Wildfrost

Wildfrost

Voir les stats:
What cards do you think need to be re-balanced or changed?
I keep seeing some cards that just seem bad or need to be tweaked a bit. wanted the communities collective opinion.

Two that come to mind to be are Bigfoot and Hazeblazer.

Bigfoot you can kinda play around but an aimless 7 damage unit can just knock you out some games with a 33% chance if you fill your lanes. Seems like most the heros just have too low of HP to have something like him in the game.

for Hazeblazer, I tested him and he just seems bad. I get that he takes 6 rounds to go off but hes killing your own team, Maybe if you had him with the shadow clan tribe it could work? I usually see him with the junk people and he just seems like stealing 2HP from a whole board will bite you in the end.
< >
Affichage des commentaires 31 à 45 sur 74
For some feedback myself other people didn't mention:

I'm shocked not to see people mentioning Makoko. That's the 8 health, 0 attack, 1 counter unit that gains attack every attack. You fight it far too early for an enemy that spawns multiple times paired with bosses that overly synergize with it. It should start with like 6 health and -1 attack, which means it still is a top priority to kill when you're fighting Infernoko or King Moko, but doesn't snowball quite as fast. You'd still need to rush it down to avoid Infernoko scaling high, and it would still do huge damage when buffed by King Moko and Pepper Witches.

Pengu Charm is a complete joke. It grants a unit attack equal to snow dealt to it. It has a very very minor benefit that realistically should only apply if the player is making mistakes, you don't want your characters to be taking hits that grant snow. The real problem with it is that on top of being usually useless on your units, it is a nightmare when you win and now the boss unit has this charm, because unlike on you this effect is scary on a boss enemy. As it is right now this charm hurts you in the long run by doing more damage to your future runs than it helps your current run.

Moose Charm is really flawed. Battle Charm is +2 damage, Moose Charm is +3 damage but the counter increases by 1 permanently. That means Moose Charm cannot be placed on cards without counters like Battle Charm can, and it also means Moose Charm is a straight up decrease in damage on most units. It should at least be +4 damage with a downside that big, and even then you'd usually rather have Battle Charm.

Frog Charm also sort of sucks. Again, only +1 damage more than Battle Charm, but requires the card be an on-board unit (can't put it on a damage item in hand) and also that it be alone in a row. This is ok on a few units like Monch or Bombom, but those characters really aren't looking for +3 attack to begin with.
Can't believe I also forgot to mention the Ice Forge. -3 to all allies and +3 to all enemies is -brutal- and basically demands that you spend two turns hitting it with out-of-hand damage, unless you have something scaled up high enough. My current run is dead purely because this thing showed up and I didn't have two damage cards in hand at the time.

It should be -1 or -2 to ally attack at max.
Firellius a écrit :
Can't believe I also forgot to mention the Ice Forge. -3 to all allies and +3 to all enemies is -brutal- and basically demands that you spend two turns hitting it with out-of-hand damage, unless you have something scaled up high enough. My current run is dead purely because this thing showed up and I didn't have two damage cards in hand at the time.

It should be -1 or -2 to ally attack at max.
Oh yeah Ice Forge is pretty brutal, especially the fact that it has 2 wood health and often hides behind Spike Walls. It could be -2 to you +2 to enemies and still be a terrifying enemy.
I don't think Gromble is a problem, but I don't think it should have more hp than Bigfoot
if that gets nerfed.
The Biggest problem with Makoko is that they spawn behind bosses and they're a priority target.
I think every deck should start with a Grabber, it's basic functionality but at the same time it feels like a waste to get over other cards.
Dernière modification de Nexus; 24 avr. 2023 à 12h40
Drek shouldn't copy enemy effects and 28 starting hp is too much. Especially when it copies the teeth effect with that much HP. In most fights I'll beat the enemy leader before I can beat Drek. My point is that most enemies in the Bigloo fight could use a health point nerf.
Dernière modification de Nexus; 24 avr. 2023 à 12h43
Lohroc a écrit :
I don't think Bigfoot should have less hp than Gromble.
Biggest problem with Makoko is that they spawn behind bosses and they're a priority target.
I think every deck should start with a Grabber, it's basic functionality but at the same time it feels like a waster to get over other cards.
Bigfoot should absolutely have less HP than gromble unless they lower the damage even more, because it is far more dangerous damage-wise and it's a more common enemy. You usually see like 2 Gromble and 3-4 Bigfoot in that fight. That's just sort of how balance has to work, you can't give an enemy huge damage and aimless and also have them tank tons of hits and also have more and more of them spawn every wave without it being unfair. Wooly Drek is fair by the same principle, sure he's tough but there's just 1 of him, you have more trouble when you're killing 4 different Bigfoot that can spawn during the fight.
If every run started with grabbers (or smackback or teeth) Makoko would be less of an issue, but at this point it's too late to just give every deck grabber cards imo. The more realistic balance fix is to make Makoko less of a nightmare when you have to just use basic damage cards from hand to take them out, so that's my approach. Taking 3 turns to sword them so they're dealing 0 damage if you focus them is a lot better than taking 4 turns to sword them while they get to deal 1+2+3 damage.
I would give Bigfoot 5 attack and a 5 turn counter. I would have no problem with having more Gromble spawning instead of Bigfoot, since they feel more like a trash mob.
I think Drek is definitely a problem, 28 hp on an enemy that can heal itself is too much specially if they copy the growing Teeth effect.
Dernière modification de Nexus; 24 avr. 2023 à 12h50
20hp and no effect copy would be more appropriate.
Lohroc a écrit :
I would give Bigfoot 5 attack and a 5 turn counter. I would have no problem with having more Gromble spawning instead of Bigfoot, since they feel more like a trash mob.
I think Drek is definitely a problem, 28 hp on an enemy that can heal itself is too much specially if they copy the growing Teeth effect.
Yeah if you're replacing some Bigfoot with Gromble then that nerf makes sense.
Drek can't heal, all he can do is move HP around the board leaving you with the same amount of damage you have to deal. I have no clue how you think 28 HP isn't fine but 45-60 Bigfoot HP is fine.
Drek is not that big of a threat unless he eats a bigfoot, you can safely ignore him by tanking the 2 or 3 attacks he gets during the battle. The first hit is only for 4 damage and you should have either clunkers or disposable summons in your deck that can tank the rest of the hits, the only time Drek is a real threat is if he eats a Bigfoot, which is an issue with Bigfoot and not Drek. If Drek eats a teeth enemy he is barely scaling up in attack because the cat has 1 attack, you just ignore him and tank his hits. If your deck has no way to ignore Drek if he gets scary, then rush him down while he still does far less damage than a Bigfoot does.
My problem is that it's easier to kill the boss than it is to kill the drek.
TechnoIvan a écrit :
Personally I'd first target those randomness cards.
Bread charm - Create a special interaction when you feed a card with bread charm to the muncher (maybe get more blings, or other charms etc etc)

I think Bread charm should at least give a free move (Noomlin) with the Consume to at least be usable (maybe to burn off that junk you picked up on the Gnome Trader)
Overall I think the game is balanced pretty well and there's no need for so many hp nerfs

Marrow spawning alone might be a good solution if he also gets a health buff, then he might be a 4-turns-dps check before the others spawn in. Or make him always spawn with someone else, but lower his health to make him an item damage check. Maybe even make variations depending on when he spawns (big marrow & lil marrow). Right now if he spawns alone it's just a free win and if not he's a pain

Controversial opinion, but I like bigfoot in terms of stats. He's strong, but is dealt with easily if you only put clunkers/tanks/summons in the same row. He only becomes a problem when 2 bigfoots spawn in different rows at the same time and you have to take a gamble. Making it 1 bigfoot per wave fixes the problem completely

I don't think weakness charm is that bad. It's always good in shade deck, and can be put on scrappy swords to make them work with Fungun or Tiny Tyko
Bread charm is also good on some meh starting items (like flamewater) or things you picked up early on that don't synergize with your deck anymore and would just sit there in in late game and never be played since you have much better cards
The chuckle charms can't be placed on a fully charmed card right now which kills the whole purpose of it, but I like it otherwise. Making a 5-charm card that kills everything is just too good

I do have a couple of issues though

Spellbound has already been talked about, but yeah, one-shotting most leaders is just bad. Maybe make it a "random ally in the same row" so it's a bit controlled?

It's not a card, but I have a real big issue with the daily fog bell
Items just gaining aimless is straight up killing all the tactical thinking you could have
It can be fun sometimes, but maybe reduce the probability of it appearing on any given day? Fog bell for a few days in a row is extremely frustrating

Also surprised noone mentioned magma booster. Aimless is a terrible stat and +3 damage isn't worth it in most cases, so after maybe 1 use it just sits there and clogs your deck

Still, I hope the game is not nerfed too much, it's a lot of fun once you get a hang on things
Dernière modification de Finlal; 25 avr. 2023 à 5h12
Duz 25 avr. 2023 à 6h29 
Finlal a écrit :
Also surprised noone mentioned magma booster. Aimless is a terrible stat and +3 damage isn't worth it in most cases, so after maybe 1 use it just sits there and clogs your deck
Great use for the bread charm. :hypnospacecool:
Finlal a écrit :
Overall I think the game is balanced pretty well and there's no need for so many hp nerfs

Marrow spawning alone might be a good solution if he also gets a health buff, then he might be a 4-turns-dps check before the others spawn in. Or make him always spawn with someone else, but lower his health to make him an item damage check. Maybe even make variations depending on when he spawns (big marrow & lil marrow). Right now if he spawns alone it's just a free win and if not he's a pain

Controversial opinion, but I like bigfoot in terms of stats. He's strong, but is dealt with easily if you only put clunkers/tanks/summons in the same row. He only becomes a problem when 2 bigfoots spawn in different rows at the same time and you have to take a gamble. Making it 1 bigfoot per wave fixes the problem completely

I don't think weakness charm is that bad. It's always good in shade deck, and can be put on scrappy swords to make them work with Fungun or Tiny Tyko
Bread charm is also good on some meh starting items (like flamewater) or things you picked up early on that don't synergize with your deck anymore and would just sit there in in late game and never be played since you have much better cards
The chuckle charms can't be placed on a fully charmed card right now which kills the whole purpose of it, but I like it otherwise. Making a 5-charm card that kills everything is just too good

I do have a couple of issues though

Spellbound has already been talked about, but yeah, one-shotting most leaders is just bad. Maybe make it a "random ally in the same row" so it's a bit controlled?

It's not a card, but I have a real big issue with the daily fog bell
Items just gaining aimless is straight up killing all the tactical thinking you could have
It can be fun sometimes, but maybe reduce the probability of it appearing on any given day? Fog bell for a few days in a row is extremely frustrating

Also surprised noone mentioned magma booster. Aimless is a terrible stat and +3 damage isn't worth it in most cases, so after maybe 1 use it just sits there and clogs your deck

Still, I hope the game is not nerfed too much, it's a lot of fun once you get a hang on things

For Marrow, its one of the hardest fight in the game but if this fight is nerfed, there will be no challenge to the game anymore.

Weakness charm is good, it has uses, (aoe Barrage that gives 5 Shell/Block does 2 Barrage Dmg, etc....) situational but does come in handy.

Soulbound card is incredibly powerful especially on the Secret Boss. It's fine it remains this way, else this card will trivialize the game
Weakness charm is marginally useful for 1-2 cards in the entire game, it's not good enough.
< >
Affichage des commentaires 31 à 45 sur 74
Par page : 1530 50