THIS. The medal events were a significant improvement over the old guild events, why go backwards?
So now we have a ZuulāGoth on all 6 colors. Interestingā¦
Iām guessing Faerie Fire Gems are green, so it can loop itself. Oh my.
Thereās 6 other versions of this that are 6 colors, so those are the event versions.
Guess we have a Kingdom called Mydnight coming? a few of these in the back end of spoilersā¦
Iām guessing its troop ID saying raid probably means itās a new raid boss in the future weeklong raid events that I saw mentioned earlier in this thread.
Hopefully the misspellings will be changed until then. Besides Mydnight looking way off (even though itās intentionally), the Undead Manitcore gives me the creeps. Should be Manticore ā¦
Geryon currently has the wrong troop type, Merfolk instead of Monster. The entries are next to each other, I guess someone slipped up. Letās see if this gets fixed without a bug report.
I put small money on no
If it doesnāt ābreak the gameā (aka makes it crash or kicks players out) its not a bug according to the devs.
Their definition of a bug is very narrow. Anything can be wrong as long as it doesnāt ābreak the game.ā
So, a bug report will do nothing.
So the more that I think about the upcoming fifth troop for Sunken Fleet, the more I believe that itās another case of the developers being completely nonsensical (and/or lazy) rather than taking a moment to consider what the pure faction team could really use. Let me count the ways by which the Drowned Captain sucks:
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For starters, itās not an Elemental like the rest. At the moment, itās solely Undead; unlike the rest of the āteamā, it cannot benefit from Maraji Queenās third trait even if you wished to use it.
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Itsā current spell is ārandomā in that you canāt really predict what the board is going to resemble when youāre done with it. Nor does it explode enough gems to be much of a Generator, not that āGeneratorā was anywhere near the top of my list of what this team could use. (More on that in a moment.)
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Unless youāre planning to use the secondary effect of the spell to kick an enemy to the back immediately prior to casting the Drowned Sailor, I donāt see how it cooperates with the rest of the team.
So what would I have done with that troop? Iām thinking one of three things might really have been useful and synergystic. In no particular order?
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Some sort of Sunken Golem ādefenderā (Elemental/Construct) with a similar-ish spell to all the other Golems that are part of delve teams ā i.e., Explode a Gem and some sort of secondary effect thatās thematic to the delve, even if it were to be a lame and largely ineffective one. Give it the Stoneskin trait (50% skull damage reduction) so it can tank, and give it the Clobber trait (double skull damage to stunned enemies) as well to play off of the Water Elemental. Given how a key strategy to this delve is to set up the Maraji Queen for timely skull conversions, a bonafide tank would increase survivability if the AI does unto you before you do unto the AI.
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Some sort of Sunken āsupportā troop (Elemental/Mystic?), whose spell is simply āCleanse and Submerge all alliesā. Because every one of the existing Sunken Fleet troops inflicts negative status effects, so having a dedicated cleanser helps and Submerge would serve as a mitigating defense against opposition Water Elementals. It wouldnāt help as much against the opposition Maraji Queen, because the Curse effect attached to her spell would dispel everything, but it would aid against everything else.
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Some sort of āSniperā type, whose spell reads āDeal [Magic + n] light splash damage to a chosen Enemy, boosted by Enemies who are Stunned or Death Markedā {1:1} Light splash damage because it sounds thematic with the basis of the delve, the boost tied to status effects that the existing troops inflict to give a little bit of extra damage. Although if it were felt that this spell were too powerful, the boost could be removed and/or the spell could be reduced to regular (and not splash) damage.
But instead we get more of this poorly thought-out crap because the people designing things for this game clearly donāt play it very much. Same as how the new Trials teams werenāt well thought-out and therefore have to be changed on a piecemeal basis every week.
/sigh
This is the worst part. Itās specifically supposed to be an Elemental faction and they left it off. If this doesnāt show their lack of care for the game, I donāt know what to say. What am I supposed to believe? Not a fan of this throw content out first, fix it sometime ānext yearā mentality.
Iām more ok with the idea of the troopā¦ but instead of knocking them to the back, I wish they would knock the enemy to the front. I would combine that with Maraji Queen to knock out dangerous troops. Instead, Iād have to cast 3 times to do the same desired effect, which is dumb. Casting 3 times also doesnāt work if the room has stealthy troops, since stealthy canāt be moved.
Explode 5 gems is badā¦ It could work to clean up messy Maraji Queen casts, but its still probably not worth it at that value and just makes it a bad troop out of the faction.
I would have liked a second skull converter like All Seeing Eye. Oh well.
just posting this hereā¦
not finalized, thankfully. But if they do the expected bare minimum, Iām very curious to see if they notice the mismatch spell/3rd trait. Or maybe thatās a new design?
Slughoarder could very easily be an overpowered monster. Boosts 1:1 off his gold, has the Merchant trait, and gets an extra turn when casting?
Yikes.
Wazir (Leonis Empireās godslayer) has a similar spell, but a 3:1 boost ratio and no secondary effect. And thatās the only close comparison I can find in the GoW troop database.
This needs to be re-visited.
Pair Slughoarder with Willi the Anchor is the Raid/Invasion will be a breeze.
Blah. Purple one has self-enchant, otherwise this whole series of weapons is kinda dead and uninteresting.
Yes, 12 magic to all allies is not insignificant, but Fallen Satyr already exists at 12 mana on 2 colors that can do something similar instead of tying up the hero to do it on 1 color at 18 mana. Thereās always the Empress if you wanted to be more efficient to one troop.
For me, its not even a power creep thing. I just dont think pairing Magic and Armor Gain for 18 mana on mono color is an interesting idea. I rather be more effective in one of those and not pay 18 mana. Would be more excited for Magic and Attack or Magic and Lifeā¦
Funny thing, shaping up to be the first regular magic true damage to all enemies hero weapon. (Crescendo is half-magic, Thunderbird is 15 true damage to all, a few are true scatter damage)
Looks like a solid addition.
I wish we would get a weapon with a spell like Draakulis or the new mythic (Morthaniās Darkness).
I donāt know if weāll ever see thatā¦
People already gave Life & Death a lot of stink for half that value.
Not impossible though; Iām ok with Power Creep but some of the dev choices confuse the living stuffing out of me.
Meanwhile some things are bizarrely underpowered and they refuse to do anything about it.
I donāt think people complained about L&Dās life steal as much as it had bless and enchant plus paired with the summon/web of the Orbweaver class. If I recall correctly, they never nerfed the weapon, just the class summon probability.
ruined the mana cost (in my opinion) from 14 to 18
I forgot about that. Anyway, Draak is one of my favorite mythics. Iād just love to see a similar mechanic in a weapon even at 20 mana cost.
Donāt forget how it drains mana from the front enemy as well. Itās a weapon that literally can do five useful things in one casting.
Interesting, because in itself it doesnāt seem THAT much better to boost other stats. Are you thinking in terms of us having more interesting troops who scale off of attack or life boosts than we do for armor (where the boost ratios tend to be bad generally)?