#Rework Magikill and Giants

14 messages · Page 1 of 1 (latest)

cerulean isle
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Magikill and Giants are really good in end game, and crap in early game. They should be slightly better in early game and worse in end game. Some rework ideas I have is;

-Magikill max minions 3. (Buff)
-Magikill minion summon rate 25% slower. (Nerf)
-Magikill health +10. (Buff)

-Giant health +250. (Buff)
-Monstrosity upgrade 1, 10% health increase, +5 damage. (Rework)
-Monstrosity upgrade 2, 20% increase, +10 passive healing. (Rework)
-Monstrosity upgrade 3, 30% health increase, plus 0.5 stun duration. (Rework)
-10 second longer train time. (Nerf)

I hope that the changes shall make an army of magikill possible to beat, and giant spam easier. These changes would allow people to use giants without monstrosity needed, and magikill in non-turtle like decks.

reef ether
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Magikill is alright aside from the awful ai. What makes it stupid strong is mana burst.
Giants should just have a separate queue right off the bat, and maybe a buff to their base health

cerulean isle
potent rapids
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That's their thing though

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Even in SWL they suggest you have an early army before getting these guys

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Though the 7 card deck system in SW3 might limit that

cerulean isle
potent rapids
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dunno man, what are your suggestions ¯_(ツ)_/¯

cerulean isle
cerulean isle
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Ha

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@gleaming lily

gleaming lily
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yes?

cerulean isle
gleaming lily
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old