#Balance Changes (5)

166 messages · Page 1 of 1 (latest)

finite hatch
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These balance changes are made to make lower skill deck worse than ones that do require skill. I will be seperating this post into 3 sections. The first one is for Archidon spamming, second for turtling, and the third for tower stall.

Archidon Spamming Nerfs
Archidon:

  • Bow pullback speed decreased from 2 seconds to 2.25 seconds. (This reduces dps from 5 to 4.4)

Glacial Fletching:

  • Movement speed reduction decreased from 30% to 15%. (Attack speed reduction is still the same)

"With these nerfs, Archidon spamming is now easier to counter in low arenas and possible to counter against a high skill player. This should also help lower arenas counter early Archidon start slightly easier."

Turtle Nerfs
Magikill:

  • Cost decreased from 400/400 to 300/300. (225/225 with brillance)
  • Population decreased from 7 to 5.
  • Fulminate damage decreased from 40 to 30.
  • Fulminate cooldown increased from 5 seconds to 8 seconds.
  • Fulminate now targets the closet enemy to the Magikill in the direction he is facing instead of just using a set distance.
  • Minion health decreased from 50 to 30.
  • Minion cooldown decreased from 6 seconds to 4 seconds.

Enslaved Giant:

  • Pullback speed decreased by 250%.
  • Bonus damage taken in catapult mode increased from 25% to 50%.
  • Bonus damage in catapult mode decreased from 33% to 0%. (Bonus splash damage is the same.)
  • After leaving catapult mode, entering catapult mode is put on cooldown for 33 seconds.
  • Health decreased from 900 to 850.

"These changes will put a stop to Magikill turtling and add a new type of turtling. Hopefully turtle will become more skilled."

Tower Stall Nerfs
Spirtions:

  • Tier one changed from to 3 spirt swordwraths.
  • Tier two changed to 1 spirtion and 2 spirt swordwrath.
  • Tier three changed to 3 spirtions.

Tesla Coil:

  • Cooldown increased from 45 seconds to 90 seconds.
  • Cost increased from 100 to 150.
  • Starting time decreased to 0.5 seconds.

"These changes will destroy all tower stall decks."

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Please leave your opinion below. Please also keep in mind that I made these changes with both the lower and higher arenas in mind.

finite hatch
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@fair monolith Why the maybe

placid spruce
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spiritons, maybe

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tesla coil, absolutely

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egiants, hell no, I know egiants need a nerf but this is too much

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magikill one is unnecessary but having their fulminate move instead of being in a fixed position is good

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glacial fletching, probably

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archidon nerf is unnecessary, at least that kind of nerf

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a nerf where they can't move while pulling back the bow string and absolutely have to fire that arrow to move would be a better alternative to stopping archispam

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the main problem with turtle is brilliance which makes the CA upgrade cheap enough to start researching as soon as the game start while still being able to train miners

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and it also makes CA basically free

spring topaz
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Minions should just die after a certain amount of time

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Minion waves are good chip damage

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Technicaly outranging everything

harsh peak
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seems like good ideas, but the magikill is a little much

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i agree with fan ideas guy

spring topaz
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I think the magi balance is good because now it can be used in more than just tower and turrtle decks

placid spruce
finite hatch
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Egiants will still 2 shot archers

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Have insane range

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But now they are more like a catapult

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Which is their job

placid spruce
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The attack speed (I'm going to assume that pullback speed is attack speed) was heavily decreased, catapult mode was made even riskier, and the catapult mode damage increase was completely removed

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And the HP was also decreased

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The only nerf that egiants need is an attack speed nerf so that they have fair DPS and don't attack almost as fast other ranged units

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Catapult mode could also be made riskier by making the animation for getting in or out of catapult longer

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And also they shouldn't have animation cancel

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Your idea just makes catapult mode riskier but makes it less rewarding

finite hatch
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And increasing the cost will just ruin its selling point:

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A cheap and mobile ranged unit

finite hatch
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You are still getting a faster attack speed and way more range

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And 10% more splash damage

finite hatch
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Other units like shadowrath and generals are much better choices for that 1 slot

finite hatch
wooden zinc
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they should remove the goofy a$$ enslaved giant cannon mode animation

finite hatch
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@umbral sage

pallid moon
umbral sage
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huh, these are big changes

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the thing i hate about archers is their speed, there are barely any chances to catch the archers without them going for a retreat instantly. pretty sure the glacial fletching nerf will heavily hurt the card’s use rate too much especially when more cards arive, the biggest reason why glacial fletching is the most used mythic is because the other mythics are terrible.

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the magikill nerf is quite a lot, but i think you forgot about its training time?
magikills in flash was useful for their value, and here you made them with lesser value.
i did the targetable fulminate several times before and it was also rejected in all of those attempts, so really i can’t say it would work if both points is like this

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Egiant, now those are big nerfs, you downright eliminated nearly all things that made egiants op, idk if i would still bring an egiant if it would stand stationary most of the time with an HP of a juggerknight(without monstrosity) during catapult mode. i think id rather bring a general instead. i mean it would be pretty dumb for the opponent to let these egiants be the reason to lose if it is already this slow, stationary, and vulnerable for something that costs 1.5k, 10 pop, a card slot and probably even with monstrosity. although i see this version working, i think it still needs minor adjustments to reduce these nerfs.

wooden zinc
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I disagree with Magikill cost decrease, and Poison Spray is needed imo

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theres a lotta things I disagree in this post

placid spruce
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This post is a mash of good, bad, and unnecessary changes and rebalances

wooden zinc
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The only part I agree on is the Tesla Coil nerf ☠️

umbral sage
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spiritons at tier 1 or 2, isn’t it kinda identical to zombie apocalypse? summoning low hp units that isn’t durable enough to make a push and remember it takes 20s after they die for the next summon, plus by the card name itself why have swordwraths. my main issue with the towerspawns are the sheer existence of center tower bonuses, like they are already ahead in resource then i would be assaulted by free respawning units, in SE you get the center tower mainky for the towerspawns, which is kinda fine, but in sw3 they are too much for the opponent when paired with center tower, but then if you nerf them they won’t be that valuable enough to be brought because by then other cards would be more useful. i suggest only change them when center tower is changed, because they are kinda tied with it.

wooden zinc
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This post literally took away the meaning of magic in Magikills

placid spruce
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The Tesla coil nerf is good, the spiriton nerf is more a rework/rebalance rather than a nerf but it's not bad, the glacial fletching change will make it so much less annoying and give slow units a chance, but the archidon bow pullback speed is terrible

wooden zinc
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"Spiritons" is basically "Tower Upgrade" in this post

umbral sage
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and for the tesla one, maybe although i don’t face tesla users, same question of wether it would still be worth it to bring tesla coil in your deck, because holding the center tower(which all changes is a nerf to it) is the main reason you bring it

placid spruce
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With volt armor Tesla coil can be an absolute melee light unit horde destroyer

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And it's also way too good at keeping the tower under your control

wooden zinc
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Or maybe, a quite nerf to the Tesla Coil:
You can still capture the tower when its on Tesla Coil, but it will take 2.5x longer

placid spruce
umbral sage
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center tower nerf is all it takes

placid spruce
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Center tower doesn't need a nerf

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It needs a rework

umbral sage
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both

wooden zinc
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I really dislike this post's Spiritons rework

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It prolly just needs cooldown increase or cost increase

pallid moon
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the reaosn why archerspam is broken is staff and spells

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also glacial

placid spruce
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Archers themselves are fine but they're still powerful

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The archer nerf in this post is unnecessary

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And it's also going to make a lot of actually good strategies that uses archidons bad

compact prawn
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The enslaved giant bit is just a no

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You’ll make them absolutely useless

wooden zinc
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Archidons are balanced, what makes them unbalanced are their upgrades and sh!t like that

wooden zinc
finite hatch
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They can still 2 shot 4 archers.

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They still can snipe miners from afar.

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But now they can be killed if you do stupid placements or not protect them.

placid spruce
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You made the risk higher but lessened the reward

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It'd be understandable of egiants were god-level OP but if they were they would've gotten nerfed within a week

finite hatch
placid spruce
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What

finite hatch
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The only nerf to Enslaved Giants

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(and the stunlock thing, but that was a change to all)

wooden zinc
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Wanna break from the ads?

  • Egiants Catapult mode removed
  • Cgiants HP from 1000 to 1100
placid spruce
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If catapult gets removed then cgiants shouldn't get a buff

finite hatch
fading pilot
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Yo

finite hatch
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Simplify stuff makes it boring

fading pilot
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Check my suggestion

placid spruce
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Then cgiants should also have an ability

finite hatch
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(Unless you make it broken.)

placid spruce
wooden zinc
placid spruce
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The egiant nerf is too much

finite hatch
placid spruce
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Okay

finite hatch
wooden zinc
finite hatch
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(Or you make the ability broken)

placid spruce
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I know cgiants don't have an ability currently

finite hatch
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INFINTE AOE?!?!?

placid spruce
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In a certain radius

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And that radius isn't enough to reach ranged units unless you UC the cgiant to be close enough

finite hatch
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Still very strong

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It is like hellfist with knockback

placid spruce
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It has to match up to catapult mode

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I could decrease the range and damage

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But I won't remove the stun and knockback

finite hatch
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Like 3-6

placid spruce
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That's not enough

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8

finite hatch
placid spruce
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It's still going to affect a lot of melee units but it won't completely stun an entire army

placid spruce
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Hey

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New and better one

compact prawn
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Enslaved giants should be able to one shot archers

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Cos when you get hit by a boulder bigger than you, you die

shut pecan
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I think just nuke them.

Any type of unit spam. All of them share HP. Meaning if 1 takes damage they all do. So like 3 4 good hits on any will kill everything.

Turtle build. If the turtle build makes any unit or castle unit they will attack the statue.

Tower. Spirits and coil attack their owner.

Just want to say these only trigger if you do them.

Getting most of your population to be 1 unit.

Having the build / play style.

Having spirits and coil toghether

wooden zinc
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bring back SE Egiant Boulder sfx

pallid moon
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Why not we incrase damage of e giant but delete aoe complately

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and nerf attack speed a bit

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so they need more time for destroy backlines and more powerful againist frontline

placid spruce
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So just se egiants but they can become stationary turrets?

compact prawn
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But the boulder big

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Big boulder should get big aoe

umbral sage
# finite hatch They still can snipe miners from afar.

let me try to explain this, you nerfed the decent parts of the egiants just to counter weight the op thing that you hate. thats how you balanced it? because well yes the egiant would be kinda balanced that way but i feel like thats just not a good way to do it

umbral sage
wooden zinc
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Take a look at TF2

finite hatch
brisk glade
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Should nerf Archidon running speed I think.
But it leads to another problem. In the opening, players often use Swordwrath or Archidon to take the tower. Not gonna lie, Swordwrath is better than Archidon in the opening, so players who use decks other than Archidon spam will have to struggle with this cause they don't have the tower.

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Should increase Swordwrath cost, from 125 to 150.

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And the Magikill cost reduce isn't necessary at all. Just improve the AI to make units attack Magikills standing behind the statue.
E Giant really needs a nerf. I think it should take longer to change to catapult mode.

placid spruce
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If archidon speed is nerfed then something else about archidons has to be buffed to compensate for the speed nerf

wooden zinc
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The things mentioned here in this post needs balance changes the most, it was just executed poorly here.

placid spruce
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Yeah

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Literally everything here is a controversial change

finite hatch
finite hatch
placid spruce
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This is controversial to a lot of people

finite hatch
placid spruce
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Not only that

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But some changes here are just terrible

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Why nerf archidons attack speed?

finite hatch
placid spruce
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Isn't that a good thing?

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Making archidons just straight up weaker instead of making them require skill is just terrible

finite hatch
placid spruce
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That's the other ranged units problem, not an archidon problem

finite hatch
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It is either nerfing archers slightly, or buffing the other 2 ranged units slightly.

placid spruce
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Eclipsor population decrease to 4

finite hatch
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But if we buff the other two, then we have a ranged unit meta.

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And their is only 4 ranged units compared to the amount of melee units, so therefore: less statergy.