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I can name a few issues they have, some of which are more unique to them than the others; but I can say that for all 5 clans. I don't know how dissing Umbra in particular ended up being almost a meme.
At the end of the day, winrates are the only important metric and I can't see anything weird on my own end in that regard.
Umbra with the morsels and their leader are just so beefy... and with all that damage shield, you can stack up to the final boss to where they only start doing damage when almost dead. Basically any of their units are functional in either huge damage or damage soaking.
The champion is in a weird spot compared to others: size three to boot and your options are: Architect to offset that, Glutton to amplify morsel play, or Monstrous for trample (while making the size issue worse). The champion can tend to be too soft to survive being a front liner on the first floor and the first floor is typically where you want your big champion to be but in order to interact with morsel mechanics it needs to be on the front.
My most successful Umbra run was actually a Melting Remnant run. It was kind of decided when I had the Shadelamp as a starting artifact. At the end I literally had just 2 Melting Remnant spells, Dark Calling III Rector, a Crucible Warden, a Crucible Collector, a Shadoweater, and a bunch of Umbra spells. I could freely load up my Shadoweater and Crucible Collector with four morsels each, each turn, regardless of a lack of feast and those morsels quickly became significant damage dealers during the combat turn they were around.
Regarding my issues with the units: they often have apparent synergies that end up being traps. The Morselmaker combined with any Gorge unit is an obvious combo but leaves you with a locked floor. Doubly so if you try to be "clever" and toss a Morselmaster in with them: you immediately hit that 7 unit hard cap. If you don't have sufficient self clear in spell cards you can end up really bogged down by what seemed like a good combo. Especially once sweeps and spikes come into play.
Not sure why one would ever take damage shield gorge (Crucible Warden) over lifesteal gorge (Crucible Collector) when the latter has better stats and lifesteal is about three to four times as strong as damage shield starting the moment you don't get one-shot. You have to have a lot more damage on units that don't need to gorge for damage shield to be enough to tank the last fight, while one lifesteal basically means you take no damage that round (if you don't die before attacking).
Umbra are weird in that a lot of their units are almost strictly support yet count as priority draws (Morselmaster, Morselmaker) or are unpickably bad (the one that looks like Overgorger that I've never seen anyone take except when they thought it was Overgorger, Shadowsiege in the 90% of runs it's literally unplayable), and others (Overgorger and Crucible Collector) are so good that they singlehandedly win everything with minimal support. Morsels also tend to be somewhat underpowered when not fueling Gorge effects, which limits their synergy with other clans.
Spot on mate, Couldn't have said it better myself.
That said, their spells are exceptionally good, which is why they make good secondaries. Their relics though....are too focused on their one mechanic.
That one's simple: The tools given aren't effective enough. This is one of the things I dislike a lot; people going 'l2p!' as if someone's a ♥♥♥♥♥♥ or lazy without actually looking at a problem. It's the bane of devs everywhere because you're actively encouraging people to not give feedback on something that could be a problem. And generally being an ass.
We just had a nerf that made the one unit worth mentioning for damage in the Umbra roster that wasn't champ nearly impossible to use, and tilt the scale for it's composition into 'you either go hard into this, or hope.' There's probably a way to make the other Umbra units work well, but compared to what other clans need to get going, and what you're facing especially in cov, and now mute, it's again high maintenance.
So please, don't just dismiss people as being lazy just because you can't see a problem. That's fairly hypocritical.
Because lifesteal can be countered with exes and the fact it takes place after the unit takes damage. It's entirely possible late game/higher cov for the collector with more HP to simply outright die before being able to heal. Top it off, you can only heal up to whatever max HP is.
Damage shield simply nulls all damage, full stop. It can be 1 or 100, it gets blocked. Keep in mind that it's a gorge ability, so it can be doubled or more [see spike+fossil], and there's a morsel that gives a DS from eat.
Simply put, Warden can outlast Collector, especially if built up for the boss. A top floor with a Warden that's been eating all fight with no damage taken can tank everything, especially with the right support.
Warden's only superior in one aspect, the ability to survive a large short-term damage burst (ok fine, it's also superior against the circle 7 revenge boss...sometimes). It pays for that with its vastly inferior morsel efficiency.
You need these conditions to be true for Warden to actually be better utility than Collector: you need to have no other way of mitigating damage, and you need to have some serious damage behind the Warden. You need the burst protection to matter, which it only does if you can actually win the fight after sacrificing too many damage shields to be able to reliably tank the boss. But it works if blowing all your damage shields on normal mooks is strictly a short-term solution, just a way to keep something behind alive at all costs and then that thing can kill all the mooks and carry the boss fight by itself. (And of course, in the case where you have powerful spells and/or units that annihilate everything before it can hit the Collector/Warden, then the Collector's/Warden's only purpose is to tank the boss, which Collector is obviously better at.)
In that situation, Collector might lose the run where Warden would win it. In pretty much every other situation I can think of where Collector dies, Warden dies also, and usually a lot sooner because damage shields tend to burn fast. If you can raise Collector's attack and max HP higher than the highest damage spike you're going to see, then Collector is strictly better. And most of the time you're able to do that, either by enhancing the Collector or killing stuff before it reaches the Collector floor. And if you're not able to do that, there's a good chance you were losing anyway, regardless of whether you had Collector or Warden.
Of course there's ways to increase capacity; That's what I mean about leaning into it or praying. 6 ember + 6 capacity. Unless you get Extension AND some consistent means increasing ember cap-- as in not morsels-- you can't use this, full stop. The only consistent way of getting more ember with Umbra is Engine Upgrade, or Fel's Remorse, and without 3 of any combination, you can't summon it. Which leaves you with either hoping for an ember card, of which, 2 require you to spend ember to get back a minimum, 1 causes emberdrain, and the last is a consume. Or, hoping Prism Retrieval grab it with enough ember removed to play it eventually.
Only other alternatives is taking Awoken as your support and hoping for the right cards with them, or getting lucky with caves. You now need to juggle too many limitations on a unit that is expressly designed to be comparable to a champion, while still not being enough to 100% victory. Especially not in the third leg when it's likely you'll be able to summon it due to shards.
Warden's only superior in one aspect, the ability to survive a large short-term damage burst (ok fine, it's also superior against the circle 7 revenge boss...sometimes). It pays for that with its vastly inferior morsel efficiency.
You need these conditions to be true for Warden to actually be better utility than Collector: you need to have no other way of mitigating damage, and you need to have some serious damage behind the Warden. You need the burst protection to matter, which it only does if you can actually win the fight after sacrificing too many damage shields to be able to reliably tank the boss. But it works if blowing all your damage shields on normal mooks is strictly a short-term solution, just a way to keep something behind alive at all costs and then that thing can kill all the mooks and carry the boss fight by itself. (And of course, in the case where you have powerful spells and/or units that annihilate everything before it can hit the Collector/Warden, then the Collector's/Warden's only purpose is to tank the boss, which Collector is obviously better at.)
In that situation, Collector might lose the run where Warden would win it. In pretty much every other situation I can think of where Collector dies, Warden dies also, and usually a lot sooner because damage shields tend to burn fast. If you can raise Collector's attack and max HP higher than the highest damage spike you're going to see, then Collector is strictly better. And most of the time you're able to do that, either by enhancing the Collector or killing stuff before it reaches the Collector floor. And if you're not able to do that, there's a good chance you were losing anyway, regardless of whether you had Collector or Warden. [/quote]
First, what good is the collector if it's dead before it can attack? Most third leg waves can output well into 100 damage. Since DS blocks all damage from a single hit, it means the difference between dying outright, or surviving with 1 HP to recover later. It's also the difference between dying in 3 rounds with the boss, and surviving to 8, which is more than enough for any decent comp.
And second, Collector needs something backing it up anyway. We're talking about a 10 damage difference against units with HP into 100+, and damage output around 15 to 20+. Putting aside if Collector dies before healing, which is consistently does even when backed by maker, it doesn't do enough damage even upgraded to do anything other than tank and survive. There's the standing problem; you're looking at them as if they're anything other than a meatshield. They're not. And when it comes to meatshields, being able to survive nuke is more important in this game. That said, any composition that would go good with Collector is executed better with Warden the majority of the time. The main reason being, that a good comp should see everything dead before it gets to attack. Most enemies are between 1 and 5 hp. Glass Cannons. Add in sweep, trample, quick, or some AoE, and you don't need a tank regardless once they're in front of you.
Bosses, on the other hand, are meant to be tanky buggers that do one attack per hit, save 3. Blast gate them, and you win. That's it.
The most damage output in a single wave without you influencing it to your own detriment that I can find look like this:
Seraph the Temperant turn 3: Darkwings, Shadewings x2 (Sometime Seraph spawns an additional Lightwing)
or
Conduit Masters turn 3: Wiltwings x2, Gilded Wing, Winged Conduit
or
The Shadewings turn 4: Wiltwings x2, Steelwings, Shadewings x2
Out of these you can only reach 100 damage in circle 7 by adding multistrike or +8 attack. Not very convincing.
Besides, in each of these circle 7 examples the Damage Shield would receive quite a substantial shredding anyway.
Whichever winged have the ax burb as their boss, they have guys with multi hit and increased damage on kill iirc. Then there's the suicide birds which seem to be on everyone's roster, that deal 5 damage on death, and usually are in the front. When you have sweep, those guys alone add 15 damage that wave.
And yeah, low cov, the only way to get that is by taking challenges. Eventually all enemies have more HP and damage, the ones with multi strike are especially the problem, since they can spawn 3 in a wave. Add in the challenges in later covs, and you're easily in the 100 damage range. 'swhy endless and reform is so important; your first will likely die if they're below 100 hp.
Also the reason why half my runs are with SG, because Sap puts in a lot of legwork later on.