Seriously, you guys should change the name of this games to “Skulls
of War”.
It’s all about the skulls, bout the skulls, bout the skull,
no magic!
I realize that the devs are aware of this and are aware that
True Damage is too overpowered and plan to nerf it but I want to point out
something more fundamental about the direction the game has changed.
About 3 updates backs there was a minor change in the rate
of skull drops. Prior to that, players mostly relied on direct damage caused by
casting card spells.
The game was slower, it played more like a game of chess. A
game was more like a war of attrition where one had to cast several cards to
wear and enemy’s cards down. At this point it’s all about gaining enough mana
to set off massive overpowered strikes that can wipe out the whole board; like
Sheggra or Bone Dragon.
Those skulls are so over advantaged that I myself have been using them for
weeks. A few comments;
It’s not super common but there have been
several times when the game opened with a few lucky four matches, and I managed
to chain attacks and literal win without the opponent getting a single turns.
There have been other times when after setting
up a combo of Heart of Sheggra and Sheggra, I have managed to wipe out all four
cards of my enemy in a single turn.
There have been other times when skull drop rate
was so high that I managed to devastate the enemy’s cards without even casting
a single spell.
Sometimes in an unlucky match, the AI will cast
a skull spam and wipe out my whole team. The whole skull spamming thing makes
the game all about luck and less about strategy.
Back three updates ago, card spells that could do 9 to 14
points of direct damage were scary as hell i.e. Paladin, Avina and even Dwarf
Lord. Now I NEVER see these cards at all. Why would anyone use them when a
supped up Goblin, Centaur or Glade Warden can do 23 points of damage and two of
them can ignore armor! And now that troops have much more health and armor,
those spells are way underpowered.
Back three or four updates ago when the skull drop rate
changed, there were people complaining because there were random three skull
drops or many times skulls drops that would set up the opponent to match skulls
on the next turn. This is when you implemented the fix to reduce the AI’s lucky
drop rate.
Now I never even see any exploders being used at all. They
use to be so common four updates ago. They were some of the best card. But the
higher the rate of skull drops the more likely using an exploder will set up
the AI to hit you with skull matches next turn. At this point exploder is way too
dangerous to use with a Glade Warden or Centaur on top.
Honestly, I just liked the game better when there were fewer
skull drops and the game played more like chess.
More than half of the cards are direct damage magic cards
and they are all so underpowered now, you don’t see them anymore.
Of course this is because with the last update, cards armor,
health and skull damaged significantly increased while the damage from direct damage
spells stayed the same since magic wasn’t upgraded at all.
SUGGESTION
Hell, here is a great alternate game that would be super
fun! Make a PVP Area Mini-game with NO SKULLS AND NO SKULL CASTERS. Make an
arena with no skulls at all, all damage spells and it would create a whole
different game experience and give some meaning to so many cards that are at
this point meaningless.
Anyways, I really did like the way the games played better
prior to the last three updates. It was a completely different game. It had
much more variety. It felt a lot more strategic. The troop cards were much more
balanced than they are now.
I realize you aren’t going to revert the game back of course
but it sure would be nice to move back the direction of making it feel more
like the original game.