thanks DT for the hard work. Besides tinkering with the neft and buff, are we seeing new features in the next release? some long awaited features would be very much welcome
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thanks DT for the hard work. Besides tinkering with the neft and buff, are we seeing new features in the next release? some long awaited features would be very much welcome
really happy to see the future changes. SE needs more cards to counter haste. Sabreen is still very strong, Troll is just perfect and Embers is dead. the only change I do not understand is Racksul: Warped Desert. the combo needs to have 3 cards in relationship and it is very difficult to keep everything in place, let live combos. Anyway, it's not a very competitive card. I cant wait to try my new combo: Bloodfang-Ancient of Aldmor lol.
P.S. is it possible to make the change on all platforms at the same time this time please.
good job again team
I don't chime in too often on balance, etc because I'll just go with the flow.
I had to say that changing Racksul hurts. I had lots of fun with this card and ability. The key word being FUN!!!! The card itself has limited use, the opponents ability far outshines the user ability, and it was not a top tier card. But it was fun, playing around with the different exile mechanics of other cards. I built multiple iterations of a Zal deck with Racksul as the focus. I never broke 250 rating with the deck, but it was entertaining, fun to use, and DIFFERENT.
Gondorian said that exile was not intended to be abused like that. I considered it a new mechanic, exile manipulation, just like graveyard manipulation has its limited uses.
I can't see a use for Racksul anymore. It is too bad. I hope this nerf will be reconsidered. Locations are not getting used. This was the only one I had any fun with. Sad to see it go too.
Thanks for all the feedback on here. We've been able to add a few more changes due to losing time with some iOS build issues. I'll announce them a bit later.
Whens the update live?
Im looking forward to the changes being made.
Thanks for the change to eternal troll :)
Is "hidden" considered as passive ability ?
Yes
Ok, at least we can use Gravemonger with Racksul to steal ANY of the opponents cards. That might be fun.
Does new Gravemonger ability means that if I have 6+ cards in my graveyard and the opponent has 3 cards, I can target opponent's graveyard to exile a card? or it has to be the same graveyard?
May I ask why Zealot and Crucible have the 1 damage instead of the 4hp? are they going to be killed by Shard of Power in this case?
1. If there are 6 cards in either graveyard, then you can take a card from either. It's that way so you can have some control over meeting the condition even if opponent is limiting what's in their grave. e.g. As long as you have 6 of your own (the original condition of the card), you can pinch their only card if you want.
2. It's to build on the self-damage theme. It also means they die instantly with Shard of Power out, yeah.
1. If there are 6 cards in either graveyard, then you can take a card from either. It's that way so you can have some control over meeting the condition even if opponent is limiting what's in their grave. e.g. As long as you have 6 of your own (the original condition of the card), you can pinch their only card if you want.
I like it!
Too much applause and not a few tears, zalashard is nerfed to a new tier.
so ember wont return to hand anymore thas great
Does it mean that the eternal Gravemonger-Raksul recycling combo can still be done but only with an enemy card? Not as good as before and even less reliable but opens up to new possibilities.
I like all changes, except of Embers. Yes, it was a nge, but maybe it's useless now. We'll see. Groundshift is a lot useful now. =D
I think the changes to Zealot and Crucible are pretty clever and elegant; makes them more flexible and opens up possibilities while stopping shard Zal (over)dominating QM. Me likes it :)
I agree that Shard Zal needs nerf. But I think 3/4 for Ravager Zealot is much preferred to 2/5.
Nice balancings!
At least I like them.
These 4 are not as bad as previous. At least Groundshift is not completely useless now, though removing all passive abilities from your own allies for a turn is a huge downside.
May I ask why it was decided to nerf Groundshift in the first place? This card is so rarely used now, as almost all the locations are killed.
nice change to zealot and crucible. its a shame that shard zaladar has to restrict future cards. also great that we at least have one neutral card to counter itf.
Note, I haven't read all the replies (there's so many of them...), these are just the ones that stuck out to me.
Ravager Zealot - I think he was fine as-is, 3 life made him fragile enough to take out for most heroes without a problem... 2 makes him more prone to other haste guys (so more board flips in haste vs haste, but unfortunately makes him join the same ranks as krygon in the "one turn ally" realm). basically a superfluous change, that will make Ravager Zealot have less longevity into future sets (as more 2 damage haste sources or light damage sources/weapons become more common)
Embers of the Just - We can agree it needed a nerf... I think it would've been better with a "shuffled into your deck" rather than a draw though... the recursion is a key point in its usefulness to Jericho (and placing it back into the deck would allow for a nice templar combo, while still slowing it down and reducing reliability/consistency). Still, not unhappy with this one, though I think it's going to outright kill Ember Jericho rather than weaken the variant.
Sabreen - I'm fine with this... though I think the consideration to make her 3 life was also valid. (3 life is the sweet spot right now for allies you want to die relatively easily, but not fall at the drop of a hat... 4 is semi-sturdy and 2 is semi-glass)
Towering Brute - Interesting, not sure the reasoning behind the change (well, beyond certain fringe cases) - but we'll see how it plays out... I'm noticing hating on Dead Man's Breach)
Eternal Troll - I'm good with this change... keeps Troll swarms from being quite as overwhelming, while keeping the spirit.
Aldmor Sentry - Neutral anti-haste mechanism? I could see my Tala packing these in the future instead of Broxnorians. Care needs to be taken that we don't overdo the haste hate (this is fine, just need to keep it uncommon enough that haste strategies remain viable)
Ancient of Aldmor - I like this one, gives you more agency in the ally. May actually make my dreams of a Aldmor Ter Adun more of a reality (still won't be competitive, but maybe "possible" soon)
Thriss Crucible - while it can combo with a certain unloved card (thanks to the 1 damage), and removes the use with Shard Zaladar (again, the 1 damage), I don't like the reduced aggressive potential. I think 3 attack is appropriate for it because it's a "surge damage" source thanks to the readied status (key point: readied, not haste) - making it able to retake boards. I would keep the 1 damage (to nerf shard zaladar), but I would keep its attack up personally...
Groundshift - I agree with a quick skim comment I saw: Take the 1 life sustain off of it for the broad sweep... OR, if you want to keep the sustain on it, have it remove all status effects as well. (Something like: "Duration 1. When Groundshift is summoned, the active location is exiled. Heroes and allies lose all passive abilities and status effects as well.")
Shadow Cannon - This card could use a full on redesign imo... maybe lowering the shadow energy cost and making it conditional on using another shadow energy ability that turn? As is, 4 shadow energy for 4 damage is god awful inefficient.
Sosilo: Brother's Landing - Card's still too awkward imo... could have use in future sets as more discard oriented cards appear, but I don't see it being a key strategy in THIS set, even if you made it T1.
Anmor: Garina Road - I just don't like Garina road... I'd be less opposed to it if it was a Neutral land... but even then I still wouldn't like it - Its impact is too far reaching on future card design - and has an impact on all future 3+ cost allies. If we're dead set on keeping it as is, might I suggest making it modify the casted ally's "casting cost" (ie making it prone to: Boris, Now You're Mine, Death from Above, etc.) - or give it some other penalty? (I also don't like the opposing ability either... but yea... at least that's just bad - it's not "future design shaping bad").
I still think this card, in its straight drop form (ie X cost to place an ally // -cost to play ally) needs to rely on shadow energy ( 3 SE: Target ally in your hand is summoned at no cost // 1 SE: all your allies this turn cost 1 less resource to play. ) to make it less impactful.
Irum: Lightning Quarry - Don't think this needed the boost...but meh.
Racksul: Warped Desert - Hate this one... makes Racksul even more niche (and makes it almost useless for weapon heroes). I sense this getting mitigated to Transference ranges of play unfortunately :(
Yahari: Valley of Doom - I still stand by the idea that it should have a limit of scope, not a limit of cost. "Up to X target allies" or reduced cost "Target Ally"
i agree that garina still needs some reworks. its current controller ability makes it hard to balance. it is either op or weak. they need to change it so you can still play fatties easily but not too soon and not spam them. i like the card and the idea is good and opens up a new playstyle so i hope the dt figures something out soon.
maybe the enemy ability can be an active one that also shuffles garina back into the deck as a secondary effect to make it less spammable.
Looks good, but your really hurting troll, most people thought he was fine. Sabreen nerf seems a little light, but probably good to start small and see how it goes dont want to keep her from being played after all.
@gdc : when will 3.13 hit? I am withholding joining any major tourneys since they are hero/deck lock
The Ravenger location may see some daylight with the zealot and crucible changes. Change in tower brute is bad, it will be mostly good to stay alive against haste allies and will have a hard time killing any even with an attack boost.
Some good changes there, but two cards I'm gutted about:
Devastated, I had an almost identical experience and it was so much fun watching their attack drop each turn. Won the match with 5hp left and it was so satisfyingly close!Quote:
Ancient of Aldmor - I didn't see this coming, I was quite happy with him as he was to be honest. I had a really good game where my opponent had 2 of these out and I let my SE build up from 5 to 9 SE and crippled them both. I guess we'll see.
Now it's going to cripple your ability to use hero ability AND ally/item abilities... I wonder which tribe has most of those?... (Total own goal if I'm honest).
Second card I'm disappointed about is Warped Desert. Was such a fun card, not necessarily a game changer but enabled some really FUN combos!
Felt balanced though as I often lost due to opposing ability... E.g. had my Nova stolen and used on me, or mind control - or just some card I really could have used on the next turn (and only brought one copy).
So honestly, what's chances of reversing the changes to Raksul?
nice balance changes
plz, dont kill ember. nerf but not kill..... :s
I was raging at the racksul change at first for a while, because it was such a fun card. However, apon further thinking, I saw that it was necessary.
The nerf I'm raging at now is the ancient of aldmor change. Really? It was underused anyway, but this makes it worse. Also, I was looking forward to using it with bloodfang, but this also ruins that possibility. PLEASE don't do this.
another faulty argument. fireball doesnt cost 4 SE or need an opposing ally to play so neither should embers?
The change to eternal troll is good, however it doesn't address it being abused by its owner. Sac Lamb, energy discharge, explosion, etc. Anything that kills eternal troll cast by owner should kill it so it doesn't come back.