Gnoll
Current Spell: Savage Swing (9 Green/Red)
Deal [Magic + 3] damage to a random enemy. Deal triple damage if they use Brown Mana.
Changes:
Spell: Savage Swing (9 Green/Red)
Deal [Magic + 3] damage to an enemy. Boost the damage by my Attack if they use Brown Mana. Boost Ratio: 1:1
Inferior damage output compared to Cyclops, same rarity, but keeping it’s flavor of hating/hunting certain kinds of enemies. As long as there is no random single-targeting on the spell anyone can actually play and enjoy all the troops.
Gorgon:
Changing the random targeting of his spell to first troop targeting and a spell damage reduction would help a lot. It would be like a better Boar Rider because of Stone Skin, but without the extra turn, maybe changing Fire Heart for Nature Heart to make a better sinergy with the other Green Tauros (Soothsayer and Tauros) keeping the whole kingdom with two good and playable tribes (Gnolls and Tauros) with distinct characteristics.
I did this and other suggestions to Nimhain a long time ago for Wild Plains troops, but i’ll share the rest as the thread moves accordingly to the alphabetic order.
@Ivar
I like your Gnoll change a lot !
It’s cheaper than Cyclop but it can target, but it needs to target brown to deals same amount, and in both case, it opens up for synergy with Attack Buffer troops.
I’m glad you liked it. It’s a fitting change as he already have Fire Brand, Frenzy and Grudge, wich follows the thematic of him raging and dealing more damage as the battles goes on.
kinda usable, but left behind in the powercreep race
unsure how much that matters for a rare troop
I think a little synergy would help: deal 20% extra damage for each yellow ally (and maybe +1 mana cost to compensate) (nice to see bonus damage that scales and fits early and late game, cough, Dragon Soul)
traits predictable but work I guess
HAG
spell seriously underpowered
suggest applies 1-5 random status debuffs on random enemies
HELLCAT
one of the six standard transformers, sees a lot of use, esp in Alchemist loops
so doesn’t desperately need a buff
that said, for that mana cost its spell could hit a little harder
suggest boost damage by number of gems converted (2:1 ratio)
HELLHOUND
pants troop
at that mana cost, should be able to aim that nuke spell at least
HERALD OF CHAOS
pretty decent as an epic troop
great traits combo, and spell has double scaling and can cause a lot of pain
leave as is
HERDMASTER
I would really like to see get Impervious trait back
Leader isn’t appropriate as a trait here, he’s far too squishy to be a front troop, and doesn’t benefit greatly from the Magic stat gain
If it’s OK, I’ll be joining the discussion. I’m sorry for being kinda late. Credit for inviting me in goes to @Jainus.
I wanted to mention Cthyryzyx, since I missed that one and even made a thread about him.
I believe than if we are talking about Insanity, it would thematically fit much more, as well as from balance perspective to involve Extra Turn if he jumbles the board. Right now, it’s more harmful than helpful.
For an Epic rarity, he should feel rewarding, while he mostly feels just risky for no reward, actually. That being said, I strongly suggest his stat increase to scale of magic. The randomness can stay.
And last but not least, his X-Y damage was not updated with the change of that mechanic. Orion and Berserker were updated.
From the lastly mentioned, I agree that Herdmaster’s new trait of leader doesn’t make sense.
… I’m not sure if Impervious is the way to go but would definitely be a better and more logical option.
Mostly agree on the rest.
Herdmaster used to have both Leader and Impervious, some time back. Then when Impervious was upgraded (to block Mana Burn and Devour, to counter those, rather than sensibly nerfing down the troops that were problems with them at the time), various troops lost their Imperviousness.
I don’t normally like those flat buffs that don’t scale with level
but this one is harmless
not yet convinced that the ‘storm’ mechanics do much of use
ignore for now
HIGH PALADIN
added this week
fairly strong, and nice to see some different colours on a Whitehelm troop - though it loses synergy with Templar
Holy Armour trait: (1) a pointless addition, we already had lots of skull damage reductions, and (2) doesn’t fit on a caster troop whose damage scales with his armour… why would I put him on the front to just lose his Armour? suggest replace with Reinforced, or maybe a status immunity
I’m quite enjoying the storms, risk vs reward. They’re more applicable after casting an exploder troop. Heronath /rowanne is a decent combo.
Talking about the skull damage reduction, I’m pretty sure we’ll see a 100% reduction one day with a mythic only being able to be killed by spell only unless stunned.
Agree with Heronath.
… Not sure if completely agree with High Paladin.
With the new upcoming change of AI - skulls are not longer being a “bait-choice”. AI is going to ignore them mostly. That being said - you can’t deny that the skill helps the troop. Even if (let’s say) troops before him get killed, High Paladin preserves some of his damage when targeted by skulls.
Not to mention players ignore skulls big time, making the trait somewhat relevant as a defense tank. His state is okay for his rarity.