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That might explain the sudden rush decks.
Weird how I dont see the Bridge Shine cards being played on the top leaderboar.
http://steamcommunity.com/profiles/76561198003566968/screenshot/830199741128508947
What annoys me A LOT, though are Volco rush decks that abuse his first ability - and more than that: Disruptor puffs.
They aren't OP, BUT they introduce gamedeciding RNG. I can't count the games where it increasing the cost of my lightning instead of ANY other card in my hand decided the game.
In my eyes Disruptor Puffs should be changed to always hit the leftmost cards in your hand - this way you could at least play around it to some extend (by evaluating to potentially to play a card at lower value, but ensure that Lighting / Fireball doesn't receive increased costs)
Overall Blood Imps are an interesting design - and promote the viability of other cards, like Bombers.
Blastmancer is strong against them, but I feel like he's still 1 mana too expensive to see play.
EDIT:
Defenso Chopper is also really good against a lot of Blood Imp decks (and Dragon Whelps). I've started using it again about 2 weeks ago and saw a lot of people following the idea. Even though a lot of them dropped it again (most likely because we see less whelps after the sniper changes) I'm still satisfied with its performance - Especially since I tend to combine it with Guardian and Blood Imps which makes for an incredible push if it's the one leading the charge.
I liked Blood imps as a design before the Red Golem. You were able to start punishing the cheap 0 mana plays from the start of the game and the enemy had to play carefully with those. Now you're always in a position where if the enemy has red golem, you could be facing one with his health doubled before you even reached perk 1. Good luck killing him in that state. If you do not decide to punish those blood imps, they become way too good for their 0 mana cost and cycling speed, especially with Volco, who basically kills 1-2 mana of yours just because he played something.
That's more of a Volco than Blood Imp issue imho. As mentioned earlier I also do consider Volco's 1st ability very problematic due to the high amount of gamedeciding RNG it introduces since it migth instantly clear your "counter" to his spamm. Maybe we should make a new topic about his 1st ability.
It's a problem even without Volco. How do you deal with the fat golem so early in the game? The usual strategy is "rush the other lane and kill the master", but your mana regeneration is so weak that early in the game. You can sacrifice some of your HP to help clear it, but the XP advantage is lost due to effective 9 mana unit. It stalls the game for anyone playing against blood imps, leaving them at a disadvantage due to lack of bridge control, since 0 mana units always turn the tides of bridge battles.
The only time I ever felt good contesting a fat red golem was when cannon rollers were viable units or when laser turrets were at their peak. Due to new units and meta shifting towards everyone having fireball, it's not such a great pick anymore.
It does require you to use Guardian or Black Hole as well, though.
Also, I've had control of both bridges even though my opponent played blood imps fairly often.