Hey guys! Emokore here. I am a legendary player usually in the 700s-400s. As we all know the mystical theme is having some serious problems in pvp due to a number of factors. From the over nerfing of Purify and Power Bind, to the reality of not having any viable assassins, and even though they have the most legendary cards, only Bebe is really that viable. So what can be done to save the mystical theme from being low tier and under repersented in PvP? Here are my suggestions for the current roster and ideas about the upcoming Jew Scout Ike card:
- Coirboy Butters: His stats are just too low to be viable. I recommend matching his max level 3 stats to be equal to Astronaut Butters max level 5 stats. I would also improve his deathwish scaling, and show its stats. It would be nice if at max level 3 when he died he refunded 2 energy. Then scaling up to refunding 4 at max level.
- Power Bind: Over nerfed. Retain the 2 energy cost, but increase the range significantly.
- Purify: Over nerfed. Retain the 2 energy cost, but increase the range significantly.
- Angel Wendy: Perfect as is.
- Cupid Cartman: Reduce his cost to 2 energy. Reduce his health and attack slightly. Allow him to drop in pvp lockers, pvp packs, and free packs for players rank 35 or higher.
- Friar Jimmy: Perfect as is.
- Hercules Clyde: Reduce his cost to 2. Right now he is the worst clyde in the game, and the power bind ability is just not good enough, when other clydes just kill the unit. At 2 energy he would be much more viable.
- Hermes Kenny: His stats are just too low to be viable. I recommend matching his max level 3 stats to be equal to Princess Kenny max level 5 stats. I would also improve his deathwish scaling, and show its stats. It would be nice if at max level 3 when he died he doubled energy gain for 4 seconds. Then scaling up to 6-7 seconds at max level.
- Poseidon Stan: Perfect as is.
- Regeneration: Balanced.
- Zen Cartman: Balanced.
- Energy Staff: I am not sure what to do about this one, the card itself seems like a design space flaw. Either it is too weak, or OP. Right now it is too weak, but I am not sure if pushing it too much would be good for the game. Perhaps removing the card all together and replacing it with a spell called Energy Surge that increases energy gain by a % for a duration. Then giving people with the staff an equal number of the spell card, at the level they have it at to sort of make everyone more or less happy.
- Hallelujah: Regeneration is just wayyyyyy better as it mitigates future damage in addition to healing damaged units. One way to fix this card would be viable is if the cost was reduced to 2, and the flat heal amount taken down a notch or two. Another way to fix it would be to add a healing over time effect to it. For example: 4 energy, level 4 spell, heal 350 damage, and 20 additional healing per second for 4 seconds.
- Medusa Bebe: Great card as is.
- Prophet Dougie: Balanced.
- The Master Ninjew: Reduce his cost to 3. Increase his HP and damage. Also his ability needs to scale better, the damage numbers are a little low.
- Witch Doctor Token: Reduce his cost to 3. Increase his health and damage. Increase the speed of his ability. So often he dies before you can even use one charge, and I have him to max level 3. Show the stats of his ability. Allow for scaling of perhaps number of targets and damage per level.
- Sexy Nun Randy: Reduce his cost to 4.
- Unholy Combustion: Increase the damage of the AOE damage significantly, scaling much better per level. I would say that a level 4 it should do 175 damage AOE and destroy the primary target for 5.
- Pope Timmy: Reduce his cost to 5. Even at 5 it will not be OP. Right now it is too expensive to use, for such an unpredictable result in the heat of battle. I would also increase his HP and Damage slightly.
New Cards:
- Jew Scout Ike: Common 2 energy assassin. Stats similar to Smuggler Ike. Charge - Gain 1-3 energy depending on level. Max level 5 jew scout Ike ought to restore 2 energy per charge.
- Demonic Red: Common 5 energy warrior. About 125 damage and 300 HP at max level 5. Warcry - Steal x HP from all enemy units increasing Red's max HP, scaling per level. So essentially you play her when the opponent has many units out, and then it debuffs their units, similar to lebard Jimmy, and then takes the stolen HP and increases her max HP by that amount making her more tanky.
So here are some of my suggestions. Do you guys have any other suggestions on how we can save the mystical theme?
https://imgur.com/pK7rUdw
https://www.youtube.com/watch?v=4HKz3H1ud2M&t=149s
Let me know what you guys think!
Emokore
You fail to see the OP cards in mystic.
I myself used to play mystic and i find your strategy and gameplay boring and bland... you only want to improve for your own gain and thats your downfall.
Medusa bebe is the third most OP legendary and with a cost of 4 and the attack of a level 3 buccaneer bebe and hp thats 100 higher and 110 over shieldmaiden wendy...
Not only hp thats waaaaay to high for range but also attack and a skill that is very good.
She needed a nerf long ago.
250hp puts her at buccaneer bebe level where she should always have been =_=.
Master ninjew has great combo possibility. Do something instead of the usual spam friar.. zen and angel wendy...
Use some master ninjew combos or something else.
I agree that some cards need buffs but not every cards needs a somm buff like you suggest...
Half your changes are just plain insane ... not viable at all.
You dont take anything in account ...
No plan, no rule you follow... nothing, just some random stuff you dream to improve your mystic deck.
Why cant anyone make a decent rebalance without wanting to gain for their own deck... jeezus christ.
As a former Mystical players myself and hoping to be able to return to it one day, on the one hand I love your ideas, but on the other I fear them. It's just too much. For example if Hercules Clyde goes from 3 to 2 energy, he would suddenly become one of the best fighters in the game. In my final days as a Mystical player I was already trying him out as an alternative for Powerbind. If all the changes you suggest are implemented, Mystical will become the theme everybody uses and that's not good either. We need balance between the themes, not replace one dominant theme with another.
These are my personal ideas on the cards that should be changed.
Powerbind should return to be a 1 energy cost card, but only affect one character like Lightning Bolt and leveling it up increases the duration (20sec at base level, +5sec per level).
Purify can stay at 2 energy, the AOE has to increase significantly to be slightly larger than the AOE of Poison, it only purifies your own characters, so not remove a power up from Gunslinger Kyle for example, and leveling it up increases the amount of targets like it does now.
I know that still leaves quite a few cards underpowered of even completely useless in Mystical (anyone seen Pope Timmy lately?), more so than in the other themes I believe, but these should be adressed one at a time and not all at once. With the changes I suggest, I think it is still the most incomplete theme of the 4, but I consider only Adventure a theme that combined with some Neutral cards can fully stand on it's own. And let's be honest, Mystical does have the best Cartman, the best Wendy, possibly the best Jimmy, a decent Stan and it is the only theme with two 3-energy cost common figthers with decent abilities. So I would definetely give it another try if they just fix Powerbind and Purify.
And also what he saysOriginally Posted by Geerti95 Go to original post
Every theme has unused cards. We know them and the devs probably do to. I haven't seen many Gizo Ike, Chicken Coop, Le Bard Jimmy, Outlaw Tweek, Medicine Woman Sharon or any of the Randys lately to name just a few. It doens't even always mean that they are bad. I think maybe Le Bard Jimmy has potential as a rat/pigeon/gnome remover. And Sharon is like a weaker Angel Wendy for Adventure. There are just better options. Cards that see little or no use should be improved, but very gently so players can adapt. And changing energy costs is especially dangerous. One energy can make the difference between a card being fantastic or being unplayable. For example at the moment you see a lot of Enforcer Jimmy and no Le Bard Jimmy, but change them both to 3 energy and it would become the opposite. So unless a card is really under or over powered, I prefer tweaking the HP and attack stats.
We shouldn't and I'm not. I'm just saying that it should be done gently, that changing the energy cost of cards can have too much of an impact and that it is important to try to get a balance between the themes. Also I feel you can devide the underpowered (I avoid useless) cards in mainly 2 categories.Originally Posted by Emokore Go to original post
First category is most of the rares, epics and legendaries that simply have too low stats compared to commons. Many people use them, because they have their uses, but it's usually not for their stats. They already buffed them a bit, but I feel it should be more. In my opinion a maxed out lvl4 rare should be about as strong as a max lvl 5 common for example.
Second category are cards that are just plain bad. Think Randys, Chicken Coop, Le Bard Jimmy and Pope Timmy. They need some serious tweaking like big stat buffs, the way their ability works and/or energy cost reduction.
I agree about stat scaling. I too think it ought to be as follows. Scaling up and down. So a level 4 Epic should be similar in stats to a level 6 Common. Or a level 1 Legendary should be about the same as a level 4 common in stats.
Max Level 5 Common = Max Level 4 Rare = Max Level 3 Epic = Max level 2 Legendary
When it comes to abilities and energy costs, there are several factors that come into play like rarity and viability. Some cards are simply costed poorly and there is not a balance of archetypes, for example each theme should have a viable 2 cost warrior.
U gotta be kidding!!! Mystical is still very strong and... are u aware that u can use 2 decks plus neutral?? U can have adventure's or fantasy's assassins, or u can have scifi spells and astronaut butters... zen cartman, regen, wendy, friar jimmy, purify, powerbind, medusa, ninjew, all very powerful cards AS THEY ARE. A mind control costs 4 mana and you can purify it with 2 mana. U can make a Mecha timmy almost useless powerbinding him for 2 mana. U can purify or regenerate against poison. Cmon, stop whining, u want to beat others easily? Legendary is and should be tough. I have 5 cards at level 5 (2 fantasy and 3 scifi) and have a very hard time getting past rank 1000. I discarded using my lvl 2 Mecha cause he is usually powerbinded or electrocuted right away.
Mystic is pretty strong imo. I’m using 7 mystic cards and holding my rank at 50+.
Regen is not way better than Hallelujah. They both have its uses. Sometimes hallelujah is better when u want to save your zen cartman or Heidi from burst dps. Plus it cannot be dispelled.
Purify is one thing I’d like to change. ATM upgrading it doesn’t make any sense. What use is increasing the no of targets when the radius is not even big enough to have more than 3 characters in it. Upgrading should increase both no of targets AND radius. That would make purify somewhat useful again