My suggestion for a light nerf would be that only one death mark can process on any one turn.
If you wanted to go further, perhaps lift the cleanse rate for this ‘curse’ from 10% to 15 or 20%.
My suggestion for a light nerf would be that only one death mark can process on any one turn.
If you wanted to go further, perhaps lift the cleanse rate for this ‘curse’ from 10% to 15 or 20%.
“The nail that stick up gets hammered down.”
Although the proverb refers to individualism (and not Nerfing computer games). Surely you can see that many people have noticed some areas that could lead to a better play experience. And they what their opinions read by others (a few times)
I agree people should balance their posts, but that’s just human nature. Perhaps you should create a new thread to counter some negativity “I love the GW point system (and anything else about GW tbh)”.
You complaining about that?
A-freaking-men!
How many red cards have stun and are actually useable in end-game PVP? DK is avoidable with stun but that’s about it.
It’s not just about PVP - DK could make GW a really boring, annoying mess where people are forced to avoid 4-color teams just to preserve a win. That takes the fun out of it, just like when people were using the same Invade team over and over to counter the endless stream of Bone Dragons. This isn’t about winning and losing at that point, it’s about lack of variety and the game simply getting stale.
After all we went through with the Bone Dragon mess, why would we willingly go right back there?
Lololololol
Let’s change the focus here to what I think is the real problem.
@Sirrian / @Nimhain / @Saltypatra,
I think it’s pretty clear that people are concerned about the effect that DeathKnight might have on Guild Wars. They were concerned when he was originally announced and you changed his 3rd trait but it appears that wasn’t enough.
I don’t think changing DK a 2nd time is really the answer. What is the answer is to fix Death Mark itself.
Back in the day, it had a 2-turn grace period. Everybody, including you guys, agreed that was too long and made DM too weak. Unfortunately, you went straight from 2 to 0 and that was simply too far. Having half your team die before the little arrow even appears over your troops to start your turn is simply not fun, at all.
PLEASE, change the grace period on Death Mark to 1 turn. That keeps the effect somewhat interesting and still makes DK very powerful because he still marks all 4 cards. It just gives the other team a fighting chance at getting off a cleanse, a chance that they just don’t have right now.
This change would go a long way to calming the current angst that’s dominating the forums the last couple of days. I hope you will at least consider it.
I am in two minds as to whether this design is better or worse than the original spoiler-ed draft.
Well it might be.
By removing it from the game?
Joking, I think you are onto something here, was considering same intervention myself.
Yes, +1 to this.
Then taking a cleanse into the battle gives everyone a semi-viable approach (depending on what colour day we are on), and it might discourage the DeathKnight grief (or make it feel less necessary)
Let’s get this done so it can be SpiritFoxes all the way please.
Then change Spirit Fox to Fast then we’ll have World Peace
can you guys honestly not deal with a spirit fox? Thats just sad, you shouldn’t have free reign to use elspeth/mercy in every single match. Spirit fox is 100% fine. So it takes you a min longer to finish the match, why cry about it? As long as Empowered troops that nearly win the game on turn 1 exist, fox should stay as is.
I personally don’t have an issue with Spirit Fox but let’s not get off topic here.
Stay focused on Death Mark.
A Spirit Fox? Is there such a thing ? I was under the impression they only hunt in packs.
But to stay on topic: 100% yes to a 1 second turn grace period on Deathmark.
Edit: this would have to come with some kind of compensation for Death though, probably a very significant increase in its scatter damage or its ability to scale.
Maybe death mark should also kill a maximum of 1 card per turn?
Or when a death mark triggers, all other DM’d cards have a xx% chance to “snap” out of it…
It’s happening already.
Just started playing PVP this afternoon after doing GW this morning.
EVERY match has DK as the 1st troop. That’s 100% so far.
I read this as players ‘don’t like making a descison to either bring a full colour team (to gain max pts for a win) and risk losing the battle or a team to counter the defence lose some bonus pts while still winning the battle.’
Or in simpler terms players still want to win all battles and gain max pts regardless of what defence teams are and don’t like anything that hinders this.
I think it’s more that viable counter cards haven’t come out for all color variants. Some colors tend to have giant weaknesses to certain cards just due to their overall tendencies.
I’m also of the opinion that death mark is just a silly roll of the dice, and not great for the GW battles, but it’s more that cards that can help counter things like Wraith and DeathKnight are far and few between. If there was a Dust Devil variant that came in red (or green or purple or blue) then great. Or viable impervious counters. But there’s not a ton. So the obvious answer is cleanse, but you can’t cleanse a troop that just died immediately.
Guild wars needs things that require decisions to be made by players like either going for max points using riskier teams or using a safer team but obtaining less bonus points.
Otherwise may as well just rank guilds via masteries and pay out the weekly rewards at the start of the week. Snore…
For the record I like deathmark how it is.
I think it’s a poor choice on the devs to introduce such “artificial challenge” if this was all expected…
We could just as well ask to remove the color restriction/bonus on each day, in this sense we wouldn’t have a lot of trouble against DK’s teams and the whole GW feature would become much less atractive, but instead we, in general, believe that it’s reasonable to change one trait on a class that barely adds any interesting mechanic to the game.
happened to me on day 1 on the third battle, wasn’t paying attention to the class of the hero, my own fault
Meh, it sucks if you just roll with whatever team you prefer and run into the guy. But if you pay attention to the enemy team, it’s simple enough to add a stun and/or cleanse troop to your team and work around it. Case in point, today’s red Guild War battles. Plop a Wandering Monk (who Stuns on skull matches) up front and you’re all good.
Point being that it’s another level of complexity but we can totally account for it. It makes me think extra hard about my invade teams (and have a mental list of troops who are useful) instead of diving right in with Overpowered Team Of The Month. Which is a very good thing.