Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
Also the healers have a card that can turn the block into a shield ;)
Yes, the taunt is very powerful that's why it's scarce at the beginning, we'll put some others items for sure that give taunt with penaltys, the problem of giving it with a card that just adds debuffs, is that with a simple dispel or with a buffer you'll counter the debuff and you'll keep the taunt.
I agree that something needs to be done so he specifically can carry over some of his effort to the next round. More fortify generating cards (perhaps with weak block, like a 1 cost fortify 1 3-4 block), more shielding cards (Steel Skin isn't enough) for warriors, or perhaps a way to convert block to shield through upgrading cards.
I can appreciate how block lasting with different times would be wonky if it ended on the target's turn. But this is something resolved in D&D as it would happen: "Until the start/end of your next turn" litters the spells and skills of the various classes, permitting effects which give defensive options to last until the users' next turn. This would make Heiner work even if he acts last as he can block for members of the team and that block lasts until his turn rolls around at the end of the turn when most of the monsters have already acted.
This kind of trivialises Shield because now it's just a delayed Block. If your block can already last until your next turn it doesn't matter if a slow healer casts a block spell since it'll last through another round of combat. But it can still be useful as a kind of echo effect looking ahead at following turns. And really that might make for a good identity for Shield as well, a gradually decreasing damage mitigation stack. Two options I can think of:
In the first case shielding should be a thing warriors can't do, or should be a thing that is possible very sparingly from them, as a flat damage reduction can trivialise some normally dangerous spells (see the sea horse casters or harpy casters). Healers should be able to do it almost exclusively, and then it should be expensive (2 cost Shield of Warding or higher).
In the second, you're basically just making a longer lasting Block. This makes sense as warriors wouldn't have the magical ability to echo such protection, but healers can. Thus their identity remains intact. It still falls off to a powerful barrage of attacks just the same.
I've been unlocking quite a few cards, but I haven't seen this one yet. I've only seen shield/block cards which you can upgrade into shield/heal cards (Barrier).
This can be counteracted by making taunt be considered a debuff, making the target less likely to be dispelled since they risk removing the provoke to cancel vulnerable, bleeding, or burning stacks. It kind of is in a way, just as being wet is, because you can certainly take all the damage for a team, but you're taking all the damage for the team, just as wet can counteract burning stacks in one instance and be the cause of you taking 10s to 20s of damage from simple lightning spells. You could also try incorporating another debuff effect into provoke, reducing resistances slightly (5% globally) for example while keeping it a buff. That way nobody can dispel it but the penalty remains.
Magnus ironically pairs well with him, as he can outspeed, provides Helping Hand for deck cycling consistency plus an answer to Insane/Daze or more with a lucky upgrade, and can lay out various enemy debuffs and team shielding cards that Sentinel won't have the room to run. I'm fairly confident that a Magnus+Sentinel composition with no other characters, if it were legal to do so, could clear New Game + on their own somewhat reliably with smart decision making.
While not as efficient, the starting Mage can do this as well, by upgrading her starting copies of Transfusion to always be in her opening hand. This works well enough in a regular run, but you'll be missing Magnus' defensive tools in a New Game + run where getting alpha strike killed is more common. Scroll of Speed is a good tool to set up Sentinel with a +9 Speed to open Round 2, and you can build the rest of her kit either around being a pure support, or a worst-case backup DPS.
Playing Heiner as a warrior and not as a combo piece pretty much necessitates having a support to babysit him with speed buffs. It's rough. I'd rather have Magnus who can often go early unless he gets whacked with a shackle, and can benefit from warrior's plentiful block cards. Heiner doesn't have the juice to make up for his drawbacks. His easy access to infinites will be patched out, his priest tier speed will remain.
No all characters should be equal, all characters cater to diferent playstiles and you don't have to play one if you don't want.
Want a fast tank that gois first in combat, take Magnus.
Want a slow tank that has fortify(block don't expire) and a easy access to taunt and lots of block, take Heiner.
Want an agressive frontliner, take Grukli.
Want a taunt more focus on Thorns, take ...
Heiner speed is intended, we can give him a little more if really needed but imho Heiner shines when he is last, and taking shield items like large shield or the wall, makes him even better.
If fortify is a requirement for him to be good as a late round tank, he needs to have access to it more readily, particularly for longer (i.e. boss) fights. Him having all the block in the world though doesn't change the fact that he can't block for the team with things like Barricade to stop/blunt AoE or chain/jump attacks. If he's supposed to be a dedicated guardian, I would think he could protect his team. You can't expect fortify to be on everyone though for the next round though. Unless a card gets implemented to give "your next defence card gives fortify" to combo with Barricade and the like.
I do agree that he cannot reliably take the aggro he wants to take (too few cards do this and one of them only targets teammates, which only works in double-Warrior comps), but there are enough attacks that get around that mechanic regardless, so going all-in on having the aggro every round consistently likely isn't worth its opportunity cost.
What initially drew me to trying him out is his raw durability. That alone will keep him viable for roles that may be harder for others to pull off. Not every Warrior needs to lean in hard on out-speeding the enemy.