While I like the overall idea of deck / counter deck (many games do this successfully) your implementation is piss poor. Look at what the last 2 events have created:
Uther - 620k+ AOE Proc with Full Party Stun - A single card effectively reduced 1+ years of attack parties to useless. Why? Because it kills basically every single attack group without a +HP modifier. While the card should be powerful as a 7* you gave away a game changing card that doesn't level the playing field a little bit, it completely annihilates the playing field and makes the game "who procs first." This card doesn't make decisions "interesting" it just makes them a dice throw. This also doesn't sell more cards, it just makes people go "What's the point? All I need is Nathra + Stone Ancient"
Nuriel - Cool, adding a damage tick. Neat idea. Most games have some kind of DoT (damage over time) effect and it's a staple. It negates armor and reflect damage, which is cool in today's DR and reflect age. Then you realize it's a 6* and it's pumping out 270k damage a turn. Woah, what? Oh, and btw, he procs all the time, even if you're using Uther (for proc reduction).
Maelgwn - Love the passive ability. Due to the crazy DR on a lot of teams this is nice, plus it helps new players, even if they only get one card. Awesome again. Then...then there's his proc. 600k+ a team every turn for 3 turns. He procs less than nuriel (thank god), but when he does #death.
Now stepping back, let us look at the 3 cards added. Uther + Maelgwn are "I win". Nuriel is "I win" in 2 turns (if the game goes that long). I've been playing for > a year, and it's been up and down but overall fairly balanced. Even IO (which made it a bit more of a dice roll) still gave you a chance to fight back. Now? Now, it's just give away cards and cross your fingers. Even the best decks are 2 procs away from losing to mid-low level decks at best. If you're running a top tier deck, and someone procs Uther + Nuriel, 90% of the time you're losing a party, 80% of the time you're losing the fight period. I suppose it's great for new players who can farm great decks in ~ 1 month and 2 events, but what is the incentive to long term players? Also, kinda curious how that type of card release and logic falls into the "Deck / Counter Deck" mentality?
P.S. Kabam, is nerfing off the table in your game development world? I'm just curious, because this is the only game where I haven't seen an overtuned card ever adjusted here.
Uther - 620k+ AOE Proc with Full Party Stun - A single card effectively reduced 1+ years of attack parties to useless. Why? Because it kills basically every single attack group without a +HP modifier. While the card should be powerful as a 7* you gave away a game changing card that doesn't level the playing field a little bit, it completely annihilates the playing field and makes the game "who procs first." This card doesn't make decisions "interesting" it just makes them a dice throw. This also doesn't sell more cards, it just makes people go "What's the point? All I need is Nathra + Stone Ancient"
Nuriel - Cool, adding a damage tick. Neat idea. Most games have some kind of DoT (damage over time) effect and it's a staple. It negates armor and reflect damage, which is cool in today's DR and reflect age. Then you realize it's a 6* and it's pumping out 270k damage a turn. Woah, what? Oh, and btw, he procs all the time, even if you're using Uther (for proc reduction).
Maelgwn - Love the passive ability. Due to the crazy DR on a lot of teams this is nice, plus it helps new players, even if they only get one card. Awesome again. Then...then there's his proc. 600k+ a team every turn for 3 turns. He procs less than nuriel (thank god), but when he does #death.
Now stepping back, let us look at the 3 cards added. Uther + Maelgwn are "I win". Nuriel is "I win" in 2 turns (if the game goes that long). I've been playing for > a year, and it's been up and down but overall fairly balanced. Even IO (which made it a bit more of a dice roll) still gave you a chance to fight back. Now? Now, it's just give away cards and cross your fingers. Even the best decks are 2 procs away from losing to mid-low level decks at best. If you're running a top tier deck, and someone procs Uther + Nuriel, 90% of the time you're losing a party, 80% of the time you're losing the fight period. I suppose it's great for new players who can farm great decks in ~ 1 month and 2 events, but what is the incentive to long term players? Also, kinda curious how that type of card release and logic falls into the "Deck / Counter Deck" mentality?
P.S. Kabam, is nerfing off the table in your game development world? I'm just curious, because this is the only game where I haven't seen an overtuned card ever adjusted here.
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