Try this:
Green slime
Green seer
Skeleton
Skeleton
It’s super fast and doesn’t many of those “oh crap” moments of bone dragon and keeper
Try this:
Green slime
Green seer
Skeleton
Skeleton
It’s super fast and doesn’t many of those “oh crap” moments of bone dragon and keeper
Clear his throat
Same here
I’ve seen it. It’s huge. Even bigger them slime
Keep it clean please…
Oh I was talking about his stash, he showed me a picture. I am sorry for not being more clear.
Don’t worry, @Jainus is just annoyed that I have more souls than he has dire wolves
Mel confirmed to be an “impcontrable” pervert.
I have similar observations as posted up, 2xslime 2xshaman team goes endless cycle and beats anything even at Warlord4 reliably – though taking too much time to be economic. (That is more proof to what we already know, the warlord level gains are nonsense).
At this point probably the best thing would be to just ban the slime as the week ends instead of taking actions on other characters ruining the situation even more.
Refunding the players the the resources to avoid bait&switch.
An action on goblin shaman would be the saddest move here I hope for more wisdom.
Btw from the text I thought slime works differently: it creates the greens, processes matches, THEN turns remaining greens to purple. (Probably wouldn’t be much difference in the bottom line of brokenness.)
Yeah, that just happened to me. Ran across a Slime/Slime/Goblin Shaman/Goblin Shaman team. I was using a Goblin/Goblin Shaman/Boar Rider/Hobgoblin setup, and doing well until the AI got going and then they got basically endless turns and the second slime (I killed the first) had almost 250 armor and 150 health. The problem with this team is even though they might end their endless turn for a skull match, by then the Slime could insta-kill anyone, and since skulls will occasionally be replaced by gems, you might not even end up with a skull set for them to match at all. If ever a team needed to be nerfed, this is it.
We spent yesterday testing out some Goblin Shaman and Slime changes.
As I mentioned earlier (in this thread? can’t remember) the Goblin Shaman is a little too good for a Rare troop, and he is central in a lot of these teams at the moment. He’s our focus, but we don’t want to do anything that makes him (or the Slime) feel like they’re underpowered. The Shaman should still feel like he’s feeding and powering up him minions, while the Slime should still feel like a creature that can grow out of control if left unattended.
We didn’t entirely settle on the change yet, and we’ll keep working this weekend to sort it out so that it can go live with Monday’s new event.
So enjoy the combo this weekend… we’re aiming that it should still be fun when we’re done, just not nearly so easy to create endless loops with.
I think you would have to go a long way before goblin sharman could be considered underpowered. Board manipulation paired with a guaranteed extra turn is always a very strong combo, even without the additional buff.
How about just changing his type from marriage
Marauder?
Exactly the reason you should not hurt him. (esp. AGAIN).
He was around for long without drawing rage. And in many different teams to improve the game a big deal. A nerf here would bring much negative impact. Half an hour ago I almost wrote in another thread that should the team go with that ind of change I immediately rage-quit. Not completely sure I would do that, but estimate chances over 90%.
Not because I do use him in teams but because it would seal that the development is hopelessly lost.
If a single new card breaks the game, the corrective action should just not be a killing cascade on the old cards. Especially when it’s doubtful whether it would even fix the original combo problem, I’m sure by the end of next week other combos would be discovered.
If no better idea you can just temporarily ban the slime – those who got it had the fun already, and others would not have access for weeks anyway, not a huge loss. Or add some erratic factor to its effect like chance to poison/paralyze/silence a teammate or several.
The slime is not the only issue or team that utilizes shaman. People have been mentioning since the gem spammers update that the shaman outshines all other spammers because of the guaranteed extra turn.
You’re clearly showing bias, I mean, banning a troop? U srs? There’s never been a banned troop in the history of GoW, not once, why start now? However altering troops has been going on for a very long time.
Goblin Shaman will be altered, this is inevitable. Slime also has a chance of seeing some change, but not by much. Shaman will still spam gems, and will still have an extra turn, it’s not like this is his first alteration.
As Sirrian said, fun will still be had, so justifying the clearly top tier spammer that is only of Rare class is not necessary. Please try to understand that the Shaman can not be kept in it’s current state, shy of buffing every other troop.
Deleting a troop is not something the devs would ever do and it’s ridiculous to suggest it.
I mean banning as LAST resort, for the case a fixing solution (on the slime) does not emerge. And that we had no such thing since is hardly a good reason to pick – we also never had a card introduced that was a 99% I win button put in a team. Probably the new card ideas were not that ambitious or the QA worked better.
And for bad reasons too – pride? To not face a clear mistake made lately? As if covering eyes would make it go away?
It;s the simplest engineering idea I push for: if you commit a breaking change roll it back. Instead of a cascade of workarounds that do not address the root cause and are likely to have their own dire side effects.
And yes, I do have bias, I like GoW and prefer it to many other m3 games for its versatility. In many the play idea is limited to a few basic strategies and refraining from board manipulation. Here we have many forms of that, color changes, removals, inserters, destroy spot, area, row. col, attribute manipulation and others. Going far in the strategy territory. Where team members support each other and add to a general theme. Killing basic elements because a single broken combo would just take a huge slice.
Inevitable? How exactly we got here with a card around from the start? Why wasn’t it as inevitable 3 weeks ago? Or if it was why no change happened before? Can we hear an actual explanation, not just a claim?
The very idea of “support” things is to buff others. As many others as possible. What you say is exactly the declaration that gow must be turned into candy crush. And for that, why really have it around?
Most (not all) of the gem spawners were nerfed to only make 8-10 gems. And for the most part, that has been reasonably successful in curbing the guaranteed extra turns and so on and so forth. The problem with the Shaman is that it gets the extra turn by default - so even if it mucks up and opens a 5-match, it can still take it, which is something that none of the others can do.
Seeing as its a Goblin, the extra turn thing has to stay so its thematically appropriate. It can lose another gem or two, or have its cost raised by a bit. Or it can have its random health gain removed as well. Nerfing the stats of the troop itself until it resembles the rare version of The Silent One is something I think we all agree we don’t want to see.
Speaking of. That’s a troop with no magic gain at all, because its has no scaling. There are others that pull this off, like Keeper. What’s wrong with changing things to have no scaling? Just remove the health gain, have Shaman have a static ability with a set number of gems (but less than now) and an extra turn. Lately (particularly with the gem spawners), we’ve been seeing things randomly get some extra complication on the ability just so they can continue to have scaling - for some it’s been a rebalancing, for others it’s at least made sense, and for a couple its just been… strange… I’m just trying to figure out if I’m the only who’s seeing this.
Namely, Venoxia and Bone Dragon. I swear those changes only made them stronger.
I repeat myself: the fact that shaman is so special with the extra turn can and shall be cured by making other troops gain extra turns too. Really a shame after the overfixed skull bug legends Keeper and Shregga did not gain that compensation for the enormous cost ability they have which makes them committing suicide over 60% of the time without that.
The shaman would immediately not be so overpicked (along with the green) if other support troops also had extra turns. Mending the observed imbalance. The extra turn is WAY more valueable in a good players hand than AIs and allows more stable SMART play. So it is a good direction to go if GoW aims the intelligent public. While cutting back on more sophisticated play just makes it a generic dull button-smasher for the masses – that nieche has enough candidates for our spare time already.