#Petition to make Juggerknights gain the Dead role.
1 messages · Page 1 of 1 (latest)
20% more HP juggs
"slight buff"
Less damage from poison:
Faster movement speed in acid rain:
Immune to RoR:
600 base HP juggs:
very exaggerated considering that it's incredibly overshadowed by most heavy units
but I see your point
It's because other tanks are OP + the damn unneccesary stun changes directly nerfing juggs
And even with being overshadowed, juggs are still a threat
(also sickles and crawlers)
however, we gotta consider that
- Less poison damage is redundant considering that chaos units' passive heal is already a thing, that's practically pouring a cup of water into the ocean.
- Juggs are already pretty slow, and even then, most jugg decks currently don't even run acid rain. And even if this was implemented, extra mov speed that pretty much makes juggs go slightly faster or as fast as a normal unit for a few seconds isn't really gonna cut it.
- RoR immunity should be a thing for juggs for the realistic factor ngl. The unit is literally just a pile of bones, no flesh whatsoever.
- Hp nerf and adjustments are a thing.
nerf ror to 15% hp bonus or something
Nerfing jugg HP so that they're not OP with RoR is sht balancing and juggs are a tank, ror not working on them doesn't make sense balance-wise
That's still 575 base hp without any upgrades
pretty good for a tank
what if ror was implemented on an upgrade wall
armory 1 - 10%
armory 2 - 20%
RoR is just a balance-fcker
indeed it is
too strong to let it be, too significant to nerf
Juggs with 700 hp on A2
Ripps on A2 have 720 HP
temple?
But again, ripps are more expensive in cost and pop
cj putting every non-ability upgrade into temple:
Peak balancing
truly. 😔