This game needs more choices, more places where I can make better or worse decisions. And I'm not talking about the decision of whether to run unholy conclave or something with treekins. While there is a bit of variation in the parties that everyone runs, it's really not much.
Currently the game is dominated by Unholy Conclave backed up by 2 aggro decks (Fire/Ice & Slaughter/Arthur being the most common). Let's say I have every released card at t4. What can I play instead to beat that lineup? I can try Guilded Youth/Arthur or Guilded Youth/Druantia. That's a bit of variation, but not really so much.
If I have Shinobi & Wraith-Kin then I have a stronger aggro team (Bearers of Woe/Dark Denizens). So now I have to choose between using Mordred for my tank team or my aggro team. Ok, that's a bit more interesting. Nice.
But what I think would be a good bit more engaging would be three (or more?) party archetypes, with no clear best option.
1. This lineup would feature massive hp & attack, think Gods/Druid Elite/Crack Knights before they were eclipsed.
2. This lineup would have weaker hp and attack but the best skills: freeze, stun, instant kill, proc boost.
3. This lineup would have strong hp & attack (much better than #3, but weaker than #1), proc reduction, silence and magic shields, maybe direct damage.
The result should be that party 1 reliably beats 3. The stats are greater and it simply wins.
Then we want party 2 to reliably beat 1. For this to happen the freeze & stun must proc reliably, hence the proc boosts.
Finally, of course, we want party 3 to reliably beat 2. This means that silence & magic shields must proc often enough to negate party 2's advantages.
Bonus archetype
4. Healing, damage reduction, reflection and ressurection. This would be a direct competitor for the #2 slot, and so should beat 1 but lost to 3.
The problem right now is that the best teams do many things well. They don't require me to choose between one strategy or another.
Unholy Conclave: amazing stats, reflection, damage reduction, stun, remove 50% hp (twice with the bug), direct damage
Slaughter/Arthur: great stats, stun (Arthur's healing isn't too important because this team's hp is so low)
Fire/Ice: great stats, freeze
Bearers/Denizens: amazing stats, stun, remove 50% hp (twice with the bug!), stun, silence, direct damage
So I guess that what I'm proposing is that a few combos should be nerfed slightly to make them less of a swiss army knife. Please try to eliminate the situation where everyone plays Unholy Conclave because nothing else is nearly so good. Now perhaps that's acceptable briefly with only two 7* cards in existance, but going forward...
Cheers,
Rosen
P.S. One reason that Unholy Conclave is backed up by 2 aggro parties is simply because it's so over-powered. First, it has 2M hp and 50% damage reduction. That really protects your aggro teams. Second it has reflection, stun and remove 50% hp too, in other words it is ridiculously good. That encourages players to beat this particular team as quickly as possible, further encouraging the use of 2 aggro teams.
Rosen
Currently the game is dominated by Unholy Conclave backed up by 2 aggro decks (Fire/Ice & Slaughter/Arthur being the most common). Let's say I have every released card at t4. What can I play instead to beat that lineup? I can try Guilded Youth/Arthur or Guilded Youth/Druantia. That's a bit of variation, but not really so much.
If I have Shinobi & Wraith-Kin then I have a stronger aggro team (Bearers of Woe/Dark Denizens). So now I have to choose between using Mordred for my tank team or my aggro team. Ok, that's a bit more interesting. Nice.
But what I think would be a good bit more engaging would be three (or more?) party archetypes, with no clear best option.
1. This lineup would feature massive hp & attack, think Gods/Druid Elite/Crack Knights before they were eclipsed.
2. This lineup would have weaker hp and attack but the best skills: freeze, stun, instant kill, proc boost.
3. This lineup would have strong hp & attack (much better than #3, but weaker than #1), proc reduction, silence and magic shields, maybe direct damage.
The result should be that party 1 reliably beats 3. The stats are greater and it simply wins.
Then we want party 2 to reliably beat 1. For this to happen the freeze & stun must proc reliably, hence the proc boosts.
Finally, of course, we want party 3 to reliably beat 2. This means that silence & magic shields must proc often enough to negate party 2's advantages.
Bonus archetype
4. Healing, damage reduction, reflection and ressurection. This would be a direct competitor for the #2 slot, and so should beat 1 but lost to 3.
The problem right now is that the best teams do many things well. They don't require me to choose between one strategy or another.
Unholy Conclave: amazing stats, reflection, damage reduction, stun, remove 50% hp (twice with the bug), direct damage
Slaughter/Arthur: great stats, stun (Arthur's healing isn't too important because this team's hp is so low)
Fire/Ice: great stats, freeze
Bearers/Denizens: amazing stats, stun, remove 50% hp (twice with the bug!), stun, silence, direct damage
So I guess that what I'm proposing is that a few combos should be nerfed slightly to make them less of a swiss army knife. Please try to eliminate the situation where everyone plays Unholy Conclave because nothing else is nearly so good. Now perhaps that's acceptable briefly with only two 7* cards in existance, but going forward...
Cheers,
Rosen
P.S. One reason that Unholy Conclave is backed up by 2 aggro parties is simply because it's so over-powered. First, it has 2M hp and 50% damage reduction. That really protects your aggro teams. Second it has reflection, stun and remove 50% hp too, in other words it is ridiculously good. That encourages players to beat this particular team as quickly as possible, further encouraging the use of 2 aggro teams.
Rosen
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