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On the other hand you could compare it to drone buzzers, which is 4 mana for 2, so 2 per.
They have 10 more hp, but 7 less dps and no stealth, nor the versatility that comes with mana chasers cast 3 for effectively 5 mana when you are at 6+ mana.
I would generally value 7 dps over 10 hp. Though 50 is an important breakpoint (for example dragon whelps will one shot a chaser but two shot a buzzer, same with netblaster or setzu)
unless you really need the outlander tech, I suspect mana chasers will be a stronger card than drone buzzers in the vast majority of decks that would consider using them.
Chasers can destroy Drone Buzzers easily, not to mention its versatility and lower cost
Chasers also costs 5 mana compared to Drone Buzzers' 4 mana
I disagree, marked is a damage boost to all your ranged minions, stealth is a defensive boost only to themselves. And due to their rapid attack and ranged nature, stealth is only particularly helpful against things longer ranged than them in an empty board, and a handfull of spells (like arcane barage or chain lightning).
Cue the trolling fanboy groupie. If you want to make a point it shouldn't be needed to allure to someone's eventual mental and poverty statuses just to make a point across.
You're lacking one obvious thing, sir. Which is education (and that doesn't come with money, but rather with principles being taught onto you at your own's family household and friends circle[s]).
This game has given air ranged units too many power, with same if not stronger power than their ground counterparts, the already strong air ranged units coming with stealth & low per-unit cost and the ability to be protected by Guardian/Bannerman is just dumb.
But mana chasers + guardian, thats a whole new ball game and its OP as f.
Vulture prime sucked after they nerfed mark and remove bazooka scrat range attack using the ability. Literally the ultimate glass cannons in their day for 6 mana and they nerfed both cards lol...
Mana chasers should be reduced to 2 minions probably given the guardian shield ability.
Anyways this is nothing new - the Devs will screw with popular card/deck builds every month but then drop some overly insane OP card on season pass and pretend nothing is wrong. I remember when Ruby the siege tank first came out and diplomancer - very tough cards to beat especially when dealing with them on their side of the bridge.
Out of the last 30 or so cards, the only strong ones have been Mana Chaser, Bearvalanche, Sanctum, City Watch, Feng, and Ruby. All the rest have been absolutely terrible. You don't see people complaining about Vuk, or Rimargaal, or Taloc, or Urclaw, or Bolf, or Simulacrum, or A'Zog.
For every accidentally OP card, there's 3-4 weak or average ones. People just notice whenever one slips through the cracks and ends up being strong.
Do you expect the balance team to get every single new card perfectly balanced? They try their best, generally erring on the weaker side of things. But occasionally they get it wrong. This is a far cry from "they make every new card OP because this game is pay to win".