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Open Discussion: Divine Intervention 80% Rez

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  • Open Discussion: Divine Intervention 80% Rez

    So I'm curious, does anyone feel this is "needed" in the game or a good ability?

    The reason for this question is because frankly, out of all the abilities / team abilities in the game, this is the most broken. While I fundamentally enjoy the idea of "rez" in the game (Undead Party for example), an 80% one is a win or lose proposition at the top side of the game. Combine this with the fact that it's possible to get 1 million+ HP with it, and it's game breaking. Take the general end game tank group for example: Gods. Gods + Divine Intervention is an 800k-900k rez. While it makes attacking someone "dangerous" it doesn't make it "interesting."

    The crux is, of course someone weaker than you should have a chance to win. Let's say the dice fall wrong, they proc out, you don't, boom they win. The issue though is that if you don't have the proc and they do, it's 90% of the time a loss unless you're grossly more powerful (150k+ buffed attack a round). Procs inherently create variability in the game. However, to have a similiar effect as Divine Intervention you'd need Hellborn / Totem / Etc to proc 40-50% of the time.

    What's everyone else's feelings on the rez? In my mind 30-50% would be sufficient. It would then make it a choice of would I rather have natural HP or would I rather slightly more on average from the proc but have variability? It shouldn't be "I proc'd this 1 ability, he didn't, I win."

  • #2
    why should it be nerfed? its an awesome combo for main as well as camelot teams and makes stronger UF users scared of weak Gods users!

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    • #3
      It's one of the oldest combos in the game and it shouldn't be nerfed.

      P.S. I don't use Gods+revive but I feel that it shouldn't be nerfed

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      • #4
        They should try to make more of these combos . Is great special when you have oppone

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        • #5
          I can't stand it and won't use it. On a side note, I like beating people who do.

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          • #6
            With over 200k+attack decks

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            • #7
              This high HP resurrections makes battling such players like flipping a coin. So I prefer avoiding Celestials or Angel + Gods. And I also do not risk battling stronger players relying only on my little Celestials 280K HP rez.

              Maybe instant kills or remove %HP combos could balance this, but they are scarce in the game, do not "process" as often as the rez combos (except the Horsemen?) and they usually make weak teams you have to support until they can do their magic.

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              • #8
                Its awesome should stay as it is.
                Maybe we need more Combos like this.

                Example: Galzra + Beetle + Turtle. (awesome 3 cards 150% HP).

                Now add a combo like Galzra + Galahad for 50% Revive, could be called "Monster and Man".

                We would got this: 150%HP + 50% RESS OR 200%ATK + 50% RESS!! (elite force)

                Awesome Alternative!

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                • #9
                  Originally posted by Mix Thorngall View Post
                  This high HP resurrections makes battling such players like flipping a coin. So I prefer avoiding Celestials or Angel + Gods. And I also do not risk battling stronger players relying only on my little Celestials 280K HP rez.

                  Maybe instant kills or remove %HP combos could balance this, but they are scarce in the game, do not "process" as often as the rez combos (except the Horsemen?) and they usually make weak teams you have to support until they can do their magic.
                  This. This is probably the best way I've heard this put.

                  If 80% rez is balanced then make a Totem Guard + Primal Rider combo that removes 80% hp at about a 20-25% proc rate. That would be the equivalent of having Celestials + Divine or God's + Divine, because you'd have Druid Elite + 80% and you'd have Enchanted Weapons + 80%.

                  The issue isn't that the ability exists at all, it's that there's nothing else like it in the game. There is no combo with the ease to achieve of that one that is as powerful. Which is likely why we haven't seen anything like it since. It's a coin flip win combo basically.

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                  • #10
                    Powerful combos should not be achieved easily

                    I do support though that we need more combos like that. And existing 3-4 card combos must introduce revival 2 card combo as well

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                    • #11
                      Originally posted by Lavep View Post
                      Powerful combos should not be achieved easily
                      Agreed. I'm fine with Cracked Knights being "THE" damage combo. It's 4x 6*'s of course it should be bone-crushingly good, especially when not all of them are in the normal summon pool. Vambrael is in the regular summon pool (+900 other chances to win him) and Guardian Angel you get one for completing a zone.

                      Further, as previously noted, there's nothing from a damage equivalent even close to this. I.E. Damage + removes X% hp for a 6* + 5* combo.

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                      • #12
                        Originally posted by Potemkin Ch 5 View Post
                        If 80% rez is balanced then make a Totem Guard + Primal Rider combo that removes 80% hp at about a 20-25% proc rate. That would be the equivalent of having Celestials + Divine or God's + Divine, because you'd have Druid Elite + 80% and you'd have Enchanted Weapons + 80%.
                        It would be too imbalanced then.
                        Offensive and Support skills can't be the "same". A skill that damages the team is different from a skill that heals the team.
                        So you can't compare then and balance it creating a good removal hp that fits a solid combo.

                        This way druid elite would be a must have, and that combo is already pretty good.
                        Any ubber tank team could be countered by a insta kill combo, that being said Ressurections should be around, the same way that Crack Knight is 'THE' damage team, Golden Force is 'THE' tank team.
                        So Gods + divine isn't the best tank team, its a realiable tank team that might have an effectiveness CLOSE (like 60-70%) as golden force. Because you still have to depend on luck on ress.

                        Comment


                        • #13
                          The Rez is not game breaking...its essentially the only counter to these High Damage skill attacks along with High team attack. Any lower and you might as well forget about a tank team.

                          Look at Green Knight + Crack Knights potential damage in one round.

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                          • #14
                            I understand the concern but still think the 80% is good

                            I understand the concern and frustration having faced this deck (Gods with Divine) many times in battle.

                            That being said, I think the Divine Intervention skill (res chance with 80% hp) is good option to leave untouched for this game because it gives a unique spin to the God's tank team which would primarily be filled only with a T4 Ossion otherwise.

                            Also, having the Revive opportunity will allow a player with Gods and Divine to occasionally hold their own against the ultimate tank team (T4 Golden Force) in a similar way that Celestials (T4 with revive processing) can hold it's own sometimes against Gods (without revive processing).

                            Battles against teams with this skill do become a coin flip but as frustrating as it is to lose a close battle because of an enemy revive proc, I think the game would be worse if none of the secondary tank teams had a chance to pull off the occasional upset victory.

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                            • #15
                              Yeah!
                              I really think that ressurection skills should be more "usable" in this game.
                              Combinations with atk teams, and combinations with that crappy "increase atk below % hp".

                              I also think it should be more ress out there as fillers to 2-3 cards combos.

                              AND those combos that increase atk below % hp should be permanent buff.

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