# Enraged Kurandara could use a buff (not Power Orb related)

**URL:** <https://community.gemsofwar.com/t/enraged-kurandara-could-use-a-buff-not-power-orb-related/66103>\
**Category:** Feature Requests and Game feedback\
**Created:** [September 23, 2020, 9:23am UTC](https://community.gemsofwar.com/t/enraged-kurandara-could-use-a-buff-not-power-orb-related/66103 "2020-09-23T09:23:38Z")\
**Posts on this page:** 1\
**Showing post:** 10

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**Author:** ![Mithran](https://sea1.discourse-cdn.com/flex019/user_avatar/community.gemsofwar.com/mithran/32/18064_2.png) [@Mithran](https://community.gemsofwar.com/u/Mithran)\
**Post date:** [September 23, 2020, 11:17pm UTC](https://community.gemsofwar.com/t/enraged-kurandara-could-use-a-buff-not-power-orb-related/66103/10 "2020-09-23T23:17:28Z")

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This would imply that “combo breaker” is no longer a thing, which is a widely known and admitted gameplay mechanic which is intended to only _negatively_ affect AI skyfalls in certain conditions. When skyfalls and initial board state were talked about waayyyy back in 2016 (before the unity port even, so different codebase), it was heavily implied that the gem falls and initial boards are the same for everyone but conditionally manipulated in a **different** part of the code:

> [@Equal chance for Mana dropping in battles?](https://community.gemsofwar.com/t/equal-chance-for-mana-dropping-in-battles/3427/16):
>
> So, to put any further conspiracy theories to rest, here is the code that generates our gems: if (bInitialSetup) { var nRoll:int = m\_pPuzzleBoard.m\_GemRNG.percentile(); m\_nType = Math.floor(nRoll / 15); } else { m\_nType = m\_pPuzzleBoard.m\_GemRNG.range(0, PuzzleGem.GEM\_TYPES - 1); } Where m\_GemRNG is standard Mersenne Twister RNG that knows nothing about the board or your masteries or troops or anything. Gem types 0 through 5 are Blue, Green, Red, Yellow, Purple & Brown, respectively Gem t…

The storm implementation explanation makes sense, though, and brings to light why doomstorm currently feels so bad to use. The thing that kills it is having so few _skulls_ in total that you are unlikely to get a match from a board clear compared to any other storm. If doomstorm can’t raise normal skull chances _without_ raising doomskull chances because of the implementation of randomly replacing gem that would fall with this specific gem rather than actually changing how the gems are weighted then it would _seem_ that they “had to” have a barely increased overall skull chance for doomstorm to not be ridiculous.

But this infographic only references the 3.5 doomstorm change. There were _two_ changes, one in 3.5, and one in 4.0. The first one was still sort of workable. The second one killed it. Before the first change, a great majority of skulls that dropped _were_ doomskulls, and skulls also dropped almost as much with a bonestorm out, so no idea what the coded implementation of it was at that time since it _seemed_ like much _fewer_ than 10.9% of total drops were “normal skulls”, since that would have meant close to 40% of total skulls were normal skulls, and that doesn’t align with the experience I had. After the first change, it _seemed_ like still increased skulls but much fewer of them were doomskulls percentage wise.

The infographic seems up to date with reference to Electrostorm, so its probably referring to the current version of Doomstorm. Each of the nerfs was a _noticeable_ change at the time and unlikely to just be a patch miscommunication.

3.5:

> [@3.5 Patch Notes](https://community.gemsofwar.com/t/3-5-patch-notes/41212/1):
>
> Doomstorm will now drop slightly less Doomskulls

4.0:

> [@4.0 Patch Notes](https://community.gemsofwar.com/t/4-0-patch-notes/45233/1):
>
> With Doomstorm, we found that once triggered the number of doomskulls dropping would heavily tip the game in the favour whoever was winning, with little chance for their opponent to counter it. We’ve decided to tone it down a bit, so it’s not quite as deadly and allows some room for opponents to come back.
> 
> - Mana gain from Explosions has been reduced from 70% to 50%
> - Doomstorms now have a slightly lower chance to spawn Doomskulls onto the board

(The quotes should contain links, if not, these are the original initial patch notes for those versions.)

Even if Doomstorm must spawn a barely increased number of _Doomskulls_ to keep chain-reactions in check, having the number of matchable-gems being so barely increased. Nearly every match nowadays is played with the majority of it having a storm in play… this is the norm, the opposite is the exception. Triggering a doomstorm currently is closer to no storm than it is to having any other storm in play as a practical application on any team. Board clear without extra turn and skull countermeasures is unreasonbly risky to the person initiating, board clear _with_ keep the turn even results in generally messy boards you can’t follow up on due to _both_ lack of mana and lack of conversion openings (take Leprechaun into a fight versus Shade of Kurandara or any hero class with the doomstorm start without overwriting with your own storm). Where initial doomstorm either one of these was often a straight up first cast win condition, it now generally results in either a troop death or stall _on the player who is initiating/attempting to capitalize off it_. In its current state, I’d count triggering a doomstorm as _generally a downside_, even if you maintain advantage with an otherwise appropriate team, unlike every other storm, when the triggers for it (ie., it being on a legendary trait as an “on kill” storm trigger with every other color “on kill” version being a minor trait) clearly show it is meant to be an _upside_.

A sensible change here, if they believe too many doomskulls were falling to “chain react” and causing a insta game-end condition after triggered with a single board clear if they _just_ increase doomskulls but while still making doomstorm _desirable_ to have in your kit, would be to implement doomstorm as a dual color doomskull-skull storm. A ~7% gem replace check on skulls then doomskulls would bring it in line with other _single_ color storms, which it should be treated as because skulls match with doomskulls unlike the gems from _dual_ color storm and this would bring the total skull balance to just below what it would be on a normal bonestorm with what I would hope would be close to zero implementation overhead being that the “bones” should already be in place from other dual colored storms.

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_[View the full topic](https://community.gemsofwar.com/t/enraged-kurandara-could-use-a-buff-not-power-orb-related/66103)._
