There are a few cards left that need a nurf bat. I will tell
you which ones and why.
First off, the game is much much better after the last
update. It feels like there is more diversity in terms of builds; there are
fewer goblin and skull spam builds now which is nice.
DO NOT nerf Gorgotha’s Granite Skin
Some people will think Gorgotha’s granite skin trait is too
powerful. I disagree! Granite skin is a game changer because it’s the only
effective counter against skull spamming builds and there needs to be an effective
counter against them. This card makes it possible to go against Bone Dragon and
Sheggra without cringing. Keep it!
There are already too many skulls in the game. Gorgotha
makes spells count!
Skull spamming builds are also overpowered in general and
Gorgotha now creates a balance.
Shadow-Hunter needs nerfing.
The “damage boosted by total enemy life” works great at
lower levels, but when up against higher level players with a ton of health on
their troops, this is literally a low mana one-shot kill troop.
The only other one shot kill troop in the entire game is the
Great Maw and he is a really high mana cost.
No card should be a one shot kill troop in my opinion,
especially if it has a really low mana cost.
He needs both a higher cost and a lower damage/health ratio;
maximally he should be able to kill an enemy in two shot; not one.
The Great Maw needs Nerfing
What a cool idea for a troop. Neat idea but it’s the single
most powerful card in the game now and it’s totally overpowered.
Couple it with a Mercy with full traits (starts battle with
full mana) and The Great Maw can often cast on the second or third turn. I have
even seen the computer get lucky and cast him on the first turn.
If Maw is traited so he has a chance to devoir on skull
damage, he is way too powerful.
A Mercy/Maw combo is the only build in the game that will
actually beat me more often than not. I can sometimes get lucky and win but I
have to get very lucky.
Since the Mercy/Maw combo can fire off on the 1st,
2nd or 3rd turn, there is no effective counter build in
the game. THERE SHOULD BE NO BUILDS IN
THE GAME without effective counters.
At a minimum, the chance to devoir on skull damaged needs to be removed and
changed to something different.
Celestria’s Barrier trait needs to be nerfed
This troop can;
Cast and spam its own gem color and thusly
create a 4 match to trigger it’s own barrier.
Buff its own health in the process.
Chain cast if lucky.
This can create a repeating casting cycle that is a total
pain in butt. I once played a round where I had three troops left and Celestria
chained til she had over 200 hit points. I had to quit the game because it
could take an hour to take her down.
I can always defeat her eventually but it can take some time
it’s NOT FUN. It’s annoying!
Gem spam, auto-barrier, auto-health buff and the ability to
chain is too much.
Maybe remove her ability to target herself or just change
the barrier ability to something else.
This guy doesn’t ruin the game but is certainly overpowered.
His traits are excellent. Not only does he get 50 percent
skull damage reduction but he gains 3 points in all skill in 1st
At my late state in the game this means;
If he is in 1st position he does 19 points of damage to the first
and last enemy +1 damage for each 2 purple gem removed.
If there were say 10 purple gems on the board, that’s 24
damage x 2 or 48 damage.
That is an amazing amount of damage for mana cost of only 12. Plus you can
combine him with Mercy to get an immediate shot off on the 1st, 2nd
or 3rd turn plus buff his heath when he is already an amazing tank.
He also combines well with Valarie, Alchemist, Jarl Firemantle and Webspinner
I can always beat a build that uses this guy but he is over-powered
for his mana cost for sure.
This troops is not completely overpowering as it is but it’s
a hard hitter for the mana cost. I think the mana cost should be even a tad
higher than what you already did.
It’s ok as-is though and doesn’t ruin the game.
Anyhoo, hope that give you some feedback.