they change cards for players anyway, so this isn't new
they change cards for players anyway, so this isn't new
Hi, all. I've added a poll about Skervox. I promise to go with whatever is the most popular answer for 3.52 (though it may still change in future).
Last edited by Gondorian; 11-08-2017 at 05:55 PM.
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I still hate nerfing cards, but if it's the main goal for v 3.52, then why don't we nerf:
- Braxnorian Soldier:
. Problem: almost 100% of human decks use it, even tribal ones, because it's OP (and completely breaks one hero, Lance)
. Solution: it could stop haste of all allies, then at least ppl would have to chose between him and Viska, so he would see less play
- Grave Resistance:
. Problem: it protects all your allies, for three turns, for free resource!
. Solution: make it 1 CC instead of 0, so at least players would have to wait to cast it on t4, and not t2 ally > t3 ally + grave
or
. Solution 2: you lose 2 life for turn instead of 1. Wanna protect all your allies? Then bleed instead of them! so the opponent may focus on attacking
hero while grave is on board (and the faster player will win)
- Necromancer's Shroud:
. Problem: Low CC, which allows you to play 2x or 3x on late game (as win condition) and there is no way to avoid being attacked by the revived ally,
as it isn't affected by cards which stop Haste, as Braxo, for example
. Solution: changing to 4 cc and/or changing it's ability to "that ally has haste until the end of turn"
These are my suggestions to balance what I really think was the meta till October
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Last edited by Gondorian; 11-08-2017 at 05:55 PM.
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(…) Edited post, without interests. Thanks to Veles observation.
I do not wish to be rude, nor coarse Gondorian, but the SE cards should not suffer from being not changed (or changed) for the lack of human SE resources. The Hero Ythan should keep its ability to ignore hidden, should the staff have to plan hours of coding and changing about more than 300 files.
I do like the new Loom of Fate. It is now well balanced, more on the SE spirit, specially for a neutral item.
About the others cards, well I'll let the community talk, as I do not have any others suggestions.
Thank you for the effort and the time consuming!
Last edited by Blopi; 11-08-2017 at 02:30 PM.
… Blopi - SD Tech Forum …
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I personally am on board with this change. Seems very similar to what he does now without making his ability so overbearing. He can't disable the whole board anymore, so swarming him becomes an option, but I'm sure the poison will still easily run its course in that case too.
Not the biggest fan of these changes since they can still target pretty much everything, but at least they now have a window of reaction in most cases and seem solid enough to be used more regularly to discourage stall decks. Although as some have mentioned, SoE's might be a bit much, especially since he can get an attack in before he's returned to the hand. This makes hasting it with Portal or Lance an even stronger move than it would be if the ability either costs some resources, or made it go directly back into the hand. As it stands now, it can just trade up for anything that won't kill it, return to the hand while also destroying something.
I actually think this makes packing more than one of them more worthwhile and prevents it from being used endlessly.
Overall, as a player, I'm okay with these changes. I'm not sure why so many people think Skervox would be ruined by this change. It's not like in regular matches he would need to disable more than 2 allies anyways. Not to mention the poison mixed with Hunter's Gambit, The Perfect Shot, Krugal Butcher, Flame Arrow, Weapon's fire, and a bunch of other cards like DMT and even Arsonist should take down what you don't disable pretty handily. Besides, even if I am wrong, I think it would at least be worth the attempt to see if it makes a significant difference. He can always be buffed if he was nerfed too much.
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I'm gonna clear something up because a lot of people seem confused about sorcerer. It's ability isn't much more powerful because it's not an on summon effect. This gives the opposing player the chance to deal with it before it can get rid of anything
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