(!) Spoiler Alert (!) -- [Any Details Provided are Subject to Change] (Part 1)

pro: I can appreciate the self-buff when hit
con: a low impact skill, no self-protection. self-buff doesn’t do much with this spell.

lore issue: How is it a “Gargantaur” only able to hit one target? Isn’t it supposed to be big?

changes I’d like to see:

skill should be boosted by its attack value too,
or skill should do half to all other enemies,
or instead of gaining 4 attack, it should gain 4 life when it takes damage, so it becomes much harder to kill…

Regarding Gargantaur -

That mythic trait on that troop is barely better than a lot of the common “orc” traits on any given orc troop. If the trait were extended over an entire troop type, it could at least have some value from a support standpoint.

As for the spell, its damage potential is barely decent with the aforementioned troop cycling setups if is correctly tracks kills and not just the amount of enemies/allies that are currently “dead” (empty slots). Even assuming this, it takes way too much setup to become a lethal threat, so long that I don’t see it even being able to cause a reversal if you are heavily losing or being viable because your window to fill the troop if you do start to lose is too small. If it also summoned fodder that could damage or kill themselves so you are creating a ton of carnage for it to take advantage of it would make a bit more sense. Split damage or pseudo-AoE like Ketras could be okay as well. Or maybe something like “and increase my life by one third of the damage dealt” so he could class as a growing threat (a very easy to deal with one since he doesn’t have indigestible). Part of the reason self-sacrifice type setups are so underused is because you generally the need the entire team to support it and usually put yourself at immediate disadvantage with an upper potential of… almost as good as options that are already readily available, being far less risky and setup heavy. Given this, even with some of these proposed buffs, he would still be underpowered/underused by endgame terms, because the setup it takes to reach a lethal threat would simply take too much time as well as the complexity of the setup compared to just spamming exploders on turn 2, but at least the theme might work.

One last thing with regard to counterplay - he could be seen as a way to counterplay an enemy team that used troop cycling like elspeth and sunbird or summoners/revivers, however, in his current state I don’t see that being viable either. Setting aside the fact for a minute that these types of teams are rarely seen on defense because the AI doesn’t play them correctly, he won’t become a two-shot threat until you are already well into trading blows and won’t be a one-shot threat until the battle is basically over. A summoner is much easier dealt with by simply killing the summoner. You could get him up to the lethal damage threshold much easier, if you are brute force trading summons, but you still need to charge him and have openings to cast the spell, and without also having a summoner on your team, you are even more subject to attrition than they are.

tl;dr -

  • Give him a summon (preferably one that can self-harm) or higher boost ratios/splash damage to allow him to even fulfill a role in a team to begin with other than “maybe if the battle goes on for a really really really long time, I can take down one troop before I die”.
  • Give him a trait that makes sense for his given role.
7 Likes

Change damage to an enemy to damage to all enemies.

And give us a troop who can Poison our own troop (no Domovoi is not enough).

Or maybe make him the first base mythic with a sub-20 (more like sub-15, to the earlier points made) mana cost…

Bigger than big. Taller than tall. Shitter than shit (unfortunately).

12 Likes

I very much doubt that cumulative kills is tracked. This will just count the empty slots. Bet ya.

I’d fix this guy by reworking his spell entirely, and hooking the trait effect onto any troop deaths.

2 Likes

Spell: Poison one ally, cleanse all enemies.

Seriously. “Gain 15 magic any time an ally or enemy dies.” Easy peasy.

2 Likes

Lets all remember how Skadi looked weak before realese. Devs will see this thread, and i have faith the current data is place holder.

2 Likes

I know this sounds crazy…
But a troop that had a trait, match 4 or 5 gems, your troops lose 1 life (and gain 1 armor or something)

2 Likes

Poison triggers the Orc specific traits and so on, his trait. So 50% to loose 1 Life for 4 Attack/Magic, in average, 2 Attack/Magic by turn.

Maybe he should add Life + Poison all player team, so if you have a full Orc team, it will give boost by turn.

1 Like

Armor Spoiler…
(Currently I do not have a release date or cost)

Name: Ebon Armor #14
Kingdom: Mist of Scales
Bonus_Gold: 75
Bonus_Souls: 50
Bonus_XP: 0

8 Likes

Armor Spoiler…
(Currently I do not have a release date or cost)

Name: Obsidian Armor #15
Kingdom: Sword’s Edge
Bonus_Gold: 0
Bonus_Souls: 25
Bonus_XP: 50

7 Likes

Armor Spoiler…
(Currently I do not have a release date or cost)

Name: Shadow Armor #16
Kingdom: Blighted Lands
Bonus_Gold: 50
Bonus_Souls: 75
Bonus_XP: 25

8 Likes

Armor Spoiler…
(Currently I do not have a release date or cost)

Name: Wild Armor #17
Kingdom: Pan’s Vale
Bonus_Gold: 0
Bonus_Souls: 25
Bonus_XP: 50

6 Likes

Armor Spoiler…
(Currently I do not have a release date or cost)

Name: Bestial Armor #18
Kingdom: Maugrim Woods
Bonus_Gold: 75
Bonus_Souls: 50
Bonus_XP: 0

8 Likes

Armor Spoiler…
(Currently I do not have a release date or cost)

Name: Savage Armor #19
Kingdom: Grosh-Nak
Bonus_Gold: 50
Bonus_Souls: 75
Bonus_XP: 25

7 Likes

A++ designs. Would totally craft in Skyrim.

6 Likes

Looks like these are still 100 or 250 gem armours.

Was hoping for a 1k gem armour!

2 Likes