Knights in Tight Spaces

Knights in Tight Spaces

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Undo the Warlock nerf
Give up on trying to make curses play interesting, you won't. Undo the nerf to melee damage, the magic brawler playstyle is the only fun thing about the character and also one of the most fun things in the game

edit: honestly, i'm feeling pretty done with the game and a change like this makes me one step closer to putting the game away permanently as it signals to me that the devs don't know what makes the game fun and the game will only get worse going forward
Last edited by alexshiro; Apr 29 @ 2:28am
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Showing 1-12 of 12 comments
Gorbash Apr 29 @ 3:20am 
Do not agree, Warlock is my favourite toon, but curse mechanic needs to be looked at.
One possible thing might be to make them curse eaters (able to elect one curse to "eat" temporarily, retain the curse until next round with curse NOT acting up but under duress of eater .... e.g. maybe one less damage or like a bleed effect...this would give the warlock a little more freedom from the possibly run ending ones like bonemelter.
Originally posted by alexshiro:
Give up on trying to make curses play interesting, you won't. Undo the nerf to melee damage, the magic brawler playstyle is the only fun thing about the character and also one of the most fun things in the game

edit: honestly, i'm feeling pretty done with the game and a change like this makes me one step closer to putting the game away permanently as it signals to me that the devs don't know what makes the game fun and the game will only get worse going forward
Alright, bye!
I am personally happy for the changes. Only time i ever play warlock is as a draft class for sorc/brawler cards because the curse mechanic is so bad. Especially at higher difficulties having your hand full of curses will end a run before it even started. At least now you can exhaust them and hope you don't rng into a run ending curse.
Originally posted by PhotoFinish:
I am personally happy for the changes. Only time i ever play warlock is as a draft class for sorc/brawler cards because the curse mechanic is so bad. Especially at higher difficulties having your hand full of curses will end a run before it even started. At least now you can exhaust them and hope you don't rng into a run ending curse.
You did see that they nerfed the sorc/brawler?
Originally posted by alexshiro:
Originally posted by PhotoFinish:
I am personally happy for the changes. Only time i ever play warlock is as a draft class for sorc/brawler cards because the curse mechanic is so bad. Especially at higher difficulties having your hand full of curses will end a run before it even started. At least now you can exhaust them and hope you don't rng into a run ending curse.
You did see that they nerfed the sorc/brawler?
Oh no! Somebody save me from well differentiated classes!
Originally posted by StarlessBB:
Originally posted by alexshiro:
You did see that they nerfed the sorc/brawler?
Oh no! Somebody save me from well differentiated classes!
I don't think having 2 be obviously terrible is a good differentiation, having one that is a bralwer spellcaster is a far more interesting differentiation.

Also, having a lv0 profile and saying consume curse makes me think you're playing on baby difficulty and still losing. Thanks for working on making my bad day worse ♥♥♥♥♥♥♥
Originally posted by alexshiro:
Originally posted by PhotoFinish:
I am personally happy for the changes. Only time i ever play warlock is as a draft class for sorc/brawler cards because the curse mechanic is so bad. Especially at higher difficulties having your hand full of curses will end a run before it even started. At least now you can exhaust them and hope you don't rng into a run ending curse.
You did see that they nerfed the sorc/brawler?
I said that is the only way i could play warlock. Now i don't have to draft cards. I can play the class as is with the new curse mechanic because now i can delete curses from my deck rather than delaying them.

Warlock was always a weak brawler anyway. Them nerfing the melee damage does not really matter since we should be using magic for damage and brawler moves for crowd control.

However i do understand that the brawler/sorc playstyle was the fun aspect for you but I want to play using the curse mechanic rather than avoiding it. Imho sorc was so far ahead of warlock its not even a fair comparison.
Last edited by PhotoFinish; Apr 29 @ 6:42am
Not a fan of nerfs in general.
I'd rather see some scaling for the Warlock, like +10-15% magic damage at the end of each act, or a flat +75% instead of +50%. This way you'd be rewarded for picking magic over meele as you main damage.
Maybe a temporary +5-10% magic damage for each curse created this combat, instead of a flat buff. (or +1, +2 damage modifier for each curse created and keep the -20% unarmed damage.)

It's already hard to compete with Quarterstaff (0 cost for first attack/card each turn), Magic Staff (0 cost for first spell each turn) thing or the Axe of Magic damage+ (+125% magic damage).
Last edited by Spawnling; Apr 29 @ 8:24am
Sintonir Apr 30 @ 2:10pm 
I don't understand that nerf just because Warlock already has less unarmed damage than Brawler(+0% vs +50%). And for unarmed cards that can be used with weapons - less damage than Fighter. So sorc-brawler warlock always was less effective than brawler, and in the late game - less effective than sorcerer (since sorcerer can take a weapon with +125% magic damage).
Warlock uses unarmed cards not because she needs damage, but because of their incredible utility - and devs done nothing to reduce it.
I think what Warlock needs is not pure damage buff or nerf, and not even card change (sorcerer can in theory get the same cards, either during deck draft or during the run) but some kind of unique character trait, something which can't be compensated for by weapons. For example, an effect like "each turn you either discard a curse or add a random one, but you can't chose neither" will make warlock very different from any other class.
Originally posted by Sintonir:
I think what Warlock needs is not pure damage buff or nerf, and not even card change (sorcerer can in theory get the same cards, either during deck draft or during the run) but some kind of unique character trait, something which can't be compensated for by weapons. For example, an effect like "each turn you either discard a curse or add a random one, but you can't chose neither" will make warlock very different from any other class.
Something fun like when a curse is created by the Warlock:
Draw a card / Next card played costs 1 less momentum
Or on curse discard closest enemy gains 2 vulnerable, more general "a passing the curse to an enemy mechanic".
Sintonir Apr 30 @ 5:34pm 
Originally posted by Spawnling:
Originally posted by Sintonir:
I think what Warlock needs is not pure damage buff or nerf, and not even card change (sorcerer can in theory get the same cards, either during deck draft or during the run) but some kind of unique character trait, something which can't be compensated for by weapons. For example, an effect like "each turn you either discard a curse or add a random one, but you can't chose neither" will make warlock very different from any other class.
Something fun like when a curse is created by the Warlock:
Draw a card / Next card played costs 1 less momentum
Or on curse discard closest enemy gains 2 vulnerable, more general "a passing the curse to an enemy mechanic".
Maybe something like this. Or something like each discarded curse gives +20% damage for a turn.
Basically, let's just look at Brawler:
- she can't use weapons, but this means she can always use unarmed only cards
- and she gets +50% to these cards, so even if another character tries to remove weapons they would still be worse, and would lose all weapon bonuses.
Weapons are cool and have effects which are not directly compensated by her +50% bonus, but Brawler has cards that can't be combined with weapons.
On the other hand, with magic:
- we have less cool magic weapons. I think this side can use some improvement, in quantity if not quality.
- but some of them are really good
- Warlock gets the same treatment as a Brawler, +50% damage but unable to use weapons... But there are no magic cards that benefit from this. Which means that as long as you have a Demonic Axe for each sorcerer, you don't need warlocks at all. If your main is a warlock, she is falling behind the rest of the party, without anything good to show for it. Other than Brawler cards, which just got nerfed, but were always worse than from Brawler herself.
What can it be? Giving her +125% to magic you get from Demonic Axe+ from the beginning will ruin the balance in the early game, so this is not a solution. So she needs either some warlock-only mechanics, or some magic cards requiring you to have no weapons. IMO, second is much harder to do.
I wouldn't mess with the Magic cards. Lightning is a terrific Magic weapon, probably my favourite. It's extra amusing against armour. Mystic Push is really good as well, as it's ranged. Reach out and touch somebody, until they fall of a ♥♥♥♥♥♥♥ cliff. Gimme! Other Magic weapons aren't so hot, especially the multi lightning, yowtch.

But as support, Magic has some really nice cards. One-shot Healing cards are fine because they aren't complete bricks. The Magic Shield comes in handy in all sorts of tight spaces. Being able to dole out Attuned benefits can be fun and profitable.

So I agree: some sort of unique attribute for the Warlock. Some of the ones already mentioned are interesting ideas.
Last edited by Twelvefield; May 1 @ 12:20am
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