I guess in the end I don’t think it’s fair to point at troops released years ago, say “Ubastet is stronger than those”, and expect to see Ubastet rebalanced to match them or vice versa.
The game is in flux. Old troops get upgraded or obsoleted when new troops come in. That’s not wrong, that’s how a game with perpetual content works.
If we picked some current troop and said “this is the ceiling of power level, no card should be stronger than this”, we have two boring futures ahead of us. Either:
- No card ever approaches that power level again, and it’s the strongest card in the game for eternity.
- Every powerful card shoots for that power level, flattening the curve and making everyone fight with the same mechanics.
Both are unhealthy expressions of having a power chasm. So maybe a better choice is to try and rebalance old troops to match the new power level. But then we have 3 Ubastets instead of 1. And since this approach adds work to creating new, powerful troops, it means the devs will shy away from raising the power level and we’re right back at the “don’t exceed this ceiling” case.
I have always argued the answer to broken troops is not a nerf, but hard counters. Imagine traits like this on an otherwise vanilla troop:
- Reflect 50% of magic damage if the source is Divine.
- Convert magic damage to attack and split it between all allies if the source is Divine.
- Resist 50% of magic damage if the source is Divine.
- When I take damage, silence the source if it is Divine.
See what’s happening here? These are exceptionally powerful abilities if they have a broad scope, but I’ve narrowed them to point directly at Divines. All of them make Ubastet and Infernus very unattractive. They are strong on both offense and defense vs. Divines, and punish an opponent whose only win condition is Infernus or Ubastet. The defense meta will shift. That will cause the offense meta to shift.
This is, more or less, how superhero plotlines work and many of the films of the last decade have at least tongue-in-cheek touched on it. You have normal bad guys, and if they cause enough trouble they attract stronger good guys. Then the bad guys get worse. Then a superhero shows up. Then a supervillain shows up, each stronger than the last. The question is raised: “If the superhero had not shown up, would the villain exist?” Often, in the comic stories, it turns out the superhero was vital to the villain’s decision to become a villain. It’s compelling.
That’s how a meta should be. Strong questions should have strong answers. Those answers ask questions that should also be answered. We saw this with Psion teams: they were dominant and not fun, then many useful troops gained more mana immunity. Now Psion teams are a footnote, and I know the substitutions on every GW day I need to make them a joke.
Divines do not have a multicolor solution. I think if we nerf Divines, we end up with a less interesting game. I think if we haphazardly respond with strong troops, we end up with a dumb meta. I think if we make sure every exceptionally powerful troop has at least 4 hard counters spread across the colors, we have an interesting game.
Ubastet is an example, not a problem.