razcrux, I've tested it a little and I don't have complaints about Eladwen now besides the fact than her ability is now useless against allyless decks, but this besides the point.
I asked balance wise, as for flavor you can make up anything, it doesn't affect gameplay.
Having armor against almost only mages (priests and elementals spell damage not even nearly as dangerous) is quite ridiculous and assuming that meta will be more balanced so you will meet more different types of heroes including it in your deck will be questionable decision, and it's for two classes anyway. I just don't want the game be like certain hero defeats another one. Advantage should not be obvious.
If you look at my previous posts (in other thread http://www.shadowera.com/showthread....pes-of-damage/) I provided quite a lot of arguments why armor should resist magic damage and I would like to hear you valid counterarguments why things should remain as they are now.
So my points are:
1. Mages can deal total amount of 56+ (not counting DoTs) uncounterable direct spell damage which is more that enough to overkill any type of hero regardless healing.
2. Mentioned above fact allows mages to win regardless board control and allies simply not caring of what their opponent's doing. This easy way of winning creates negative player experience because others have to struggle for board control and this is what game really was built around and ignoring this should be considered abusive tactics.
3. Also unblockable spell damage creates frustration because you cannot prevent it and in comparison of main damage output of other classes - allies - they're summoned exhausted meaning you have one turn to react to them.
4. After all it is very misleading for new players, as they are not aware of this peculiarity and it's by far not obvious.
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