Sorry- I was not clear; SPB should be a 4 cost card with both his current abilities (speed and freeze). I did not intend DAR to be included in this.Originally Posted by CedricMexmain Go to original post
DAR is a 5 cost card at minimum. Add back her ability to work on MC units and she’s a 6 cost card. Plus, DAR should be limited to affecting 4 cost cards. This is the only fair math for an elite performing the ability of 6 cost elite Pope or 6 cost legendary CG.
I'm not sure if the update went into effect, but I do see the updated text on Shaman Token. I was very excited for this update, because I felt this is how he should have worked from the beginning, but I have tried multiple times and it still does not work. Same for the max health reductions. His charge is still basically worthless unless the "buff" actually works
I love this game, too.Originally Posted by decayinglink Go to original post
However, the Devs are not doing a great job with some things and they should be given that feedback. What’s worse, they are actively ignoring the discussions around (1) change quality control (untested card changes), (2) recent card balance, (3) the community actively asking for changes to DAR, the most absurdly powered card released to date at launch.
The Devs are doing an adequate job reevaluating older cards to make them more relevant. Toller is doing a great job dealing with the rabble.
I'm fine with doing something to DAR, but this is bonkers. Raising her cost to 5-6 AND killing her ability to return 5 cost cards isn't in any way a reasonable request. It's a call to just throw another card in the trash. Let's at least be serious and measured with the nerf circus.Originally Posted by Echomute Go to original post
The important thing here is to make sure that mystic will now be able to fully counter DSR defense with a simple purify + hallelujahOriginally Posted by Machete_Chills Go to original post![]()
They're welcome to it... I'll trade 4 energy for their 6 all day (and not even fully healing really tanky units like MBP).Originally Posted by nik_lin Go to original post
I can still imagine it would be a bit of a pain though, especially with tanks like MBP... You try to defend with DSR and a few others cards, they throw in purify and once you get close to killing something off its time for hallelujah, DAR for another attacker, and pope for MBPOriginally Posted by camelchasers Go to original postThrow in incan or ninjew for double warcries... By which time I have thrown my phone out the window already
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And yes, I know, thats a lot of energy, etc, etc, and that exact scenario may or may not be realisticBut either way, DSR is going to be a lot less reliable as a defender against tanks when both the health and attack debuffs can be removed at 2 cost. Shes not exactly a strong fighter to go head to head with whatever you tried to debuff.
What would be the side effects of reducing DAR resurrected units level?
Seem to me a meaningful starting point to balance this card and could open the way to a scaling ability instead of fixed effect (better for the pocket if it needs levelling up, no?)
All combos will remain playable but less overpowered: DAR + Ninjew will probably still be broken, just a little less; DAR + Incan would still be powerful, just a little bit less; any DAR + tank would still be valuable, just a little bit less; any other use (Sniper, Hankey, Bebe) remains almost untouched, viable, not op.
Before touching cards cost, which would be a huge nerf that changes the playability, reduce the level of summoned units could be a nice soft nerf that keeps the card op as it is clearly intend to be, provide a little bit of less value and keeps the current playability.
Of course they don't need these kind of suggestions, or any, as it is just obvious that current DAR is just too much and if in months hasn't been changed it means there are other motivations behind (I will let you wonder on this..), but one still tries.
With an eye to either game experience or stats, why do you keep buffing mystic and adventure? Do they really need more weapons? There aren't more pressing things to resolve in this game? This was another little(?, will see how little) nerf to Sci fi, mind control is the best way to counter Somm, I can see him taking long walks along with Shaman already. You want to make adventure the only counter to adventure, don't you?
Does it always need to end in a crusade against adventure with you? Sci-fi has gotten some HUGE buffs lately (and it was a solid theme to begin with) in the form of SPB (his nerf was nothing) and a truly unnecessary boost to Sizzler. SWT took a hit, but he's still heavily used in top 100, so I'll let that speak for himself. Fantasy is a bit lacking at the top of the ladder, but that's about it. The other themes are all really quite strong now. If anything mystical has the most utility and power at the moment. Being the only theme with access to a Satan counter (UC) is huge in and of itself.Originally Posted by Nouselle Go to original post
I do agree though that scaling would do wonders for DAR, and it would also be my preferred fix to most balance issues. They did a good job with Elf King Bradley by going this route, so it could be fine to try something similar with her. Returned unit is equal level at lv6, n-1 at lv5, n-2 at lv4 and so on. I'd be fine with that. Better than ridiculous requests to raise her energy by 1-2 points AND kill her ability to return useful units.