While I like this concept (Overload), I think it is dangerous to add a trade-off passive effect as a trait. Traits are not refundable, so there is no recourse for players who invest (heavily, in the case of Legendaries). If a trait isn’t strictly an improvement, you stand the risk of “ruining” the troop for some (small, perhaps) percentage of your players.
See for example The Dragon Soul’s original Possession trait, where he would take over another of your troops upon dying. This sounded good on paper, but I could see how it might actually be disruptive to have the troop Possess a ready-to-fire troop and screw with the synergy of the surviving troops. As a result, I avoided traiting TDS until it was changed.
I am deeply puzzled by what the spell means: how can hatching a baby dragon (which must trash at least one egg) result in this troop gaining Life? surely it should lose Life?
whoa, this one is very strong, and only a rare troop?
that buff all allies is seriously overpowered (apparently it’s conditional, but that’s irrelevant as who’d use it in a team apart from with other dragons?)
so no buffs needed here, move on
DRAKE RIDER
one of the few viable troops out of Grosh-Nak this one
spell is okay, nice effect, could hit a bit harder (say +1-+2 base damage)
nice if the boost ratio also upped the splash damage?
Pyromania is an awful trait, especially on a back row caster that has no way to burn things
replace it with Flying, or Fast would be nice, or Fire Spirit, or frankly almost anything
Interesting troop for early game.
But dmg falls flat later. Give him magic at some levels and scale dmg with magic.
DWAR LORD
Jainus. want so say something about it?
I guess some gold reward on skill use would be nice. also armor gain should scale with magic.
DWARF MINER
This one will be interesting with new mythic.
Replace impervious with +25% more gold gain. I don’t think common troop should have such good trait.
increase magic for leveling
Change skill to Destroy a Gem. Gain [Magic] Gold. 33-50% chance to gain 50 more gold.
for a rare, this spell already does quite a lot: life gain, heal, barrier and gems
if life gain scaled with Magic stat, this would have double scaling giving 2xMagic stat life to an injured troop
which would be too much, with that other stuff
I say leave her as she is
DUST DEVIL
annoying (or amusing) depending on your perspective
shuffling the enemy team can really screw them over, the damage is secondary
take the point that the damage is irrelevant in the late game, but not sure that matters
it has a good set of traits, for a rare troop
I vote leave it as it is
DWARF LORD
I think this guy is okay as he is, for a rare troop
hits quite hard for only 9 mana, and traits make sense
leave it as it is
DWARF MINER
possibly the most nonsense useless troop in the game
it’s fine for commons to be useless gacha fodder (unlike some supposed commons added recently?)
that said, this one is so bad, I’d rewire it
a spell for 3 mana? that does what… chance to get 100 gold for early game players… does anyone actually use it for that though? Early game players would earn more by just finishing the battle and moving on
traits make more sense, though Stone Link is a support role bit (his spell only costs 3!) and Impervious is kinda wasted here: if you need Impervious, you also need to be able to kill things, or do, er, anything, to help win
replace Impervious with Merchant, which I’d say is actually a buff, if he’s only relevant for gold-hunting (and noticed after I wrote this that @vidokas wrote the same thing, so we must be right)
no spell should cost 3 mana really: rework this one as 5 mana, pick a gem, destroy it and the five gems below it vertically, gain [Magic] gold, plus 20% chance per yellow gem destroyed to gain +50 gold
DWARVEN SLAYER
amusing, and almost useful
I’d make the damage scale with his Attack stat (adjusting the base +40 accordingly), so that Frenzy is more useful
also add: if the enemy dies, gain +3 Glory
and remove the one cast per battle limitation: this one is innately limited to once per troop anyway, because he is dead… and one slayer casting it shouldn’t stop other slayers casting it (Bombot is equivalent, and has no such restriction)
musing on this one, and Dragon Cruncher above, I never liked how it’s called Elf Eater but counters Fey as well, it’s confusing and theme doesn’t work
I’d redraft it to: deal double damage to Elves, 30% chance to devour a random enemy Elf
also make the life gain scale with Magic/2
traits seem fine
Hence, while we are at it:
DRAGON CRUNCHER
rework spell to match Elf Eater, as:
deal double damage to Dragons, 30% chance to devour a random enemy Dragon
and scale life gain as above
Moving on…
ELVEN BARD
recent troop and thus benefits from powercreepery
no changes needed
ELWYN
mmm bit rubbish really
expensive nuke spell that you cannot aim
though does generate some mana and occasional board control
for 12 mana, spell could hit harder, maybe +2 base damage and another +1-2 Magic stat as he levels
I don’t like Slayer traits on squishy back row caster troops, they’re as much use as a chocolate kettle
replace Fey Slayer with, well, any number of things
EMPERINA
spell is nice, just a bit expensive, maybe drop mana cost by 1-2 points
traits are confused again
Slayer on a squishy troop again: yes, fits story theme, but again, very little use
Aflame doesn’t suit her at all in my view, both style-wise and as a caster troop
suggest traits change to Dragon Bond, Fire Link, Arcane
EMPEROR KHORVASH
recently had a mild nerf, but still one of the most high-powered troops in the game
arguably over-powered, but sticking to my principles: this is the buffs thread
so nothing else to say here
ENCHANTRESS
recent release, but not that great actually
inconsistency annoys me: here the AoE scales with Magic /2, which I think is sensible for the late game, but almost all other AoE troops haven’t been modified and still scale with Magic stat - I think all AoE should be brought into line to scale with Magic /2 (and base damage adjusted so this isn’t a major nerf)
this spell costs a bit much and could afford mana cost to go down by one point
ETTIN
bit pants really, but as gacha fodder rare I’d leave it as it is
one of the best Mythics, certainly doesn’t need a buff, moving on
FAUNESSA
bit of an odd one: spell does plenty for the mana cost, and scales well into end game
yet doesn’t feel Epic, and doesn’t really feel strong enough to use
I kinda think Epic troops shouldn’t have 8 cost spells
Life gain isn’t the best here, as she has no mitigation and won’t be used as a tank
Empowered trait is wasted on an 8 cost spell, when she has Magic link too: one surge and she fills anyway
I’d power her up a little: spell cost 11: and instead give the Life to the first ally, boosted by the target enemy’s attack (2:1?)
FEL’DRAS
cool idea, but pants spell really
actually hits quite hard in some cases, but expensive for a single target nuke
the summon effect is useless: 13+ red gems is hard to trigger enough when you are a red troop that needed those gems to cast… and her traits make her a clear front troop hitter (if situational and squishy)
remove the summon effect, and add: if the enemy is a Mystic, stun and poison them and create 6 red gems on the board, and just drop mana cost to 12 while we are at it
replace Orc Bond with Agile, to help her survive a little
FENRIR
was recently reworked, and is now pretty strong
good synergy with Beasts and especially Wulfgarok
replace Leader trait though: you’d only target Beasts, and the +3 Magic on doubled effect double stat boost is unnecessary: also I don’t think many people would put him up front
Famine’s mana cost should be a bit higher though (like maybe 22 or 24) due to his spell being insanely powerful but otherwise like you’ve said, no changes at the moment.
Thanks but this is the buff thread, and nerf debate is not permitted. This is about addressing power creep and imbalance by buffing unused and obsolete troops (like 80% plus of the collection).
Not gonna venture any further views on Famine.
Feel free to suggest any changes or thoughts on the buff ideas/commentary above though. We’ve lots of troops to get through. Feedback most welcome!
early game he hits hard and drains mana, and traits are not bad
just needs a little buff at later levels - better Magic and stats from the two ascensions
else leave as is
FINLEY
might be marginally useful in a loop / gold farm team
bit even for lower level players it’s probably better gold farming just to win matches
a la Dwarf Miner, I’d give his spell say 25% chance of giving bonus 100 Gold
or maybe 10% chance of giving 1-3 Gems?
I’d resist reworking him completely, or he loses his peaceful merchant identity
FIRE LIZARD
more recent troop release, and pretty strong, especially for a rare
as this is the buff thread, no further comment
FLAME CANNON
average-ish gacha fodder mech
AoE spell isn’t bad, but there’s usually something better to collect those red/yellow colours
bit like Dimetraxia, I’d rework the burn effect to: 25% chance to Burn each enemy, and roll them separately
traits ok
FLESH GOLEM
recently reworked
now fine as it is
FOREST GUARDIAN
recent release, and pretty strong
Invigorated trait is rubbish: should probably give 2 Life per spell cast - 1 is irrelevant even in loop teams
otherwise leave as is
FORTRESS GATE
reliably rubbish, and fine that way - features a lot in early game so shouldn’t be touched much
for me, that final trait should probably be Armoured or Stoneskin rather than Impervious, both thematically and play-wise - and fine to update, as doesn’t affect early game
FROST GIANT
had a slight buff at one point to his spell I think
okay for a rare
I’d replace Big with Cold Touch trait - fits better, and I am not a fan of so many troops having ‘Big’ just because they are quite big
FROSTLING
recent release
okay for a common - doesn’t do any damage with its spell, but the combo with its traits makes for huge melee damage
same point as above, Invigorated trait should give +2 Life not just +1
Absolutely, it’s far too low.
Oops, sorry.
Anyway, I agree with the fenrir leader trait, it doesn’t make sense at all and think the suggestion regarding him is sound.
Vicious Orc Warlord that sits at the back of the team? Doesn’t seem right. Should be on the front lines at all times. Change his Orclord into something else, give him back Leader. Keep Armored. Remove the summon since it makes no sense there. Scale the attack buff with magic. I’d like to see something like attack buff scaling with damage taken, similar to Hydra’s, or maybe scaling with allied Orcs like Dragon Soul’s ability.
Or maybe for a more sadistic twist, give him ‘Sacrifice an ally. Summon a random Orc. All allies gain attack equal to the sacrificed allies’.’
His legendary trait can really be anything else. I’d be happy with something like ‘Gain 3 attack whenever an ally takes damage’ which would be crazy fun with his ability hitting his allies still. Failing that, maybe something slightly chaotic like ‘Deals double/triple skull damage to enemies who have armor’ - OP but not guaranteed, typical Orc stuff - and added bonus of being a bad combo with everyone’s least favorite Undead Dragon.
The whole groshnak kingdom is on a high priority for a rework, and garnok will be included.
Tho next July troop is scheduled for Jully third, and i think this kingdom deserves attention a lot before that. Especially garnok, since he is probably the worst legendary of them all, and im willing to bet, one of top 5 least used troops.
another one where damage is a flat number, which is too much in early game and worthless in late game
suggest move both damage and stat steal to scale with Magic, or maybe Magic/2 (note comparison with Herald Of Chaos, who has damage and stat loss both scaling with Magic stat)
spell mana cost could go down by 1 or 2
I don’t think she works well as a front row troop, so replace Mech Slayer, maybe with Air Link, Air Spirit or Mana Shield
GHOUL
got reworked a while back
not the strongest, but fine I think for a common, leave as is
GIANT SPIDER
popular as ever, as the standard purple gem converter
the summon kinda annoys me, but I guess we leave as is
GIANT TOAD
spell cost could go down by 1
othewise okay as a common, leave as is
GIANT TOADSTOOL
occasionally RNG annoying as hell
certainly doesn’t need a buff, moving on
GLADE WARDEN
brief moment in the sun when we had the true shot and agile debacle
thankfully that is long past
I think his boost ratio could be 2:1 - as he removes his own colour
otherwise leave as is
…next up would be Gloom Leaf which needs a lot more thought, so I shall revert later…
DWARVEN MINER http://ashtender.com/gems/troops/6040
I suggest to let him become a “tutorial” troop to gem converting, yet keeping his “gold seeker” theme.
Cost 5
Change spell to _____ Transform a gem to gold, err, yellow. Gain 1 gold per yellow gem on the board. Over 50 gold, turn all gems of that color to yellow. _____
Traits : Dwarven bond, Merchant, and Resilient (Reduce spell damage by 25%).
DIMETRAXIA
Slightly change spell to _____ “Deals Magic+4 damage randomly split among ennemies, boosted [x4] by any burning troop. Everyone (allies and ennemies) has a 25% to burn. (individual rolls).” _____
I would replace Fireproof with some bits of tankyness. (I wish Reinforced was more powerful), let’s say, Armored ?
It’s not turning Dimetraxia into a late game power, but :
“burning everyone” should actually burn everyone, not just every ennemy
Power range will be as Ranger or Dragon Soul (early/mid game)
can still be a huge boost to courage, + has pyromania.
DRAGONIAN ROGUE
I wish it could target that X just like the monk does now.
DRAGONMOTH
Change spell to (and change spell name too) :
_____ Explode a gem. Deal Magic damage to a random ennemy per skull destroyed. Summons a magicstorm (purple). _____
Skulls ? Purple storm ? because it’s a moth, and moth is night, and night is magic and death !
Purple also feels way more useful to beasts than red, and as useful to dragons as red.
Damage can hit a single troop multiple times like Ship Cannon.
Even when hitting single or no skull, spell remains useful for the storm (and the explode leaves some hole to be filled up)
EMPERINA
Reduce spell cost.
Slightly change spell to : ______ Give an ally [Magic] Life and Attack, boosted [x3] by ennemy dwarves, then Cleanse and Heal them. _________
Traits : remove dwarven slayer and aflame (not a frontliner). Give something like : greedy (theme), Fire link, Impervious.
FAUNESSA
Change spell effet (might need to adjust cost too) : ______ Deal damage to an enemy equal to their Attack. Create 2 green gems boosted [x2] by ennemies with higher attack than me. _______
Maxs out at 10 green gems.
Since she is empowered she will be a very good start for green teams.
Wildfolk uses lots of green troops.
FINLEY
Slightly change spell : ______ Transform all Skulls to Gems of a chosen Color. Gain [Magic + 5] gold. Increase allies magic by 1. ______
Keep his uniqueness of converting skulls, and so to gain extra turn. Keep the thematic gain of gold. But now provides serious utility with a magic increase.