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
Same 10 mana card cannot allso be a 8 mana card, you then have to nerf the 10 mana card down to 8 mana pereformance, and that is what has happend over the last year.
The 10 mana card cannot be any better before it is removed from morellias perk 3.
Only time to use it is against double snipers or flying buzzers, otherwise it just sits on your desk, and you throw it at the first enemy you see or even empty field when you have gathered the 75.
It shouldn't revert to Slumbers once you have Ascension, literally kills the card 90% of the time considering how quickly it can die under a lot of circumstances, much like the other big monsters. Other big monsters, like Colossus, can atleast be spammed out during endgame to apply a LOT of pressure, which can make up for their weaker early game
Nyrvir has NO early game and a mediocre late game.
To make up for the lack of early game, make the spell 1-cost because it is absolutely terrible and nowhere near the level of other 3-cost Accursed cards or spells, let alone other factions spells (the arrow/knife rain pretty much does the same damage but in a much larger area) or the 4 mana spells like Chain Lightning.
OR
Make the AoE bigger, give it more damage and divide its total damage between the targets in the AoE, letting it deal more damage to smaller groups of beafier units or less damage to soften up smaller, weaker ones. Tacking on an effect like applying Curse or giving a random unit Spirit if it kills something would also help it along, even if combining both ideas might even push it into 4-mana territory (I dunno tho).
Late Game Nyrvir Slumbers should either add Nyrvir to your HAND straight away, or Nyrvir should be added into your deck as a normal card, with Slumbers buffing him if it's played on him while he is out on the field - either a heal or giving rage/speed.
I think it would make the card a lot more playable, since it would still only be summonable late game but also wouldn't be a nightmare to use. Making Summon Nyrvir a spell instead of a minion so the cost can be lowered by the Spellbook would also be a help.
Honestly just making Slumbers apply Curse would be enough to make it worth the 3-mana cost, I'd be all for that change. Imo that + having Slumbers put Nyrvir on the top of your deck when it converts instead of the bottom (while keeping the "Nyrvir turns back into Slumbers when played and Slumbers goes to the bottom"" mechanic) would be enough to make the card's viability more in line with the other Mythics.
I think when Nyrvir first came out the clunky mechanics of playing it were necessary, since it had far less counters then and the devs were still working out the kinks with the concept of Mythics, but at this point it definitely needs at -least- a buff to how Slumbers work, especially with how badly the change to Ascension nerfed it.
The spell *should* be weaker. If the spell was equally as good or better than Daggerfall, then Daggerfall would become irrelevant. If it was even close to Daggerfall then Daggerfall might become entirely replaced
Nyrvir is insanely strong. She is still counterable yes, but it takes some amount of thought and effort to do so, more than any other minion in the game by a considerable amount. She should never die without getting at least her mana cost back in kills/answers, if she does then you simply misplayed her.
Because of this, there needs to be a strong cost to using her - and there is. You get a below average spell for most of the game, and then you have to unlock her through a time consuming mechanic. You can't really change this, it's how she was designed. If you remove the requirement then you have to nerf her stats by a lot. If you buff her then Morellia will become OP, and she might even overtake the meta outside of Morellia decks.
Honestly, Accursed Ascension decks/cards in general are very.. awkward and I imagine very hard to balance. They have to be weaker than average before Ascension, but then stronger than average after Ascension. If it becomes easier to reach Accursed Ascension, then the decks suddenly skyrocket in strength. Either through them changing the mechanic in general, or just enough cards being added that you can delay the game long enough to reach Ascension without being punished too hard.
This would be pretty OP too unless maybe it was limited to your side of the field, if it wasn't then this would just be an incredibly strong 3 cost spell that also summons a dragon if the game goes on long enough
I dunno, I haven't played the game for hundreds of hours and I don't know the meta - would prefer to keep it that way, honestly, since I was sold on this game by a close friend telling me I could build a bunch of fun gimmick decks. I don't want to get high enough rank that I *have* to play some form of meta and can't just do my own thing