1. #1

    Balance idea

    What should have changed and balanced
    So since ubisoft and the developers only care about money and their deck I will be giving my look on how some cards should have been balanced.

    Im giving some numbers that indicate what i mean with reasoning.

    Lets start with some legendary units that really needed balancing:

    Shieldmaiden wendy:
    Good unit but quickly outmatched at higher level.
    Needs litle change to be usable.
    This is because she needs to be able to compete with level 4 troops and they have way better stats.
    If you upgrade her she will then be around those same stats of these fighters.
    Hp should start at 300
    Attack should be 70
    Fixed done.

    Inuit kenny:
    Needs litle change:
    Attack should be made higher than assasins so he kills them first.. he should be the strongest assasin...
    Hp should be a lil lower because otherwise he can kill anything.
    He should be used tacticly to kill a unit first.
    Start at
    Attack 130
    Hp 120
    With these stats and in case of upgrade he will kill most assasins first and cant be countered so easily.
    This is importnant because cyborg kenny always gets more potential even when killed he is tricky unlike inuit.


    Mecha timmy:

    Way to powerfull compared to other timmies.
    He needs to scale with the level 4 timmies.
    Starting stats
    200hp
    60 attack
    His speed should be increased a lil.
    This will fix most problems with him staying at the backline being unkilable.
    His charge time needs to be a lil bit longer aswell.
    That is all balancing he needs

    Stan of many moons:
    Right now way to powerfull,
    He should be a free arrowstorm and not a free fireball like right now...
    To balance him you guys only needed to scale his damage with arrowstorm...
    Starting from 110 and going up to 400 at max level would have been fine.
    He should never be more powerfull than rogue token like right now... since he hits the entire field and not a small range.
    Arrowstorm damage would have been fine.

    Medusa bebe:
    Way to much hp for a range unit...
    Scaling her with bucaneer bebe..
    Start should be
    250 hp
    50 attack
    Done, nomore problems killing her with assasins.

    Some other needed nerfs;

    Poison, decrease in range similar to fireball and scaling with regen... has to be similar.

    Purify;
    Only needed a lil smaller range and a cost of 2 energy. Right now this is not usable since poison hits the entire map and units cant even be spread to prevent poison... unlike fireball.
    With my poison nerf i adress this issue.
    Spells are meant situational not something you should spam. Or something that whipes the entire board for 3 energy.

    Regen;
    Should always be scaled with poison.

    Power bind:
    The 2 energy cost is ridiculous....
    The onlything they had to do was change the time to around 10 seconds and bam its fixed.
    The problem was never the cost, it was the fact that it took like 40 seconds that made it to good.
    Right now it is not usable without energy loss.
    Easy to explain, the moment you use this a unit becomes a heidi for 1 energy ... since you just used 2 energy on a unit thats probably only worth 3 like stan the great.
    Even a child can figure this out.

    Shaman token:
    Easy balance, his charge is to long making it so he dies because of poison before you can use it.
    Should be changed to 10 seconds as a start or atleast the timing should be decreased by enough so he does not get killed by poison from the start.

    Another option is to simply make him use it as a warcry and cast it directly.
    Making him alot more usefull.
    Right now he gets killed before he can use it... or the poison kills everyone before you can use him.

    Medicine woman sharon:
    Extremely outclassed by angel wendy...
    Her healing amount should be increased to around 70 to start from or a decent amount that can compete with angel wendy.
    Her health is fine but her damage should also be increased slightly.
    She shouldnt heal the leader.
    This is why no one uses her, her healing gets severely cripled because of this. Making angel wendy the better choise. For healing leaders we already have friar jimmy.

    Or you could also give her seperate healing for the leader like the spells have. That would be another way to fix that.
    For example, give her 70 healing to cards and 35 or half goes to the leader.
    Voila and maybe someone will actually start using her.
    She is as dead as inuit kenny.

    Hookhand clyde;
    Should always hit enemy, remove the rng.
    Right now he is a gamble, he will either be a thunderbolt or he will not.
    Instead make his damage scale more.
    Start lower, for example start at 100 and go up to 500 at max
    I know people will complain but honnestly, look at alian clyde...
    Alian clyde is waaaay stronger...
    So this will even the playing field so people will actually have to upgrade him, unlike right now where he can kill anything at level 1.
    He is to powerfull at low level, this will atleast fix that.
    He needs strong scaling where upgrading has lots of effect.

    Alian clyde:
    Right now a tad to overpowered,
    He needs to do less poison damage but forever... like aqr..
    So units dont just die, making him stronger than hookhand at higher levels being a common card.
    The way to balance him is giving him aqr poison on 1 target.
    The damage should be low, for example start with 6 damage per second and go up to 30 damage per second at max level.
    Right now he kills to quickly.

    Outlaw tweek:
    Weaker version of hookhand, no one uses him because he is the sharon of the adventure deck.
    He needs an enormous buff to his attack and damage making him usable.
    Or they could also change him to 3 energy, this would make him more usable aswell. 4 is to much he already is inferior to hookhand.


    Rats:
    Damage should be lowered a lil bit..
    For example 40 attack at high level should be lowered to 30 attack.
    Thats all this card needs.
    A small attack nerf.
    We often see this problem with cards with low attack, because they scale just like normall cards when they really should not.

    Nathan;
    Since mephesto is flying and has more health... why does nathan have such tiny health pool when he is not?

    Nathan really has to litle hp and often can be killed easily by literally anything, even arrowstorm.
    His health should be way higher to compensate for him being a ground unit unlike mephesto.
    Right now he is the sharon compared to mephesto because mephesto is flying and hits faster and harder at higher levels. Also mephesto has a bigger aou range than nathan.
    More health.... needs a small health increase to match him with mephesto.

    Okay that was it,
    I would love to hear feedback and other ideas.
    I will be making another list in the future.
    Im still working on this one until i think it is perfect.
    Right now it is only a broad sketch of how i felt the balance update should have gone.
    Thanks for reading and hope to hear what you think..

    And also hope ubisoft watches this and stops ruining the game with ridiculous fixes no one asked for.
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  2. #2
    Agree with Medusa. too powerfull and Mecha Timmy.

    But the main Problen is Purify and regen , Purify for one point it's ridiculous, absolutely unbalanced if then use regen.
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  3. #3
    Yes but purify with 2 energy and reduced range... that is what i am saying... i am saying to give them both a smaller range.
    Poison and purify range around the size of fireball in scaling...
    You understand?
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