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Agreed, it's the reason why a card as expensive as Cragkul is almost worthless, requiring a minimum of three hits to pay-off and that's if the stacks actually go to useful cards instead of the same card, which they can do. This can be observed by having more than one voidborne card in hand, three illusory cleavers is a great way to test this. Sometimes you will see Cragkul kill or hit the master tower and it seems the stack tried to apply to an illusory cleaver that already had a stack and so the mana-gain is just not there.
6 mana is definitely a no-no. Driving up the cost of a card is not a solution it is a temporary fix, just look at black hole and how many times it has had its mana cost changed. Stun should only be removed if healing isn't removed, and if it applies to the spell too, then I can't say I care too much. The stun from Chain Lightning is quite overkill in the hands of control masters such as Storm and KP.
Those cards definitely need some more thought into them. Shield Guards are seen so often, because they offer a ridiculously large amount of value. Combustion pretty much requires you to run a black hole in every deck you play in case of a combustion -> scrat horde combo, which is broken and is basically a stronger magma storm. I suggest that it has a similar effect to Banner Man (maybe applies to 4 minions only? -> 600 damage). I'm personally fine with sniper cards, but can agree that tanks are a problem. Snipers have become bait for pushes now, place them in middle between the bridges, you retaliate, then your opponent plays shield guard. So toning down the damage is definitely a good idea (except for Styxi of course). Soon it will become Stormy + Priestess + new tank, stun is an OP mechanic and for whatever reason the devs seem to want to put it onto every single card they can lately, which is deeply frustrating.
That's nice, but I'm not on the Discord server (nor do I care about it...). A message saying "remove healing" is hardly the same as a thread extensively explaining its reasoning.
Stormy would've been perfect as a ranged, single-target flying stunner. The same high damage but no longer chains and he doesn't lose health any more. Reduce the buff he gets from zen chi flow to 50%, then the card would've been perfectly balanced. The constant addition of more and more AoE options disturbs the game balance too much.
if I want to protect my priest / stormy combo I have to play banner man as well if not stormy gets countered by fireball like crazy and you have to have a specific rotation which enemies can preditc easily since you also need an activation card
The card is not useless without healing, if properly protected it offers two chain lightning strikes (a 4 mana spell, so the mana value is 8 vs 5, so you gain 3 mana) and three chain lightning (12 vs 5, so you gain 7 mana) if you activate zen-chi flow. It's maths, and I already discussed this in my original post.
Baiting chain lighting is only an option if your opponent is running Stormy without healing or if they don't play their priestess properly (the former is very rare, and the latter is just down to how much your opponent is paying attention), and as such baiting it with healing present is not an option. Healing is faster with a healing shrine, but those are less common, because spells counter them.
No one plays Priestess and Stormy on their own (unless they are a fool), so hoping that your opponent makes a mistake and leaves you free to use a Fireball is not a solution to the problem, having a card that is only countered by one specific card, in a very specific situation is unbalanced, and this is while I'm ignoring the fact that fireball is so easily countered, with the cheapest option being blackhole, when that is factored in it is unquestionable that the card offers far too much.
i think its fine tbh
Wrong, as explained earlier and as pointed out in my original post, you are assuming that Stormy has 125HP, I don't know what league you are in, but at GM no one plays Stormy without zen-chi flow, 150HP Stormy is very difficult to kill, and you have to be careful how you time your next move, because if you do try to kill it, then it's very likely you will just make the chain lightning spread.
Have you even played the game? Stormy unlike other minions will attack whatever is closest to it, because its aggro resets every time. This means that whatever you play to attack Priestess will be instantly targeted by Stormy. Secondly, the same problem arises of whatever you play causes the chain lightning spreading resulting in either the minion dying or taking 100 damage and being stunned.
Seriously? 30 hits can destroy your master tower, because of how chain lightning spreads, it is very easy for Stormy to get in those 30 hits. Furthermore you forget the STUN is the real problem, anything that could kill Stormy is stuck in a stun-lock, so Stormy takes some damage, but does damage in return stunning the attacking minion in the process, Stormy heals up, stun wears off, cycle repeats.