I’ve always disliked the Imps. I used Summer because it had a mini event attached at the time and Webspinner was good enough to win with no other troops on the team anyway. Never used any Imp since.
I think giving them +2 magic instead of +1 magic would go a long way to making them viable, but something else has to be done.
There’s also a very strong example of ‘not all are equal’ in there - hey, another resemblance to the Guild Guardians! - i.e. Entangling all enemies is probably better than destroying 10 gems or creating 7 red gems, and Spooky Imp costs 2 more mana and does 1 more damage …
Autumn could literally do 1 or 2 or 3 damage to all enemies per Brown destroyed, in addition to current effects - and still be underpowered. I think the magic gain on kill should be culled simply to make room for more interesting effects in the text field (for all of them).
About Aziris, I disagree. He doesn’t need changed. He’s there for those of us who like taking a junk card and making him shine (those players exist too you know). Not every card needs to be playable.
I have mixed views on this… I think all cards Epic and above should be playable… lower tier stuff can be chaff for the gacha game, and the more common the more chaffy…
(I’d also add that Magic isn’t that suited as a comparison to this game, given it has thousands more cards, far greater complexity, bigger decks, true PVP strategising and counters, and so on)
I do also look for consistency and balance: cards of the same rarity should be broadly equivalent in power: just compare Korvash’s spell and Moloch’s spell for a joke example.
Most of all I hope for variety - and a degree of protection from the mindless occasional broken states that come from too much powercreep. Hence we have a thread suggesting buffs to little-used troops.
EDIT: also pinging @Ashasekayi in the hope she’ll find time to update the links and summaries above.
(apologies if @Ashasekayi isn’t a she!)
I mostly agree with you, @Jainus, it’s just that I wouldn’t change a card just because it is possible, and in the case of Aziris I don’t agree he is unplayable.
My opinion for the next list of troops is leave them as they are. All up to Blast Canon.
Blast canon really needs some love. Maybe doing double damage to what he does now would be good.
I expressed my self for all the troops up to blast canon. None of those should be changed, they all fit their roles very good.
After blast canon comes boar rider which another troop that received its amounts of rebalancing (read nerfing) and is in a very good spot now.
As for bombardier I think he should be reworked completely.
And I might as well finish my opinions on the remaining B troops:
Bombot- perfect, leave it untouched.
Bone dragon- slight nerf shoudo happen probably. Probably smaller scaling or- making numbers of skulls created a flat amount (7 to 9 probably) but giving him gain half of destroyed armor+BD’s magic. He will become more of a tank then a nuke. And he would still remain armor spreading troop.
Bonnie- recently released, works nice no change needed
Borealis- he got a buff recently, still not strong enough for a leyendary. What he should do is- do double damage if the enemy is already frozen> freeze all enemies.
Brian the lucky- he could use a tone down on his mana cost. 12 would be a lot better number.
Bultauros- I guess leave it
Bunni- he is a specific counter to Knights. And while he is strong against them, lots of other troops can do the same while being viable against all the others troops as well. He needs a buff and a decent one while at it.
I actually think its spell is too cheap, as it will likely replace him with a far stronger troop
and has a side-effect of a full heal and cleanse
so I’d say add +1 or +2 to that 8 mana cost
BANSHEE
a nice troop and seems mostly okay for a Rare
still useful in combos
could maybe get a bit more damage in the end game - say +2 magic stats in the final ascensions and levels
BARBEARIUS
exceedingly daft name
recently buffed in the MW rework
and seems fine to me
BASTITE PRIESTESS
I hate this art, too cartoony
traits might be fine, but can’t see anyone ever using this
that spell is utter rubbish, and does almost nothing for its fairly high cost
the skulls change is super situational (only one way to set this up yourself, using the mummy king which is also rubbish) - and even if you have a deathmark on you, the chance of yellows → skulls being worth doing seems very low
so needs a complete rework methinks
how about: cost 10 mana: select a green or yellow gem: if green, change all greens to purple; if yellow, change all yellow gems to skulls
if we want a link to deathmark we could add +2 mana cost and say: for each deathmarked ally, cleanse them and create 3 random skulls on the board
BEHEMOTH
has been buffed a few times and broadly kept up with power creep
gets a lot of use because of Impervious
I have a couple of complaints though (of course)
(1) it should be BIGGER, i.e. its spell should hit harder for a higher cost (it’s the BEHEMOTH, ten times as big as a man, etc etc)
(2) would be nice if that life gain from the Immense trait had a scaling effect on the spell, i.e. change ‘destroy 10 gems’ to ‘destroy 5 gems, boosted by my Life (ratio 4:1)’ or something similar
I’m surprised, @Jainus. You’re well aware of the danger of scaling board effects, and why they’ve eliminated most, if not all, of them. It’s not like Immense is the only source of life gain, so it wouldn’t be hard for someone to hit the 236 life necessary to destroy the entire board. Even if you’re only accounting for immense, a looping team could do that, though it wouldn’t be very efficient, timewise. Sure, we’ve got a few exploders that clear most of the board, but they only get 70% of the mana.
Mmmm mixed views on that… if someone has time to build up to 236 Life, they’ve probably won the game already… you are right to draw attention to the risk - but I think such a thing can be managed - make it 6:1 or even 8:1 - also destroying the whole board (like exploding it) is a gamble and can hand a good board to the opponent…