![]() Their damage has also been halved from 20 to 10. Armored Scrats, for example, will now turn into a regular Scrat when their health runs out instead of just dying. There are a handful of other miscellaneous changes that aren’t direct changes to minions. We're discussing Upcoming Balance Changes in our latest blog post, and sharing how you can get FREE Slither DLC with Twitch Prime! Read all about it here: Otherwise, they hope that tweaking the efficiency of the low-cost cards can help make a more interesting play space in control and bridge mechanics, allowing players to create a more diverse array of choices in their decks. They name cards like Screaming Scrat and Sewer Scrat as two of the “biggest offenders,” as there’s no large downside to including them in decks due to their barely-significant cost and ability to take bridges and apply pressure.īetaDwarf also discusses that they hope for this to help lay the groundwork for another rework the developers have in the works targeted towards the Wild Card mechanic. “Currently, we feel that the mana slot is offering far too much value for cards that should be primarily included for their cycling value, and we should not be able to out-value cards of higher mana costs,” the team writes in the Steam update notes. The balance changes are primarily targeting low-cost cards to handle the way that they fit into decks, with a specific aim on 1-cost cards. Due to new units and meta shifting towards everyone having fireball, it's not such a great pick anymore.Minion Masters is getting a sizeable overhaul to the way that cards are balanced in the upcoming patch version 1.11. The only time I ever felt good contesting a fat red golem was when cannon rollers were viable units or when laser turrets were at their peak. It stalls the game for anyone playing against blood imps, leaving them at a disadvantage due to lack of bridge control, since 0 mana units always turn the tides of bridge battles. You can sacrifice some of your HP to help clear it, but the XP advantage is lost due to effective 9 mana unit. How do you deal with the fat golem so early in the game? The usual strategy is "rush the other lane and kill the master", but your mana regeneration is so weak that early in the game. Maybe we should make a new topic about his 1st ability. As mentioned earlier I also do consider Volco's 1st ability very problematic due to the high amount of gamedeciding RNG it introduces since it migth instantly clear your "counter" to his spamm. That's more of a Volco than Blood Imp issue imho. If you do not decide to punish those blood imps, they become way too good for their 0 mana cost and cycling speed, especially with Volco, who basically kills 1-2 mana of yours just because he played something. Now you're always in a position where if the enemy has red golem, you could be facing one with his health doubled before you even reached perk 1. You were able to start punishing the cheap 0 mana plays from the start of the game and the enemy had to play carefully with those. ![]() I liked Blood imps as a design before the Red Golem. Originally posted by Sdric:Overall Blood Imps are an interesting design - and promote the viability of other cards, like Bombers. ![]() Even though a lot of them dropped it again (most likely because we see less whelps after the sniper changes) I'm still satisfied with its performance - Especially since I tend to combine it with Guardian and Blood Imps which makes for an incredible push if it's the one leading the charge. I've started using it again about 2 weeks ago and saw a lot of people following the idea. Overall Blood Imps are an interesting design - and promote the viability of other cards, like Bombers.īlastmancer is strong against them, but I feel like he's still 1 mana too expensive to see play.ĭefenso Chopper is also really good against a lot of Blood Imp decks (and Dragon Whelps). In my eyes Disruptor Puffs should be changed to always hit the leftmost cards in your hand - this way you could at least play around it to some extend (by evaluating to potentially to play a card at lower value, but ensure that Lighting / Fireball doesn't receive increased costs) I can't count the games where it increasing the cost of my lightning instead of ANY other card in my hand decided the game. They aren't OP, BUT they introduce gamedeciding RNG. What annoys me A LOT, though are Volco rush decks that abuse his first ability - and more than that: Disruptor puffs. I don't mind Blood Imp decks as a whole, in fact I think they can be fun to play. ![]()
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