Obvious and tautological.
@Machiknight and @Dorgath are right - and there are many other threads around here that argue similar things - as the AI is fairly poor, and predictable - any strong or balanced team can win 90%+ of the time.
I have 17 different teams set up at the moment. I jump between them regularly - and win 100% of the time with about 12 of them. I have a few āexperimentalā teams that win say 60% of the time, as they use inefficient builds or unusual spell combos, or make me feel like playing in an unusual way.
A big favourite, for example is my Hydra team - with Hydra + Sunweaver + Herdmaster + Ragnagord - it wins about 50% of the time because of how I play it - I let Hydra get hit to power up its spell, then heal/armour it with Sunweaver - sometimes timing goes wrong, or the enemy gets a lucky skull match and I lose the Hydra - I can sometimes still win with just the three that are left, as the AI can be rubbish, but I will often then loseā¦ but only because I was taking quite extreme risks - if I play it prudently and match the skulls instead of letting the AI have them, I win easily every time. Even against dragons.
Musing on the OP - I can agree there seem some slight balance issues with dragons, and more so with goblins, at the moment. There arenāt many other troop types that could put together a 4x squad that was viable before - youād have seen 4x goblins teams in the earlier game and it wasnāt a bad strategy. Goblins are bad in particular now because:
- they were already useful cards that were relatively strong for their rarity
- they all have Marauder troop type (except the rocket, thankfully)
- they are all Zaejin
ā¦meaning itās the only racial combo I can see right now that can build a potent team (e.g. Hobgob/GobShaman/BoarRider/Hobgob) that has gem-spawning, fast damage, extra turnsā¦ AND two strong team bonuses bringing +4 Attack and +10 Life. That hobgob on the front has 17 Attack and 41 hit points on my team - better than any legendaryā¦
(worth some playing around to see if something similar can be done with any other kingdomā¦ all divine from Whitehelm maybe?)
The dragons issue is less severe as:
- their spells take longer to charge and donāt guarantee extra turns
- the donāt get a stonking great kingdom bonus as every dragon is from a different kingdom
That said - for the OP - personally I am not seeing dragons or goblins every battle - and when I do see them, I still win (albeit it takes a bit longer getting past those +10 life goblins). Hence - agree some fine-tuning and re-balancing would be good - but disagree that we are in the Webspammer situation of before, where it trashed the meta game and just was tedious to lose toā¦
Iād suggest partial solution as follows - as I do believe the devs should continually track and tweak for balance, to maintain variety and fun all round:
- minor nerfing to gobbos and possibly to dragons, just a bit of the stats or spell power
- better - create more viable troop sets so that a varied playable team can get stat sets for Divine/Whitehelm, or Wildfolk/Wild Plains, or Fey/PanāsVale, etc etc
Views from the devs welcome please - @Nimhain @Sirrian ?
Laters.