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Junior Member
Nerf Nathan and Nerf Cyborg Kenny
For me these are the two worst cards in the game to fight against. I'm OK fighting all other cards even some of the big ones people complain about.
The problem with Nathan is he does good damage, has huge AOE, and knocks back enemies and has a insanely long attack range. Most of my losses were against Nathan abusers who abuse his range and shield him by throwing any unit they can in front of him.
The proper nerf for Nathan should target his range, he shouldn't out range tower defender but he does and can be out of range bombing away. Take away some of that range and then he will be in a decent position.
Cyborg Kenny is annoying and has a long control duration on any unit he controls. In fact he's actually bugged... If he can control tower defender before tower defender death wish. The spawning crusader will now totally be the enemy new kids unit... That is not right and needs to be fixed. If crusader spawns, the duration of the control should either stop or be continuous from the duration of tower defenders control seconds. For example if it's 5 seconds control, if 4 seconds are tower defender and it spawns a crusader then that 1 second should count as the same part of the duration and end the control duration.
Honestly fix this buggy crap.
Also nerf that control timer, he has a longer control duration than mecha timmy and the control spell card. It's just broken. Fix the bug with tower defender interaction, also not to mention I have seen it actually spawn 3-4 tower defenders.....
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Member
Cyborg Kennys interaction with tower defender is working as it should. If Mr Slave or any other card (that spawns another unit / or units) is mind controlled during the spawning process then that unit (or units) belongs to the opponent.
Regarding the mind control being longer than Mecha Timmy - I would argue that it should be. Mecha Timmy can mind control many units during his time on board while CK can only affect one player. It wouldn’t make any sense for their duration to be similar.
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Nathan is definitely a very strong card. I wouldn’t say he’s overpowered, but I get your point he can be very annoying to deal with. However, if you compare him with other ranged units he isn’t that bad. Look at the stats of Archangel Bradley at cost 3 (a flying unit that gives tanks towelies power of slowness), or Call Girl at cost 6 (who spawns another unit) or Medusa Bebe at cost 4 (Who turns opponents into poisonous snakes that belong to her)! If you took away his range he wouldn’t be competitive - its his point of difference. On top of that he is neutral so everybody gets the chance to use him. His knock back was also recently buffed so I doubt the dev team will be nerfing him anytime soon.
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“Most of my losses were against Nathan abusers who abuse his range and shield him by throwing any unit they can in front of him.”
Playing a cards strength is not abuse. Putting a ranged unit behind a fighter or tank is a common technique. Just because you have a problem with a particular card doesn’t mean those using the card (correctly) are abusing it.