#Make Azul Skull apply 3 overburn to enemies in the row

1 messages · Page 1 of 1 (latest)

raw drift
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Title

Text: Kill an ally. Apply 3 Icon_Overburn to enemies in the row

In line with other skulls that do 3 (status) in the row. Makes azul skull slightly on par with other overburn tools (still worse than azul axe considering summon + sac means it effectively takes 2 turns so 4.5 Icon_Overburn per turn)

Right now azul skull is extremely bad at at 2 Icon_Overburn per turn considering a turn to summon a unit to sacrifice. It needs a buff!

bright zephyr
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This. Currently azul skull applies just as much as a beepop when the beepop can take a hit and azul skull removes a blocker for -2 hits. Barrage overburn is an incredibly strong effect that would hopefully make azul skull usable

errant chasm
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Yeah I wanted this change too

proud torrent
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Yes.

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This is a really good change. Azul Skull is currently too pathetic to be viable in a dedicated Overburn deck, and it doesn't do enough to be a source of Overburn in other decks.

fallen eagle
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I'm iffy about just making all skulls barrage, which would be limiting and a bit boring. Plus 3x3Icon_Overburn seems a bit much. A minimum of 3 damage, 18 damage if you chain the whole row, plus more targets to potentially trigger a chain instead of just one enemy you have to keep alive for only 4-12 damage.

IMO, I'd rather make summon+sacrifice cards feel less like you're wasting turns. Like, the chicken-cards are all totally fine with current blue-skull as-is. There were some ideas for a phoenix that can be sacrificed infinitely (if you do it right). Maybe add a companion that just summons junjuns or something? That'd be a little boring, but would lessen the sting. Or maybe they have another minor effect? 🤷‍♂️

raw drift
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Even with chikichi youd rather have other skulls because of how underwhelming azul skull is comparatively. Even with a sacrifice engine if sacrifice payoff is less than say just a generic good SM card (azul axe persay) then you wont be using sac anyways because you gain blockers and can still use other attacks

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Sacrifice requires both engines and payoff to be valuable or engines will just be engines for other archetypes

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Unless of course you make engines have ‘sacrifice’ specifically in them but i find that a weak way to confine to an archetype

raw drift
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Part of the waste of turns is that the payoff feels bad imo

errant chasm
whole sapphire
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I think 3 barrage is fine

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it's probably still worse than the axe

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factoring in the cost at least

errant chasm
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well the axe is op

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don't compare it to the axe

whole sapphire
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well the current version is far outclassed by beepop

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which isn't op I'm pretty sure

errant chasm
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its not though?

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beepop is cool but not stronger than azul axe

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azul axe effectively deals 6 damage to a singular enemy (3 + 3) and a potential additional 6 damage via overburn to other enemies

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and battle charm makes it into 5 + 5 overburn

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which 5 overburn is potentially 15 damage

whole sapphire
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wat

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I'm comparing beepop to azul skull

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I know that the axe is good

errant chasm
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current Azul skull is definitely beaten by beepop and most items out there

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but barrage Azul skull would be on par with beepop i think

whole sapphire
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yeah

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I'm saying if there's that big of a difference it can get away with a more significant buff

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on par sounds good

errant chasm
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yeah

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3 overburn in a barrage to me sounds like the perfect way to balance it, otherwise add noomlin to it by default

whole sapphire
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I think sacrifice in general either needs to be more convenient or have better rewards

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I'm fine with either, this is more the second one

errant chasm
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Well yeah but even if sacrifice in general is good Azul skull will still be underwhelming

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This is a change that should happen regardless of if sacrifice as a whole is buffed or not

whole sapphire
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I meant more the card could be part of sacrifice being good, or at least decent