By increasing her cost, her army should be a bit smaller, and you should have more mana to kill her, without completely killing the dream of the Azali swarm commander.ĭev note: Once bitten and lone wolf are a bit too strong while howling moon and Wolf among sheep are too weak. We don't want to kill her, but we do want to reduce a bit of her power. This allows for good usage in decks that have scraps leftover while limiting the power in non-scrap decks.ĭev notes: Azali is a staple card in 2v2 far more than she should be. We are adding a small scrap cost to it, otherwise, it’s become a 2 mana bridge grab/small tank. Outlander Tech: Spend 40 scrap to reduce cost by 1ĭev notes: As some feared, a 1 mana bridge grab turned out to be a bit too good.But it gets a lot of value against mid-ranged thus making it a frustrating card to play against. To differentiate it more from fireball it gets more bounces, letting it be better against spread out swarms and hit more important targets more often, while still being less good against higher hp units and really clumped up units.ĭev notes: Defenso chopper is a tad overpowered, it’s doing pretty well against the swarm. Letting it hit a bit more often should help with the balance of the spell.ĭev notes: Chain lightning needs a buff. We’ll be closely looking at how she performs in case she needs a bigger tune-up.ĭev notes: Healing fireball missed its target a bit too often, making it a very binary spell. We’re reducing it to allow for a bit more flexibility.ĭev notes: These cards could use a small buff, and it also buffs slither in general that has been a tad weak lately.ĭev notes: Bladestar is a tad hard to use, so more damage should make it more consistent.ĭev notes: As promised, an Avea buff.It's quite possible it's not enough yet, but we want to see if getting her to relevance earlier. Hence, we moved the threshold to 180, making it a smaller buff mostly being relevant for these specific units (it also makes it easier to remember the numbers, as both daggerfall and these spells end with 80).ĭev notes: Smite could use a buff, so we moved it into the fireball thresholds.ĭev notes: Ardent aegis needs a buff, so making it a bit more consistent and stronger should help.ĭev notes: Rampage is mostly outshined by Volco/Ragers rage, and most use cases are preemptive, so no real reason for this delay. Setting her speed to two should allow her to stay with the army unless there is a prolonged fight.ĭev notes: Since the increase of spell cost, a lot of the minions that could barely survive a fireball-threshold became a bit too good at surviving spells. For more information about the reintroduction of Wild Cards, check out our blog post hereĭev notes: The old production of buildings have not been performing well since their health/duration reduction, so a bit more value over time should help them become more relevant.ĭev notes: We like how the priestess is no longer an infinite healing source that stays with the army at all times, but she leaves the army a bit too fast. ![]() Introducing a “Copies Allowed” stat which will define the number of copies allowed for every card to 1, 2 or 3.Wild Cards will still remain unavailable in 1v1.Wild Cards will be now re-introduced but under certain conditions:. ![]() With this new expansion be prepared to enjoy new cards, balance changes, and the reintroduction of Wild Cards!
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