1. #1

    When will the adventure class become playable again?

    I have basically one question. When does the - of Adventure players stop?

    1 year ago I selected this class, as it was stated to be the raw DPS class and as I mostly play this type of character in games, I did select this class to put my energy in. But over the course of a year I saw this class go from the best DPS class, to a class having less DPS than the green class (can do the same with red, but this should suffice for my story) with a Ninjew Kyle.. And they even have heal abilities. Over the course of the year, I saw:

    - Smuggler Ike DPS bonus turned down by 50% (it is fragile, it mostly doesnt go over the 2 buffs, so why?)
    - Smuggler Ike was the fastest hitting assassin, and somewhere it became a trade off vs other assassins attack speed wise
    - And then the normal card lvl 6 would be equal to lvl 4 epic... So why is a fully upgraded Choirboy lvl 4 surviving a fully buffed hit from lvl 6 smuggler ike?

    So the last example shows that "equal" cards a green card has more raw dps than the equivalent in blue. Blue has the most normal cards of any class, so is hit hardest by the "leveling" of the rarity of cards. And with 13 energy, in Green I can have sexy nun randy (4), witchdocter token (2) and ninjew kyle (2) on the board, the average level I encounter at my level... Totalling 325 DPS out of 13 energy (25 DPS per energy), bar the little choirboy. If I try to get the equivalent with blue... Pocahontas Randy (4), Shaman Token (5), Gunslinger Kyle (5) totals 277 DPS out of 12 energy (23,1 DPS per energy) , with some spikes to... So the raw DPS class is below the healing class DPS wise? Ok I forgot to take the bonus of gunslinger kyle into account... IF all characters survive, you get every 10 sec, 234 DPS extra voor 3 sec (70 DPS over 10 sec). So if all circumstances are correct, you could say 347 DPS, making it 28,9 DPS... Hardly any better than the green class.

    And if you go look at the health differences... green 2410 vs blue 1778. It is very common around games to have a lot less stamina as DPS class. But you actually have a DPS advantage then aswell. With this fragility and about the same DPS, Gunslinger kyle bonus is mostly not deployed.

    And then the variety of tools... Green can spawn a character again with the pope, can heal with 2 different spells. Can drop a Friar or Priest Maxi to have a heal buff close, regenerate energie quicker... And on bonus the spell to kill a unit (unholy combustion) is stronger than Lightning or Fireball...
    And the tools of blue... We have Medicin Woman Sharon, doing a crappy low heal.

    Rest is all burst DPS, where hookhand is a gamble and the good burst DPS tools are linked to legendary cards, which are hard to get. While most green mentioned tools are at best epic cards.

    And then I thought, after I saw alot of complaining about the balance on the forum, that you would address the issue. But no, you only made Dougie a playable card! Good game!

    I could do these calculation for most of these cards or even with the red color. But I guess I gave some insight on the balance issues, being backed by facts.

    So again, when will adventure theme become a playable class again?

    Cheers.
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  2. #2
    Yea, make adventure great(at last) again!
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  3. #3
    Ubi-Toller's Avatar Community Manager
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    We're always taking a look at our cards to make sure the balance is working. I can send these thoughts to our team for reference, I'm sure they'll be interested in them.
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  4. #4
    Hi Toller,

    First of all, saw you moderated a word in my post. As it is a commonly used word in the tv show, it was more a reference to there than trying to swear. Excuse me for that.

    Thanks for the reply and putting my concerns to the team. How does the feedback go from here?

    Normally when I spot issues, I try to come with a solution. But as my previous post about a better game, didn't have a reply at all, I was waiting to see, if this post gets a reply of the game makers at least.

    Not that I have a complete solution available. I based my post what you guys have shared as reason to level stats based on rarity and the same which is used for challenges ( legendary 1 = epic 2 = rare 3 = common 4). So helping the adventure theme would include to have at least enough DPS to overcome the stamina advantage of other themes. And probably even a bit more than just overcome the stamina difference. Seeing blue theme has mostly single target DPS and little tools, it should be compensated for not having that many options (only raising the dps to overcome the lack of stamina, would keep the advantage on green with heal buff units like Friar and Priest Maxi). That is at least common in most games... Then you get strategic fights between different decks again. Now it is rather the one having the highest level cards wins. And even if I have higher cards and execute strategy correctly, I mostly lose vs a green deck.

    On a smaller scale, you could look for example to the minions of the Randies. Pocahontas spawns a high health, low dmg minion, which would fit more to the green theme and vice versa on the little choirboy.

    And the post without reply: https://forums.ubi.com/showthread.ph...lan-management
    Is this one missed or passed to the team aswell?
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  5. #5
    blagh-'s Avatar Junior Member
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    With healing abilities and better energy regeneration, mystical should do considerably less damage than comparable adventure cards. Otherwise, what is the benefit to playing Adventure? Still, nothing will be balanced, so I don't know why I bother
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  6. #6
    Arrowstorm is broken af, yet y'all mum about it. Doesn't matter what green, pink, or orange theme threw on the board. Arrowstorm will outright kill any rare or lower non-tank and most epics at equal level if they are not maxed, with a couple exception in the form of really tanky fighters.


    Originally Posted by Ascendent1985 Go to original post
    So the last example shows that "equal" cards a green card has more raw dps than the equivalent in blue. Blue has the most normal cards of any class, so is hit hardest by the "leveling" of the rarity of cards. And with 13 energy, in Green I can have sexy nun randy (4), witchdocter token (2) and ninjew kyle (2) on the board, the average level I encounter at my level... Totalling 325 DPS out of 13 energy (25 DPS per energy), bar the little choirboy. If I try to get the equivalent with blue... Pocahontas Randy (4), Shaman Token (5), Gunslinger Kyle (5) totals 277 DPS out of 12 energy (23,1 DPS per energy) , with some spikes to... So the raw DPS class is below the healing class DPS wise? Ok I forgot to take the bonus of gunslinger kyle into account... IF all characters survive, you get every 10 sec, 234 DPS extra voor 3 sec (70 DPS over 10 sec). So if all circumstances are correct, you could say 347 DPS, making it 28,9 DPS... Hardly any better than the green class.
    Then you can't math because

    Shaman Token = 3 energy
    Gunslinger = 3 energy
    Pocahontas = 5 energy

    Eleven(11) energy total

    vs

    Witch Doctor = 4 energy
    Sexy Nun = 5 energy
    Ninjew = 4 energy


    This is 13 energy. As blue you hold the energy adavantage vs the color that is supposed to have the advantage energywise.


    Then you are arguing two legendary cards and an epic vs an epic and TWO COMMONS, but makes sense because every green is rolling around with both those legends.


    How about this math this enounter aka just about every adventure deck


    HHC = 3
    Arrowstorm = 4
    Dogpoo = 3

    For 10 energy, HHC will outright remove any unit unless it's pocahontas or NK, then arrowstorm follow killing two or all threw with blue still having two units on the field
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  7. #7
    Hi kmarsh,

    You are right, it has a math error. Did count gunslinger Kyle as 4 energy and it is 3.
    So in that perspective, you get at best 31,5 DPS with those cards ( if gunslinger Kyle bonus is being utilized, which is free roll in green ).
    So you get only a dps bonus of 6,5 DPS. To overcome the health deficit, you still need a staggering 97 seconds to overcome ONLY the health advantage. Without the extra tools of green. And we both know, these units will not be up half of a game. So you will still run out of energy.

    The rest of the maths are correct. Yes the counterparts are Legendary vs common. But like said, this is how they have been leveled. At least that is what RL/Ubi did communicate when altering all cards. ( legendary 1 = epic 2 = rare 3 = common 4).

    With the rest of your maths, I don't agree. Hookhand Clyde, doesnt take out a witch docter token or a sexy nun randy anymore since redoing the stats.And it is even random which unit it selects, for me it hits 50% of the time the new kid (where the green version charges the one you want, if you play sensible), so everything is still standing and no DPS at all. And including a card of the neutral theme, which is even utilized by green decks, is making no sense at all ofcourse. But thanks for that anyway, as this is perfectly showing what is wrong with the blue theme. You need to mention cards outside the theme, to make playing with the adventure class viable.

    Besides I don't know what level you play, but my lvl4 arrowstorm does 317 dmg. That doesnt kill what you say it would. Pope timmy (3), red timmy (5), Bebe orange/red (6), mech timmy(2) etc are still standing without worries. And have no tools to reach them, only with HHC or need another theme for it. And before I reach them, they did alot of additional damage. Most fighters will survive easily aswell. So Arrowstorm isn't that strong anymore on higher level. Because stan of many moons is being one shotted by other decks anyway. But for me it isn't about how strong or not Arrowstorm is, it is about how strong the theme is on its own.

    I see alot of people complaining about deranking. I can be experienced now as a deranker cause of this. There is no way I can keep my units alive for over 1,5 minute to do sufficient damage. In the past I could overcome this, pre-nerfs. But now even if I meet people with such a green deck and playing as an "idiot", they still win. They smoke my energy out with the first batch and can then hit. Not fancy playing 3 minutes, when I know the outcome, so aborting the game since recently and try to match again.

    But this isn't fun, so either blue gets some tools back or dps. Or I quit the game. I don't like to be forced to switch to mystic theme after a year and do all over again.
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  8. #8
    I'm playing in legendary, the only mystic units that are common are Kenny, Pope, Zen, hallelujah, butters, sexy nun/poca, when the others are don't work otherwise its element or a magic Randy. And that's it for mystic cards that are commonly seen. Right now dominant decks are ADV/Scifi , ADV/Mystic, ADV/Fantasy, SciFi/Mystic.which is better than it used to be, where it was ADV/Fantasy gg.
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  9. #9
    Originally Posted by kmarsh.igpx Go to original post
    I'm playing in legendary, the only mystic units that are common are Kenny, Pope, Zen, hallelujah, butters, sexy nun/poca, when the others are don't work otherwise its element or a magic Randy. And that's it for mystic cards that are commonly seen. Right now dominant decks are ADV/Scifi , ADV/Mystic, ADV/Fantasy, SciFi/Mystic.which is better than it used to be, where it was ADV/Fantasy gg.
    LOL. Maybe you should pick up a book and put down the phone.

    What rank are YOU playing at? You have listed Adventure as being a dominant deck when paired with every other theme.... This is simply not the case at any competitive level of play.
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  10. #10
    Mid 1K Legendary, you probably live in 5k+ Legend and sorry to burst your bubble that's still silver shield, deranked for the Satan event because none of selected cards where cards I used so I was holding people to draws 50% of the matches I played with a deck of lvl 3/4 cards when I switched to my main deck only things that touched the NK were direct attacks. So you might want to deflate that ego a bit.
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