Wildfrost Balance Ideas
Golden Bell Rebalance
Sunbell of Fellowship: You won't have enough Charms to place them among 5 companions, so the additional companions are over glorified woodheads in the last few fights with a small chance of getting off 1 weak attack before they die. The Bell does not encourage getting more companions as playing them is a waste over a good item card with Charms and they fatten your deck.
Fix Idea: All companions gain +2 max Hitpoints, Increase max Companions by (+2)
This is good because as you gear up for the final fight many good companions have 4, or 5 hitpoints, and the barrage junker will rip your butt open. Allows your weaker back line to tank 1 hit against bigfoots or the final boss Barrage clunker.
Sunbell of time- Literally doesn't effect the final boss fight, which you are preparing and gearing up to do
Rework idea: 1 Less enemy at random spawns at the start of the fight and is added to reinforcements
This would make it great in the last fight allowing you to start fighting only 5 of those elite bastards
It also creates amazing and cool synergy with POMPOM, LEECH, and the exploding Minion as you can now use them in the final fight easily!
This makes those 3 cards not totally useless in the final fight and I believe has a really cool and rewarding synergy.
SunBell of Charge, and Sunbell of Recall: Not sure if these are any good, I feel like they are weak and I never grab them. not sure how to make them more interesting, fun or useful at the moment.
Stormbell: Hero loses half of his total Hitpoints late into the Run
This storm bell often makes you save heart charms or HP increasing charms until the event hits so you get the most value, and then you lose the run because you didn't equip them earlier.
Also nerfs the +6 hitpoints bell as it essentially only gives +3 in the late game, which just feels shitty.
Rework: Your hero loses half of their STARTING HITPOINTS when the event triggers.