Considering the controversy about this change (read: almost unanimous agreement it was terrible and poorly thought out), can we get some response from the devs that they’re at least looking into this?
Fizzbang needs to be 'splodey. Without explosions, her character makes no sense. And the buff on its own is a truly wasted skill because it usually targets pointless attributes on the wrong troops.
Fizzbang needs the extra turn. This is central to the goblin mechanic.
The buff I can grudgingly live without, but I’d prefer some form of it were kept.
The very best options for fixing Fizzbang, starting from her original premise, are these: 1) Limit the number of green gems she explodes, and/or 2) limit her buff in some reasonable way. I say and/or because while the “and” option would weaken her quite a bit from her original inception, it would at least keep her spirit intact and accomplish what the nerf set out to do in the first place: make her less overpowered. But any of the “or” options would also accomplish that. It would have been better to pick one of those options first, and then if she was still overpowered, also try the other.
I’m quite okay with her only exploding a fixed number green gems, unaffected by magic–but of course she has to do so every time. 5 might be too few. 6 would be nicer, but I could live with 5.
One option for slightly nerfing her buff, if it stays with the explosions, is to change “random ally” to “other random ally”, so she can’t buff her own magic unless you put two of her in play. But nerfing the amount of the buff is probably the very easiest way to go.
Now to address the minority of folks who complain she’s still overpowered if she can explode every time: These people are wrong, and ridiculously so. The RNG is really messing up the luck as to whether she explodes or not currently, so she’s more broken now than she was before. And besides which, most of the problems from defense teams going off over and over and over are because the Unity codebase apparently has a completely broken combo breaker (or a lack of one entirely, which is unacceptable). With the combo breaker repaired, defense teams shouldn’t be able to have the run of the board forever. So demanding she not be allowed to explode all the time is wrong, because you’re treating a single symptom rather than the disease. Fixing the engine will obviously fix the main problems inherent with looping defense teams, and will still allow those teams to be tough without being the game breakers they are now.
And the suggestion to change the AI back to predictable is, I think, a complete non-starter. Much as I liked that the computer was always predictable before, its unpredictability is much more satisfying to play against. Frankly we should be glad the AI doesn’t look to advanced strategies that would be relatively easy to implement. But the combo breaker still needs to be fixed, or put back if it was foolishly removed.