1. #1

    A few card adjustments

    Just a couple of suggestions:

    Hookhand Clyde

    -increase energy cost to 4
    - no longer can target NK with warcry

    This guy is super frustrating to play as and against. He is either useless (when he hits the new kid) or provides wayyyyy too much value (when he kills an important enemy). This change would make him more consistently valuable while making him less frustrating.

    Pope Timmy

    -resurrected team member loses X health per second. (Work out the number, it should be like a weak poison)

    Nerfs the resurrection mechanic by causing the resurrected team member to slowly die. This is a big nerf to cheesy Rez tactics combined with heals.

    Alien Queen Red

    - give her poison effect a duration.
    - reduce energy cost to 4

    She’s really expensive but basically cancels everything regardless of level. Changing her ability to a standard poison spell effect but making her cheaper would make her a lot more usable without making her OP.

    Sexy Nun Randy

    -reduce his attack by 5-10%

    Randy is arguably one of the best cards in the game. He is already very hard to kill thanks to high health pool and heal+PT interactions. He should be balanced around the assumption that he needs his choirboy on the field to do full damage. As it is, he does more damage than several other equal level epics and spawns strong assassins.

    Inuit Kenny

    - add an AOE effect to the killed enemy

    Inuit Kenny is probably the weakest legendary. If you make it so the killed enemy explodes and does AOE damage to sorrounding cards it would make it possible to get more value out of him.

    Pocahontas Randy

    - quicker summon animation

    Randy takes too long to summon his warriors. SNR is good in part because the animation is fast. This change would put these two Randies on more equal footing in combination with the SNR nerfs suggested above.

    Blood elf Bebe

    - cap the health increase component.

    Everyone knows this card snowballs really, really, easily. Capping her health increase keeps her from becoming an unkillable god while still preserving the intent of the mechanic.

    Barrel dougie

    - partially revert his warcry nerf

    He’s too easy to counter now. The reduced health is already enough to get a kill and his warcry did scale too sharply at high levels, but now he isn’t even taking bars with reasonable support.

    Lightning bolt

    -increase damage

    Lightning bolt is a 4 cost spell that isn’t a true cancel and is at best able to give you equal value trade on a high cost warrior. More significant damage would allow this card to provide additional value vs tank cards and high health cards like SNR.

    That’s all I have for now.
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  2. #2
    Only two that need fixing on this lis in my opiniont are Blood Elf Bebe....outrageously OP ....and Dougie....rest are what they are...
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  3. #3
    I see balance changes as a f2p player. Currently your changes seem to learn more for whales, since your targets are all non legendary, and thus buffs legends. I want to see real meta changes like NK's bar will nuke all enemies on their side of the field, thus opening more comebacks, and no more 1 push wins. OR make cards have half costs. This way we get 2.5, 3.5 cost cards.... having whole numbers is not working really well. Then from there balance cards that are OP.

    hhc - no. some want him to hit the nk. add marcus, lb fb and marine for a chip deck. added cost... after the effect he is just a fighter unit.
    pope - no - youre nerfing his ability to not usable. you summon pope at backrow, and your summon dies when it makes it to the halfway mark? plus it should take damage at halfway mark. this makes his ability useless.
    aqr - no her poison at lv 6 clears the field really well. high level she is a strong rare.
    sexy? - huh? youre reasoning is best card needs a nerf so here is a nerf for that reason. most use 6er, and this move encourages that. ***whale approved***
    inuit - barbrady already has an explosion aoe death. I am not sure if your idea makes its weaker or more OP. if anything reduce his cost to 3.
    poca - maybe a little faster, but he is not that bad right now.
    belf no - whales use medusa. f2p use belf. not to mention every other bebe is meant to snowball. whale!!!
    dougie - i agree when dougie was a issue I had mind control in my deck, now I got rid of mind control, since dougie is not a threat, even bigger gamble card.
    LB - i agree of a buff, but not that strong.
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  4. #4
    Hookhand is really swingy. Fixing him is complex.

    If you want a balance on Pope, limit the max health of his summons. Say, 650 at level 1, 1350 at level 4. Yes, he’ll still bring back Randy at full health but we all know that’s not what you don’t like. Incidentally, it’s my understanding that top players are learning to cancel Pope Timmy before he warcries, and other top players are putting YPC in their deck to prevent this. So obviously there’s a problem.

    I do and don’t agree with your comment about Randy summons. Currently I use Pocahontas. In battle I don’t even bother to summon - his DPS is really strong - but the summon speeds slows him down so makes him a better first card. Which ... on that topic, the biggest nerf I want to see is on slow pushers! They make the game boring and frustrating. And the three biggest offenders are the non-Sherriff cartmans. Speed their asses up and you’ve got a balance ... well, GWC could use a bit more balancing but other than that...

    Lightening damage is basically fine - it cancels the cards you desperately need cancelled. Except that stupid Medusa Bebe which honestly that entire line should be nerfed but most of all Medusa and Blood Elf. But if lightning came close to killing a frontline Randy you’d have a big problem.
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