weird to say it doesn’t have a place in events, because really, how many troops do?
I don’t know how you do it, but a full mana enemy TINA-9000 in a PvP environment always makes me nervous. There’s a non-insignificant chance it’ll double hit something and take out an important part of my team, where as I can shrug off an Infernus or Obsidius cast. I can’t control random gem cascades AI tend to get sometimes and TINA-9000 can start at half mana. 12 mana for THAT effect… I’m glad TINAs are nice to you. One almost made a mockery of you in that other play better guide video, if you didn’t get lucky with a dodge.
- Meta teams should not define a troop’s value.
Infernus is barely “meta” anywhere anymore and yet you still have it up in S Tier. The fact is “Meta” teams are just effective teams that people bandwagon on and that doesn’t always mean other troops are bad. They just don’t have the spotlight on them.
3.5. Unless you’re running one of the very few troop that benefits from the burning effect (Fire Blade hero, Elemaugrim, Fire Giant), burn is a very insignificant effect. I would venture to say its only good for popping barriers.
You dislike traits that give benefits per turn, but by that very result, burn is only 3 damage per turn. Very rarely is that extra 3 damage enough to change the breakpoints in the number of casts I need to win a match. Tack on immune to burning, impervious, trait effects (triggering Humility/Orcs/Orbweaver summons) and the burn doesn’t always have a use and isn’t always a good thing.
Defense buffs aren’t always a bad thing for offensive purposes. Barrier can keep a player alive long enough to build up enough mana to put up a counter offensive to snatch a win from defeat. Cleanse/Bless is another defensive buff that allows the player to go offensive.
Submerge is quite situational, but when it matters, its definitely a game changing effect. AoE troops aren’t in season currently, but some still do see play.
Queen Titania, Queen Mab, The Possessed King, King Gobtruffle, Doomed weapons, Dawnbringer just to name some.
Submerge isn’t good enough to waste a troop cast to apply the effect, but applying full team protection from AoE from a simple 4/5 match can be amazing. The old guard teams like dragons just can’t touch you anymore unless you let it.
Submerge also applies to split damage.
- Looping potential is not always a good thing either because it leaves a potential chance of backfiring and setting the AI up with a really good next turn and loop potential doesn’t really function well under Freeze. Sometimes its better to just do a hard hitting move and pass the bad board back to the AI.
There’s many times where I’d rather just use Ketras or TINA-9000 get 1-2 confirmed kills and work on finishing off a weakened team then gamble on a turn back and fail. Anyone who has ever used The Wild Queen and missed knows that sometimes the confirmed kill is just better.
Ask yourself this: Would you rather gamble an Infernus cast against Yao Gaui/ Queen Titania with a Fire Storm going where a 2nd cast would kill their entire team or cast Ketras the Bull killing off Yao Guai and Queen Titania and leave their team relatively harmless? If Infernus misses, YG/QT get a bunch of 4/5 matches and goes nuts.
Another example: Fang Moor is a terrible faction team to use since 3 troops forcefully alter the board as their spell. Sure they have looping potential, but that doesn’t always mean it leaves you in a place you want to be. Horned Asp nearly becomes a necessity to not self-sabotage on bad luck.