#Rush needs to cause 2dmg to friendly unit

35 messages · Page 1 of 1 (latest)

modest knot
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Hello all! I don't write new posts often because I like to at least do some math before bringing attention to an issue.

Today, I am confident that Rush needs a nerf. The way the card is mathed out is:

  • Spend 1k, 1dmg to own unit
  • Gain 5dmg to enemy unit

In most situations, this turns out to be -1 card for self and -1 card for the opponent. One would need to be desperate in order to take the -2 cards (Rush destroys friendly unit because it only has 1hp) to get -1 card for the opponent.

Here's where I take issue with this: this is a tempo nightmare. There's no shortage of 1k units with +2hp but there's very few units with cost 5k or less that have +5hp. This means you are effectively burning 1k to make your opponent lose 3, 4, 5 sometimes 6k.

To add insult to injury, the interaction between Rush and 33rd recon & Scouting Party makes this trade even more unfair. It makes so that not only you're spending 1k to make the opponent lose 2-6k, you're also netting +0 against a -1 for your opponent. And you can do it multiple times, because each 33rd recon can take two Rush each, you can spawn up to 6 33rd recon with the same frequency as a standard card (it's four special cards total but once they're in the deck you have the same 4/39 that any standard card would have) and to top it off you cover the main weakness of super aggressive decks, which is breath (reloads, card draw).

The existence of this combo is killing strategic diversity because it's far too efficient. How can one play a little midrange deck, only to get absolutely outpaced by an aggro deck? Matter of fact, why even play Germany as ally to aggro anymore?

So, rush should cause 2dmg to the friendly unit. At the very least, this would prevent one from using this combo multiple time on the same 33rd recon.

Thank you for your attention. I hope the next patch addresses this problem.

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!rush

plucky kayakBOT
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Cards found: 2

modest knot
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!33rd recon

plucky kayakBOT
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Cards found: 2

modest knot
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!scouting party

plucky kayakBOT
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Cards found: 1

untold bloom
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Ok but here is a small nipick. Would anyone still run Rush if it deals 2 damage? Are we seriously trying to kill a card here? Rush is really good. I would not argue otherwise. But it dealing 2 damage effectively negates every sort of cool value play you are gonna get from it otherwise. And the 5 damage, although really effective, is still random. So chances for a clear miss still exists. I would say to make it deals 4 damage instead of 5 since that is an important break points and still give the card the good synergies it still has

limpid hedge
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call me crazy, but friendly damage should be even higher considering the fact, that there are a lot of low cost units with much higher defense than 2, allowing the same exploit of removing consistently higher cost units, maybe even making it 3 damage would be fair, as in the end, its a rushed action, not a precise attack but a desperate one.
Other not much attractive option would be to reduce the benefitial/attacking damage by 1 or 2, maybe even without needing to change the friendly attack.

Having either a 1k order that deals 2 friendly damage and 3-5 damage.
OR
Having an 1k order that deals 1 (or 2) friendly damage and 3 damage, it would still be useful and cost efficient for what you pay for.

limpid hedge
# untold bloom Ok but here is a small nipick. Would anyone still run Rush if it deals 2 damage?...

well, maybe you are afraid of this order being shut down by a little nerf, problem is, this card combined with the fast paced/high defense cards currently do actually shut down any deck slightly more slower than it. As for the randomness factor, how expensive is this card? it doesn't cost anything to play, and it would only be inconsistent if you play against other fast-paced deck with lots of units on board, if those are more expensive/come slower from turn to turn, you are almost guaranteed to remove them.

rapid bear
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Especially since you're killing one of your units for a DFA

subtle basalt
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Hear my hot take out: "(Rush normal effect) Lose 1 kredit next turn"

limpid hedge
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doesn't change anything lol, more of the same

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if it was a "lose 2 kredits next turn" I'll buy it, hell, even 3 kredits, screw jaggro.

modest knot
hollow fox
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!soviet 2/4 2k limited

plucky kayakBOT
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Cards found: 1

untold bloom
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And doubling anything's downside without anything to help it is usually a recipe to kill a card

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The problem is that there isn't a lack of unit to use this on. There problem is that what you use it on now will also kill both of the cards. And with that, you created a regular old 2 for 1 order that are usually considered mediocre at best

dense tundra
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hear me out

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3 self damage to hq instead of 1 to a friendly unit

untold bloom
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Bro. Thats genius, we have essentially reprinted Red Dawn

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Les go

limpid hedge
untold bloom
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And by the way. No where in my suggestion do i say it needs to double its effectiveness as a compensation. I just say it needs some form of compensation if you are essentially gonna double its "price" on your own units

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I am suggesting a nerf here remember? Not a rework

limpid hedge
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I've said something about nerfing its damage, either by lowering to 3 or 4, maybe even making it rng with 2-5 or around those numbers (to a lower value), and got a similar reply as that it would die and it would be "useles" and not worth picking because it cannot one-shot anything with nothing to lose and pay for.

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And yeah, maybe I jumped a little do a defensive approach, srry, I can't stand bias over something clearly broken.

modest knot
flint aurora
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Increase op of the friendly unit by 1, and reduce the damage dealt to 4

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This way the unit is hurt more than just ‘I took X dmg’

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It physically brings them out of the fight if u wish to still play on curve