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I also agree that supressed mechanic brings new ways of apprehending the game, same with salvage.
Then again let the meta calibrate for a while, meals aren't eaten when they are still boiling if you know what I mean.
"Sissi" is Finnish for a jaeger type, behind the lines, guerilla tactics unit. Etymology is from russian "šiš" : spy, wanderer, vagabond, thief etc
Sissi is a Finnish term for light infantry which conducts reconnaissance, sabotage and guerrilla warfare operations behind enemy lines.
I agree that it's a bit early to complain so strongly about new stuff being OP when the dust hasn't settled yet and we are all still trying to find fun and efficient ways to use our new play tools and counter them !
"Sissy" also happens to be a slang term for wimps and crybabys in many languages.
So, for both of those reasons it is hilarous to have units named like this, especially if they have deathtouch :)
Anywy, my prediction is we'll be talking about salvage in a few weeks, not sissis. The card advanatge is just insane and severly punishes anyone using deployment and destruction effects. It's more suppressive than the actual suppression mechanic (which is fine - any CCG needs a silence effect)
And it's not like it is some monster units. They are quite literally disposable, because they have 1 defence. And it is surprising when enemy hits you with blitz Sissi, but if it is deployed without blitz? You have a whole turn to remove it. So I do not see any problem with those units present in the game.
That is the point, since early release, heavy armored unit are expensive to drop, but a good counter low cost unit. I still remember when Churchill Mk IV is steady used in some defense focus deck on Britain, this year all along, no body use it against me in ranked.
How salvage actually work that make it could become problematic? Find no body use it yet today. In the description I find it can only copy unit with maximum of 3 cost.
Ah you mean SISSI + Blitz + Salvage on frozen asset?
No, the resulting salvaged unit has 1/1 and max 3 cost.
In ideal situation, the game designer SHOULD deal with "each card that has more power/capable to make huge different in game should have more draw back."
Good example is B-17 Flying Fortress, it has good 5 defense and 5 attack, has heavy armor 1 as a bomber, and has capability to destroy single enemy once it dropped. That is the positive side, but the negative side, it is expensive to deploy 9K cost, expensive to operate 3k cost, and deployment effect can't make you choose which enemy will get killed. So it could be hit/miss situation.
Other example is Japan "To The Last Man" which will destroy all enemy units on board. But it is also expensive 10k cost, and make it much more expensive to use because it will also destroy your own units. Hence you cannot use it on a whim, you need proper timing to use it or better not use it at all. The only time this card is useful is when you think that enemy overwhelming you.
The game have proper rock-scissor-paper mechanic in it's core. My problem wasn't whether this kind of unit exist or not, there are other unit with same ability in Britain, no.1 commando. it even got smoke screen, but it doesn't have blitz which make it easy target for order. That is the drawback and developer only supply 3 of it. 2nd Para even has fury, but it only work when pincer is active, once pincer removed it become normal unit and developer only supply 2 of it.
As in Hearthstone, there aren't so many silence and venom candidate cards in deck while the pool is greater than that in Kards.
Salvage enables the player to keep gaining resources and take endurance. 1 cost copy unit is also too flexible to the strategy, which squelches eco of other cards.
Don't follow the old path of Hearthstone.