Overtime Mechanic Suggestion:
I wanted to suggest a small change to how overtime works. I believe overtime is an important and necessary part of the game, but I think a few adjustments could improve the overall balance—especially considering how it shapes the meta.
Right now, one of the meta strategies is tower stall. These decks focus on taking a tower early and then using abilities to prevent the opponent from reclaiming it. Passive spawners play a huge role in this, since they apply constant pressure and make it significantly harder to make a comeback.
This strategy becomes even stronger because of how overtime currently functions. Even if you manage to overpower the staller—which is already difficult due to their stall abilities spawner advantage, and tower benefits—you often still lose simply because you run out of time. The constant stalling from spawners and abilities just eats up too much of the already limited time.
Proposed Changes:
- Overtime should still deal statue damage, but the damage intervals should be slightly slowed down to give players more time to push back.
- Additionally, overtime should not be able to destroy a statue completely—or at the very least, the final blow should take extra time to land, to give the other player one last chance to respond. However, to make sure it stays fair, the statue with more health should not be struck if the other statue is currently at its last blow
These changes should make overtime feel a bit fairer in comeback scenarios and reduce the dominance of tower stall strategies—or stall strategies in general—without removing the strategic value of overtime altogether.
Effect to stalling strategies?
Though tower stall decks will be nerfed by these changes, it will still remain as a very viable pick. The tower still provides the benefit of income boost and spawner benefits. Additionally, the lightning from the tower can still take out the enemy statue once it's at its final blow


