Is Wraith too strong?

The problem is that having traits that cast Death Mark on skulls, on a common card no less, leads to not having any diversity at all. 90% of the player base is using that card and ignoring everything else.

If your letting wraith ruin your matches something must be wrong… on any team wraith is not the main piledriver to your death. I can talk about a bone dragon or a famine all day… but if a wraith is really causing all this discussion I don’t understand it. It’s a 10% no less no more. And while he’s versatile he’s not over powered. They should make more common cards that aren’t trash. There isn’t diversity in teams because there isn’t diversity in power. Not a players fault… just shows we need more useful cards ( going down the 100’s of mythic I have to scroll through o can’t stress that enough )

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Really? I think that was the whole point of this thread. The answer isn’t to make more commons as powerful as Wraith, unless you want the game to completely spiral out of control. The power curve is already screwed up and people want to throw gasoline on the fire…

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By the way I don’t use wraith on my attack or defend teams (I’m liking other teams more with better success). I just don’t think he needs to be tweaked at all personally.

@htismaqe I don’t think wraith is an extremely powerful card my point is more cards should be as USEFUL as him. I like that people are mixing up cards that can be usable from all levels… nothing’s spiraling out of control if they make more useful common troops. He’s not a game breaker at all he’s a great card. Death mark can be annoying but there’s ways around that :blush:why limit ourselves to single damage doing boring troops with no useful traits or an ‘if’ factor

People aren’t mixing up cards. At all. Wraith is one of 7 or 8 cards I see over and over again.

Right I’m not debating that, he’s pretty common on pvp teams. But you take him away and what do you get? Maybe people stick with manticore instead. Your answer is to nerf him and have less cards like him. My answer is to have more common cards that are not a flaming pile of trash. The list will only get smaller if we think like that. I don’t think it’s fun if I had a lance knight in front of a bone dragon / courage / famine. I don’t think it’s fun because It doesn’t make sense… if diversity means I use more cards that don’t make sense that’s not fun for me. I’d rather have more cards that make sense.

But you’re advocating amplifying the power creep even further. By doing that, you’re just ramping up a new annoying troop that everybody will use. You’re completely underestimating human nature.

I’d wager that the majority of my losses have come from a wraith. Either because a lucky skull drop caused a DT to my top troop, or I felt compelled to take skulls (to avoid the DT) giving the AI sufficient turns to charge up BD or Famine.

It certainly isn’t more than 1 in 10 matches as typically I can plow through the AI without a hitch. But of the loses and retreats, most are in fact directly or indirectly because of Wraith

See that’s not difficult, it’s fluky.

There’s no strategy to Russian Roulette.

All I’m saying is any new cards that need to be made from here on shouldn’t be gimmicky, extremely situational, or just plain weak. Like those two that came out with the new mythic. I think they are completely useless. I really do wish I could keep teams that were race or kingdom themed but that will never be useful to me again. After lvl 100 you realize the best teams aren’t ones of the same race and you have to start tinkering with random teams that mesh well. It’s from then on everyone is in search of the best teams. No one wants to use crappy cards. I’m not advocating any new cards that come out are all a bone dragon, EK, and or famine. I do want some fun and useful cards… I want better cards bottom line. No more potato cards.

Which is why I was pushing for a switch from “10% chance per round” to “you die in 5 turns”. It removes the flukes and lets you react. If I use Gorgotha and cleanse, I’m less worried. If I’m about set to take him out, I’lll risk the DT. If I’m not certain then I can decide to risk the countdown or risk giving him time to get mana.

The decision is back in the player’s hand, not in a RNG

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Yeah, I’m all for more player control and thus strategy. This game has way too many slot machine mechanics right now.

Sorry, i was trying to provide more insight on all the factors that brings Wraith to his actual position and why just waiting for troops to be brought to his level of power could not provide the desired result: having more variety. I don’t know if i can offer any more input on what to do with Wraith aside from changing Death Touch for Agile as i said earlier in this very thread, but without Death Touch Wraith would be a fairly annoying troop, but not broken since it wouldn’t colaborate to a troublesome team.

I faced it a lot in the past, and a lot more recently, but for a common card with no Death Mark he would be fine working very well on earlier teams denying mana to the enemies while replenishing his own and or dealing True Damage while also gaining extra health to keep the fight going on. It’s good, it pairs decently with Valkyrie for newish players in need of souls, offers some good countermeasures with 50% reliability on his spell, that has a low cost, and with chilling touch you are supplied with a good “all-in-one-troop” that offers earlier interactivity with some little RNG involved but since both effects of his spell are great, and one allows you to cast the spell again i don’t see it as a bad RNG at all.

What is bad is having random targeting turning the main component of a spell useless as Damage and Triple Damage, like the gnolls for example. To make a comparation; in Hellcat’s case the damage to a random troop is not the main component, but a suplementary effect to the gems being transformed, for Minogor and Lord Ironbeard we have conditions that also can’t be always met for Triple Damage, just like the gnolls, a higher rarity in two cases (Not counting Wild Fang) and they deal ~2/3 of the damage the gnolls do, but they don’t have random targeting wich is much better than having 1/3 more damage at random… So i agree with buffing troops as much as @Eika and @Pabloskee but i just think that some “trimming” could be done here and there allowing a better scaling of power, otherwise things could get messier i think.

But well, with Death Touch there is no interactivity at all sometimes… So to put it straight, Death Touch should go away, and i think it would be enough balance for Wraith’s case.

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I can totally sympathize. They should have upped the kingdom/race bonuses a long time ago. That would help a lot with all the min/maxing going on because people wouldn’t be as tempted to pair say Mercy with Infernal King.

However, the Devs don’t seem to have any intention of changing that. More power = more players. They’re creating for the lowest common denominator and I just have to accept the fact that a middle-aged guy that wants a slow, deliberate “thinking person” game just isn’t the primary target demographic.

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I’ve tended to also notice things like Immortal King reviving multiple times if he’s being killed by skull matches on one turn.

I still feel like somewhere there is a point when a new random number is not generated, and the existing number is used multiple times in a row.

Yes, I know it could be the confirmation bias, but it seems so off when one IK revives 4 times during the same turn when each match 4 skulls kills one.

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Could as well be a bug that can’t be replicated everytime since it’s sort of an… “loading issue” i guess.

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now that I think about it they are focusing more on mythics and legendaries I suppose that started the power creep you speak of… the height of it for me was the queen mab EK teams . Since then I’ve gotten used to most of these meta teams. I don’t lose often and I use a soul farm team mostly (rock spirit /valk/bat/mercy) that does best most meta teams at a high enough clip for me to say fuck it. All that I say because since the EK and mythic I feel like they have been trying to outdo themselves. But there has been some good troops that came out too! Troops that are strong and useful but not Ridiculous. (Kraken and minogor are troops that come to mind, I think they are great troops). If we could have all new cards as strong as kraken (or useful) +/- a bit you know some mythics that are maybe a tad stronger but for the most part around the power and impact of a kraken or less then we would be just dandy.

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I agree, very good post.

Of course we want people using commons all the way to end-game level. It would be great if there were that many good choices. What no one should want though, is for people to be using a common because of a cheesy mechanic. It’s such an easy fix. That’s why I brought Wraith up in the first place. I wanted to put it on their radar if it wasn’t already.

Almost all other troops you can think of to fix are mostly OP currently, so you can understand why people use them. They’re strong troops. This one is not strong, but is just getting used because of a cheesy trait. Just feels wrong.

But to sum up this topic and taking everyone’s comments into account, it seems the majority thinks it could use a fix. We just can’t all agree on how. Which is okay. Hopefully the Devs see this anyways and make their own judgement. That’s all we can really hope for.

It’s certainly not a troop worth spazzing out over. Not worth creating threads saying, “omgz nerf immediately!!!” I’m just pointing out an imbalance that could be fixed at some point possibly.

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