1. #21
    Originally Posted by JR0MER0 Go to original post

    Warboy Tweek - he's fine the way he is with one MAJOR exception. The scaling of his ability is an absolute joke. He gains 0.05 seconds... that's one twentieth of a second... every time you upgrade that stat. SMH. How is that supposed to make any bit of difference? I'd much rather use that wasted upgrade slot on attack or health. I think changing it to 0.2 seconds would be reasonable. On a related note, Hyperdrive should also go to 0.2 seconds per upgrade. Seriously, how often do you see anyone using that spell anymore.
    Need to be removed the min stats, its the only card in the entire game having this warcry effect, must be 4 secs like other cards and if not want to increase the duration when upgraded then raise his life and atk stats a little more to be a useful card, range is a very good but he cant stand so much in the battlefield, now its practically a "sacrifice" card by his effect and that if u get lucky and not have 2 secs duration wich its nothing
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  2. #22

    Witch Doctor Tokken needs balanced

    Witch doctor tokken needs nerfed a little. His ability in particular. He should not be able to take more health than the surrounding enemies have. It makes no sense.
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  3. #23

    Chicken Coop needs nerfed

    Level 4 chickens should not survive a hit from a maxed level 6 belf. It’s way too easy to overrun your opponent with chicken coop and any board presence whatsoever. It’s ridiculous.
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  4. #24
    Sure you can counter cicken coop with ranged units but it’s still a bit too strong. Maybe it only need a Shorter duration time.
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  5. #25

    Myy Suggestions for Buffs/Nerfs Please Consider

    Hopefully the cards that really need balance changes are addressed soon. Here is my list for the developers to consider.

    1. Sheriff Cartman: He is by far the worst Cartman of them all and not really considered a tank despite its typing. Atk is decent for a rare tank, HP is abysmal for a tank and the charge ability just tickles opponents. Needs a major buff to even be considered in a competitive deck running Adventure.

    2. Medicine Woman Sharon: This card is a meme currently. If she gets buffed to be similar to Amazingly Randy in stats and range as well as improving her heal amount/range as well she might see some play.


    3. Incan Craig: For 5 cost, he's just not worth it. Range and base stats needs to be improved drastically to justify it or lower to 4 cost and mildly boost stats.


    4. Storyteller Jimmy: His base stats are mildly underwhelming for a epic card. Most would much rather use Enforcer or LeBard over him which are less valuable in rarity. Maybe improve his aura range and dmg decrease a bit more


    5. Medusa Bebe: Despirately needs a HP decrease. She is a ranged tank of sorts and a well protected Medusa (not counting Pope) is way to OP for a fair balance.

    6. Pope Timmy: We all know how easily he can turn the tide of the battle by reviving a 5/6/7 cost unit energywise. Its too much. I suggest raising his cost to 7 again and maybe have him revive the unit with lesser stats than the original (maybe base level instead of max) or to tie in with improving Transmogrify and **** Magic since they are epic spells but mostly overshadowed by the rare Unholy Combustion, make Pope revive a rat or **** if they were hit with thise spells before hand.

    7. Alien Drone: This card is just bad, not just for an epic, but overall. Needs a massive stat increase and/or cost reduction.


    8. Gizmo Ike: His copies getting weaker and weaker destroy the value of such ability. Would suggest to keep all the clone's stats the same. If at lv4 his clones are 99/99 then all of them should be the same. Maybe even have the original move like an assassin again and the clones in the slower speed so they can keep spitting so he can be valueable as both a true fast paced assassin as well as a swarm option depending on how you want to play him.

    9. I know its a long shot but the entire community may agree that undoing the common nerf would bring a whole new life to the game. Commons will still be slightly less powerful than the more rare options but at least good enough to earn more spots in competitive decks. I really don't see what the negative side of doing this is.
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  6. #26

    4AM, Halleluja

    In this scifi event, I tried the monkey (lv3) and have to say... less than underwhelming. Neither his damage nor his death wish are worth anything. Maybe he wasn't affected by the challenge scifi bonus? Otherwise this card desperately needs a huge buff.
    As for halleluja, I've read the announcement that changes were coming, but seem to have missed the actual post about it. Was it still considered too powerful after the quite substantial nerf (I think about 25%!) not long ago, or was there another reason to take away the hp buff?
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  7. #27
    ScottOld's Avatar Banned
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    buff drone in any way you can, by a decent amount.
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  8. #28
    Originally Posted by WeAreVenom_MR87 Go to original post
    Hopefully the cards that really need balance changes are addressed soon. Here is my list for the developers to consider.

    1. Sheriff Cartman: He is by far the worst Cartman of them all and not really considered a tank despite its typing. Atk is decent for a rare tank, HP is abysmal for a tank and the charge ability just tickles opponents. Needs a major buff to even be considered in a competitive deck running Adventure.

    2. Medicine Woman Sharon: This card is a meme currently. If she gets buffed to be similar to Amazingly Randy in stats and range as well as improving her heal amount/range as well she might see some play.


    3. Incan Craig: For 5 cost, he's just not worth it. Range and base stats needs to be improved drastically to justify it or lower to 4 cost and mildly boost stats.


    4. Storyteller Jimmy: His base stats are mildly underwhelming for a epic card. Most would much rather use Enforcer or LeBard over him which are less valuable in rarity. Maybe improve his aura range and dmg decrease a bit more


    5. Medusa Bebe: Despirately needs a HP decrease. She is a ranged tank of sorts and a well protected Medusa (not counting Pope) is way to OP for a fair balance.

    6. Pope Timmy: We all know how easily he can turn the tide of the battle by reviving a 5/6/7 cost unit energywise. Its too much. I suggest raising his cost to 7 again and maybe have him revive the unit with lesser stats than the original (maybe base level instead of max) or to tie in with improving Transmogrify and **** Magic since they are epic spells but mostly overshadowed by the rare Unholy Combustion, make Pope revive a rat or **** if they were hit with thise spells before hand.

    7. Alien Drone: This card is just bad, not just for an epic, but overall. Needs a massive stat increase and/or cost reduction.


    8. Gizmo Ike: His copies getting weaker and weaker destroy the value of such ability. Would suggest to keep all the clone's stats the same. If at lv4 his clones are 99/99 then all of them should be the same. Maybe even have the original move like an assassin again and the clones in the slower speed so they can keep spitting so he can be valueable as both a true fast paced assassin as well as a swarm option depending on how you want to play him.

    9. I know its a long shot but the entire community may agree that undoing the common nerf would bring a whole new life to the game. Commons will still be slightly less powerful than the more rare options but at least good enough to earn more spots in competitive decks. I really don't see what the negative side of doing this is.
    Storyteller Jimmy is a hard nerf to Chicken Coop and tough against other swarms as well. I think he's fine where he is.

    I may have replied to this on another thread as well, but I think that Zen and Awesome-O simply need to be sped up. Sheriff isn't bad, per se, although I do confess I replaced him in my main deck. Grand Wizard, on the other hand, is out of control - he needs either his charged ability or his health nerfed for sure and probably should be sped up as well. Honestly, I think Redlynx needs to just do away with the slow push by speeding up the main frontline offenders of the strategy - it's just an unfun strategy.
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  9. #29
    The Alien Drone is a card where I cant understand the devs. What was in mind? Let us a build a real trap for the players?
    This card is so bad we need a new type for cards: crap common rare epic, legend.
    If someone win a game with the alien drone maybe he can win a special Ubisoft price.
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  10. #30
    Originally Posted by Dawnclaude Go to original post
    The Alien Drone is a card where I cant understand the devs. What was in mind? Let us a build a real trap for the players?
    This card is so bad we need a new type for cards: crap common rare epic, legend.
    If someone win a game with the alien drone maybe he can win a special Ubisoft price.
    Alien Drone is actually kind of decent IMO, once you get it leveled up it is basically a fighter that is split into 2 units, one of which is flying. It's pretty useless at lower levels, but once I got mine to level 3 it wasn't too bad. (Granted I'm in low legendary, so players that aren't blatant derankers have level 3 and 4 epics as well.) A little damage and hp buff for the drone itself would be a good boost for it, as well as possibly a small attack speed buff to let it actual get reasonable damage in before the robot vacuum is killed. It pairs well with tanks, movement impairment, and swarms, however it also gets countered by high damage range units, AoE damage, and Pidgeons. Robin Tweek WOULD synergize well with it, if the Robot Vacuum didn't sometimes receive the boost
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