The Wand of Stars isn’t the problem. Stellarix isn’t the problem. The Elementalist class isn’t the problem.
They’re all symptoms of the problem. And it’s a problem that shows up at some point in any game like this that runs for a considerable length of time releasing new content. That problem being the vicious cycle of inflationary power.
Those of us who have played for a long time? We can probably all bring to mind some of the previous meta-builds that seemed pretty ubiqtuous for a period of time. We might even be able to bring to mind the handful of ways that we could counter it at the time, and the new stuff that has emerged since then that has relegated that old meta to the scrap pile for the most part.
The problem as I see it is that the developers have created a situation where the newly-released stuff falls into one of two categories. Most of what gets released isn’t very good and just satisfies the need for numbers, a new weapon here and an Event Captain there and other stuff designed as a combination of FOMO for completionists plus an encouragement to buy new stuff because it’s necessary for an event or whatever. But the rest is stuff like the cosmic dragons; while difficult to get – especially Stellarix at the end – you’re looking at stuff that’s leaps and bounds more powerful than most of what has come previously. Heck, I’ll bet that everybody who has at least one copy of Nebuladryx is using her this week in Raidboss and Underspire. (If they’re playing those modes, anyhow.) And there’s nothing else in that kingdom that comes close to the ruthless efficiency of Nebuladryx for clearing battles quickly, especially at higher levels.
The problem isn’t necessarily this troop or that weapon or some class. At least not as a root cause. But it’s symptomatic of how the developers have leaned into inflationary power and a desire to keep players investing in the new stuff. Because if they could find that magical spot where power stayed exactly the same, we wouldn’t feel much of a need to buy the new stuff when the older stuff did just as well. And if they erred in the other direction and and we had a deflationary spiral, it would drive away new players pretty quickly and the Google Play store would probably populate with reviews about this being more P2W than it might already be because the longtime players have an overwhelming advantage that newer players can’t catch.
I think there has to be some re-balancing of some sort. But we’ve seen that the developers don’t attend to that very often, and when they do it’s often trying to swat a fly with a baby grand piano. Which then spawns a brand new problem in the process of “solving” the previous one, assuming that their solution even hit close to the mark.
This game definitely encourages looping, and there aren’t a whole lot of strategies to stop looping. But you’ve also got a number of things – most of them more recent as compared to the early days – where you’ve got a troop or a weapon or a class that does a large number of “good things” all at once. And might do so in ways that it snowballs very quickly once it gets going.
Everybody remember when Life & Death seemed to be the weapon of choice? Because it did five good things once you put all the affixes on it? (Steal Life, Death Mark enemies, Bless the Hero, Enchant the Hero, drain mana from the first enemy) They didn’t fix it, but you don’t see it very often anymore because the developers simply released a weapon that’s even more extreme. On its own, for sure, but also when used in combination with other things. And all of that rolled together simply creates an amazing package.
I believe Elemental Force on the Elementalist class is a problem, and I recall saying so prior to the release of the class. Not only is it a top-tier trait, if not the single best Hero trait out there, but once it’s combined with the Talent trees for the class it’s very difficult to counter other than deploying your own Elementalist and even then it makes almost every other class worthless and useless.
I believe the cosmic dragons in general are a problem, because they blow most other troops out of the water when it comes to damage potential. Unlike Elementalist, there are counters to them, but there are also counters to the counter and ones that are very frequently used by most players these days.
I believe the Wand of Stars is a problem, because it fits into the same definitions as Life & Death did in that it does too many useful things at once – only it also has looping potential on top of that.
I don’t have an intelligent fix to the Cosmic Dragons, because simply nerf’ing their offensive power is likely to cause howls of dismay and I don’t have an obvious second idea to propose.
I think Elementalist could be reined back into line a little bit if that class didn’t have access to the Stone talent tree, thus taking away Rock Solid and Fortitude. At the very least, it would make it easier to slow down that class rather than also requiring a way to curse the class to remove its’ status resistances and then nullify Elemental Force. There are undoubtedly other 9maybe better) ways to bring it back to the pack, but I think changing the trait in question would similarly spawn an outcry.
As for the Wand of Stars? I think it would be better if it wasn’t both a (potentially) massive generator with immense looping potential and a Bless/Cleanse or Curse to the entire other team. That’s simply too many “good things” in one cast with the possibility that it can simply fire over and over again and fill something evil alongside it as a “two troops / I win” thing.
But could we rein the Wand back in and introduce some strategery into things if we made it a “one time only” spell? Obliging a player to pick which of the two s/he uses and when to use it as opposed to casting it willy-nilly and letting all the other nice stuff happen?
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One other thought. While it seems like a popular idea to some, I’m strongly against the idea of banning particular troops/weapons across PvP in general. Because I believe it to be a clumsy answer to address a seeming problem that doesn’t really do what you’d want it to. Beyond my lack of confidence in the developers to properly identify and target the handful of things that really are a problem, or to pay close attention to the list and make modifications as necessary? I believe I’d like to see more in the way of intelligent design when it comes to the new stuff. Some things are always going to slip through, because that’s the nature of things in this sort of paradigm and it’s difficult to figure out how things might synergize when released into the wild – e.g., who saw the notion that Centuragon would be the most useful troop of its’ campaign with how it synergized with skull generators, especially somebody like Zuul’goth?
So I’d rather find other ways to address these issues that doesn’t depend on an often-absentee crew to maintain things when they don’t really maintain stuff now.