Actually, I've just read it back. You have literally done NOTHING to fix shelly.
You've increased her attack range - yeah, her base attack range. But have done literally nothing to improve the ability attack range.
Shelly's problem is that she cannot ever get her charge off until it's too late. The only time she can ever hit anything with it is when a unit is actually attacking her. & her charge takes so long to activate after popping the button that they usually kill her before she even gets to use it. She needed a buff to her charge range, not base atk range.
honestly, have you guys given any thought into these balance changes at all? it is ridiculous that you can get so much wrong all in 1 go! All you've done by increasing her atk range is made it even harder for her to ever use her charge!
I like your name! I hope you are playing the song right now, as you are attacking the keyboardOriginally Posted by Stelio_K0nt0s86 Go to original post![]()
I agree, Dougies are a much bigger problem below 7000 than Incan ever were...Originally Posted by Rabidsu Go to original post
Did you ever play gnomes? They are absolute cannon fodder in the current version. Slower attack, much lower damage and one less unit than rats made them absolute crap, only thing they were useful for was trying to slow down cyborg kenny. 127% does (as usual with RL) seem over the top though... And rats didnt need any attack or speed boost at all.Originally Posted by Dawnclaude Go to original post
Incan was one of the very few equalizing cards. You turned legendary to common and common to legendary now that everyone has pigeons and rats level 7. Makes sense. I guess I know what cards will be relentlessly spamming me to death from extreme boredom seeing the same cards from every single opponent I face. Can't wait for all the extra fun Ill have. I guess you guys want to really just make a Sarcastaball game more than a fun game eh?