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A) smokescreen and blitz have bad synergy, you can't make use of both
B) 6K is still alot considering that you might already be dead when you are able to play it (arty dec, Jaggro, Blitzkrieg nonsense etc.)
C) If you want to make use of Blitz you actually need 8K
D) the mobilze part may be free and unstoppable but it is still just +1/+1 per turn.
See, the 17th just needs a long time to get dangerous, compare that to a Counter Offensive, where a random 1/1 infantry can become 11/11 or bigger in an instant.
My main deck is a rus/uk control deck where I play a single 17th. It's a good card but many times I am forced to blitz something as soon as they are ready and the opponent is able to kill it while they are still damaged. It's actually a rare case that it can do it's full trick where it kills several units in a row and fully heals each time. They are good and solid but they rarely decise games by themselves. I could easily name a dozen other units that need revision before I would even consider 17th.
It probably is overpowered at lower levels of the ladder. Its simply strong in draft. Its not so grand anywhere else. Nerfing it will result in it never ever seeing play past low-mid tier ladder players and it will fall out of favor in draft to an extent.
It depends where you are at as a player if you care at all about this card. Is that a problem? No idea. There are much harsher cards against less complete collections or in draft.
You can play counteroffensive on the 17th though. Making it a 15/15 (just using your example even if I know the numbers are wrong since counter offensive gives a +2X/+X bonus) that heals and gets free buff every turn.
Having blitz means that monster can get to the frontline in the same turn it is deployed. It is a battle ender Card if you don't have something in hand to deal with a monster since you can't deal with it with standard units because of its healing.
And I don't understand the "smokescreen and blitz have bad synergy, you can't make use of both", I mean of course if you blitz you lose smokescreen, but having both means you can use either of those which gives versatility to the card.
But then I never used that unit so maybe I am missing something.
Like every card it is situational, I guess.
About blitz and smokescreen having bad synergy: As you said you can't use both. Yes, you gain versatility. My point was just that while 17th has essentially 4 abilities, they don't work as well together as they could. Smokescreen + blitz in the same card just isn't as strong as, say, guard + ambush.
CatGrenade summed it up very well. 17th has potential but the better your opponents are, the less time you have to make use of them. In high ranks you are mostly forced to make use of them in risky ways because otherwise you'll lose.
This is the Dev commentary on the nerf in january.
Tbh i havent seen this card being played in any metadecks since then.
Maybe if this card will be played in a meta shifting deck like soviet/artillery right now, it will be touched. But if you dont see this card being played in any tournament, it is highly unlikely it gets nerfed again.
I sincerely thinks that it is the free repair+buff every turn that gives newer players with small collection a hard time, not the bad synergy of having versatility. The fact that blitz is irrelevant doesn't change the problem caused by the smokescreen (which is what OP is talking about, not blitz), first airborne can be killed with any ping just after deployment or at least stop its growth whenever after, but 17th begins with 5 HP without buff, you can't attack it with units and it heals every turn meaning that to get rid of it you need a oneshot that increases in cost each turn, so some players just have no solution against it (it survives the cheap pings), especially considering that the decks using it will generally use other cards to boost it further (like give it +4/+4 and guard once it is strong enough to resist incoming unit damage if I remember correctly).
I can remember myself having to face a 17th on turn 4, with a From The People and 2 Bloody Sickle in hands, enough to kill it but I just didn't have the Kredits to play all of those, and each turn it gets +1/+1 meaning the turn after it was too late. I don't remember who won that game but I suppose it is irrelevant.
I am just saying that I understand how this card can seem boosted if you have literally no solution for it. a 15/15 you can just wear its HP by throwing units at it, but a strong unit that heal every turn you have to kill in one turn, if you can't do that then it just kills your units and gets stronger, I understand how it can be frustrating, ESPECIALLY because it is slow. Getting killed quickly by a well played insane boost is fun, spending 6 or more turns losing just because you can do nothing against a single unit can be less fun. It is not like "gets +1/+1 and fully heals every turn" is a very common trait on units.
By the way, I don't think any of this necessarily goes against anything you said.
It might be a card strictly only used in drafts then, if people even chose to draft soviet, when it becomes weaker than it already is.
I think its good that every card has a niche, where it is at least played or used ingame on ladder. Im totally fine, that there are cards that exists only on lower ranks and not on higher ranks. At least this card has a purpose.
A nerf could potentially kill this card for all ranks then.
If you want to start with nerfing soviet cards, start with katyusha. A card, where people dont have to think about, if it fits in the deck or not and is an autoinclude is a target for a nerf, not a situational card.
This guy gets it.
Katyusha was already nerfed last summer. And I don't see mass complaints about it since then. It is very popular indeed but the devs said they want it to be popular so it seems fine to me. Everybody loves Katyusha !
Erm, Katyusha is an essential card in the arty.de and there are tons of complains.
And no, not everybody loves Katyusha. It'*s not just iof the card is too strong or not, just the random element of it is something to hate. Way too many games are decided by sheer luck. The random decision if that extra damage triggeres or not can cascade into a huge losses or huge gains. There are some other random effects in Kards, too, but Katyusha comes so early and is so widely played that it creates more frustrating moments for one side or the other than any other card with random effect. You can't even fight the odds like you can with Death from Above.
I don't care how many times they have nerfed this already, it's not a well desigend card and can go to hell (or the gulags in this case) if you ask me.
Sorry if my english capabilities didn't make the joke more obvious.
... which is the thing. You have the feeling that the 17th is keeping the opponent on the watch and busy, wasting resources, but all the time it was ME fiddling around and trying to make it work while he got all the time he needed to start a research ultimate.