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  1. #11
    Member phantomtroupe's Avatar
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    Stun Turret is perfect imo in most of the deck it's used 1or2 I would say a perfect card changes to this card make it a dead card like many other
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  2. #12
    Cerddorion
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    Quote Originally Posted by a1umba View Post
    And people who are making comments about 'crying' barely play this game.
    Lol, I play this game plenty enough, almost TOO much if I'm honest. Stun Turret is fine. I've seen it pop up in strange places, tho, but it is no where near as powerful as Fristar is crying about. Leave the cards alone.


    It would be nice to see a breakdown by percentage of the cards most used in decks. I've seen this done in a couple other games. I'd be surprised if Stun Turret sees much use besides 1x or 2x in the 10 or so most used builds in qm or in tourney play.

  3. #13
    DP Visionary tman507's Avatar
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    lol, okay, so Fristar found one person that agrees with him, compared to now seven who think the card is fine. And we only think it's fine because we don't play the game enough. lol, give me a break. This kind of attitude of thinking that any card that is in any way good is OP and must be changed is what kills interesting cards out of the game. Like half the decks that Aramia would play back in the day, cards like Flameforged Gauntlets got nerfed, and now are still remaining that way, even though Aramia herself is nerfed to where she's now a relatively dead hero. Complain about things like Vergon combos and I'll agree that you maybe have something a bit too strong, but Stun Turret? If DT where to actually follow up on two people whining for a change and nerf it, I will lose a lot of faith in DT's desire to make this game interesting, instead creating a bunch of boring new cards where I might as well just use old stuff instead.

    Meanwhile, I think I'll go and make some threads complaining that Fireball now needs to cost 4, Retreat! needs to cost 3, and Blood Frenzy must now do 2 damage per turn, because "Waaah!!! I lost to decks playing those once, those cards are just too good! They must be changed because I say so!" Seriously, get over it and just move on to trying to win your next game.
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  4. #14
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    First of all I am generally not a fan of Fristar nerf threads but that doesn t mean he s always wrong. Secondly, I d much rather people adopted a more "constructive discussion" attitude in these threads about card changes rather than personal attacks on one another (I have a feeling tone of recent card balance discussions is needlessly getting too harsh) - if for nothing else than for ultimately achieving a better playable and more balanced outcomes for the game.

    I stayed silent so far regarding card changes since new set came because I took that time to see meta and make up my mind about cards. Generally I see Stun Turret as valuable addition to game and nice tech. However, I agree with those guys here that say it gives too much good for its cost. The most important thing to consider here is that this card makes too easily and in too much extent redundant allies with passive abilities. Sure they do need a counter but don t need to be outright made trash, which is usually the case if you ve got 3 dura per 1 Turret copy. I think 2 dura would still make it good card to use and it wouldn t hurt allies with passive abilities viability to include in decks as much as it does now (nor downgrade entire heroes like Tala). It s just this small tick of balance that needs to be made here, because 3 dura is too much for the great utility this artifact provides.

    P.S.
    Just because a card is included as 1-2 copies in decks doesn t mean it is perfectly fine. In this case it doesn t need to be included more beacause at 3 dura it lasts way long enough to not need more copies. We rather should be looking here in how many decks it is actually included.
    Last edited by LeonTheBarbarian; 07-23-2018 at 07:55 PM.

  5. #15
    Senior Member indastria's Avatar
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    For me 2 durability would be good balance

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  6. #16
    Community Manager SEF Mango's Avatar
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    I do not tend to get destroyed by the card much myself. Might be the decks I play. However, I have to say that having three chances to activate the ability to remove passive is a bit much for me given the cost. Especially, when you couple it with the 1 damage.

    If you want it to remain at 3 durability, I would say to remove the damage. With damage I say it should be reduced to 2 durability.

    When you look at 3 damage and 3 passive removals for 3 cost, that is a bit much.

    Making the change to 2 durability likely wouldnít kill the card because there is nothing else you would sub in itís place. Itís the 1 damage that puts it over the top.

    Visions of Endia basically does the same thing except you donít get the 1 damage when played. It is also only a one time use. Sure, the item can be destroyed limiting the amount of uses. Even if you only get to use it twice, doesnít that usually feel like enough to swing the game in your favor?
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  7. #17
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    Personally I don't think it needs a change but using it once doesn't seem like enough to swing games. What makes this card better that visions, diplomat or shackles is the multiple uses. It can stick around an provide value over time. I think its probably pushing the envelope in terms of value but when you consider how game warping some of the passive abilities are an the fact that you still need to commit other resources to killing them as well as turret I think its just one th right side of the equation as is.

    With that said, I the decision is made to drop it to 2 durability, how about dropping the cost to 2 or providing some other positive balance as well?

  8. #18
    Senior Member indastria's Avatar
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    Electrical damage is too important for the nishaven build shouldn't be removed!

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  9. #19
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    Reducing durability to 2 would be fine. For 2cc you can play Layarian Diplomat that removes passive abilities from an ally (but only once on summon) and you have a 2/2 ally on board. He can be easily killed before he can attack as he has to be redaied and has only 2 health and can be used only by Humans. Stun Turret for 3 cc gives you 3 dmg, but it is harder to get rid of, can be used by both factions (Human and Shadow) and can remove passive abilities three times whenever you need (not only the turn it is summoned). I think that comparing this two cards suggest a little nerf to ST and best option is to reduce its durability to 2. It won't kill the card and will give to it more balance.

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    Last edited by piter_00; 08-07-2018 at 10:23 AM.

  10. #20
    Community Manager SEF Mango's Avatar
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    Quote Originally Posted by Heidrek Rampant View Post
    Personally I don't think it needs a change but using it once doesn't seem like enough to swing games. What makes this card better that visions, diplomat or shackles is the multiple uses. It can stick around an provide value over time. I think its probably pushing the envelope in terms of value but when you consider how game warping some of the passive abilities are an the fact that you still need to commit other resources to killing them as well as turret I think its just one th right side of the equation as is.

    With that said, I the decision is made to drop it to 2 durability, how about dropping the cost to 2 or providing some other positive balance as well?
    You say it is pushing the envelope in terms of value but then follow up with the fact that you need to commit other damage sources to use it effectively. You forget to mention that it is a damage source. Also, you state first that it is better than those other cards because of the multiple uses.

    Better than other similar cards with comparable cost
    Multiple uses
    Damage source

    Think you mainly backed up those who wish for a nerf.

    Lastly, some passive abilities are meant to be game altering. As Gondorian has said “Legendary cards are supposed to be good.”

    There should always be a way to deal with passive abilities. Just not one that you can utilize three times and deal damage with as well.
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