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DeathsAdvocates Fan Made Balance Patch

I agree with @improbableblob in regards to positioning. It matters a lot and always will. And this also ties into what @niklaren and @owlbeastmd talk about that the Mantra or Artihai decks aren’t as uninteractive as people think or claim. There are a lot of important and subtle decisions to make which are not that obvious to the opponent because it rarely happens on board. But that is not uninteractive. I would say the only uninteractive decks were the DDoS decks. Skipping your turn is uninteractive :smiley:

And @1pancakess is right too, not Wanderer itself is the problem, the stuff around it is (e.g. Flash). Wanderer is a great concept and brings a lot of unused cards back on the board. Everybody is also able to add a little bit flavour too with all the 1 ofs which is fun in my opinion.

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I do actually LOVE playing Wanderer Swarm Lilithe (yeah, I’m also a sinner). Where else can I play Kamenrider, Shadow Stalk and even Shadow Watcher :crazy_face:

But Reva’s and Ragnora’s BBS are too powerful with Wanderer buff. I won’t argue Lilithe’s isn’t, but at least you can run away from it :slight_smile:

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At the rate we’re calling for ripper nerf, the cards eventually going to become a 2/0 rebirth

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FOREVER CAUGHT IN A CYCLE OF LIFE AND DEATH, THE DEATHWATCH DREAM.

But really. A 3/1 Rebirth & can move 2 additional spaces should suffice.

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Make it 2/1 rebirth and we’re set. I dont get why it has to be so superior to other bbs

Obelysks really are fine, but as this is my dream patch I think they could be better.

A high skill cap with many decisions on the executing players part has nothing to do with wether it is healthy or interactive. This is a board game, it should use the board. Being balanced and having a high skill cap has nothing to do with whether it is healthy or not. IMO it is not healthy and is my exact definition of non interactive. DDOS is just strait up cheating/exploit abuse. I have never claimed spellhai had a low skill cap, nor have I been complaining about it being to strong, in fact my goal is to make it stronger but more interactive.

I find highlander to be a problem due to the high variance. As a good noob tube deck its fine, but high variance really does not have place in the competitive scene on top of the card also being to powerful. IMO Ramp its self is generally fine, if a card is a problem with ramp that generally means its a problem with the card its self not ramp.

@zanestheargent @melkorita
Because it is supposed to be high risk high reward. Your changes not only make it very generic and remove cool combos, but also move it from to strong to very weak. By removing the out of hand combos and toning it down slightly that should solve the issues. To remove celerity it would need to be summoned as a minion and not an egg to still be good, and I actually love combos and big flashy plays as long as they have counterplay.

There are so many problems with wanderer imho…
It’s not a trial at all, the other cards have to put some kind of effort during the game to complete the trial… With wanderer you just need to reach 6 mana…

Which leads to the 2nd problem, being the fact that it can be flashed (which is just an overall stupid card since it leads to other silly interaction like with juggernaut or oropisaur) or reduced by dark sacrifice, and dealing with him on turn 2 is hard if not impossible for many decks.

3rd problem is that scales too well with some general, ofc rag in particular since dealing with a swarm of 4/2 celerity and rebirth is just a pain in the ass

4th problem is that forces you to create inconsistent deck which goes against all the principles of deckbuilding… I mean sure it can be fun, but you could just play gauntlet instead

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But why? I mean, sure it has 1 hp when you summon it, but so do lilithe and reva’s bbs aswell, they still die to pings, but the turn after you dont need to face the wrath of god if they stick 1 turn

Lillith gets two and is in a faction where two bodies is a big deal. Revas has range and does not have to trade/position well to be good. Others have strong synergies/dont die to pings.

The smaller a nerf the better, or you fall into the usual trap of overpowered into unplayable. Small changes can have a massive impact. Start small do more if needed.

See deathy, i’ll both agree in you that keeping a good skill cap is nice and salute you in the quest to seek it, but really, is it really so much of a problem simplifying some traits and ‘killing’ certain combos if seeking to first attain a stable ground to then set up the flashy stuff up? Both your and our ways solves the issues but under different values and for differing goals. I rather see Magmar getting some sort of enchantment that gives it momentary Celerity (and somehow limit its usage on their megabeasts) than seeing the bugger getting molded entirely around the ‘buff it then double blow’ combo.

I’d even argue that Wanderer should actually continue as a great noob tube, but changed in how it manifests, something in the guidelines of Reliquarian where it simply magnifies to stupid levels some faction trait we find a common design space for it to work.

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Yes but both lili and reva need other sinergy card to make bbs worth it. Ripper is just too good on his own AND broken if you use other sinergy card. Rebirth alone is annoying cause you have to take care of it twice, celerity is pure nonsense imho, i dont get why people feel it should have some kind of compensation if they remove celerity. A 3/1 rebirth, where you can also target the position is already more powerful than zirix or lili bbs imho.

Maybe 2/1 rebirth is a bit too harsh of a nerf, but especially if you compare all the other general bbs it still would be on par

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I really want to buff Sajj more towards the control direction. Notion of Starless Eternity Sajj is fine and all, but some defensive cards can really do get good:

Atom Klinger
3 mana
1/5
Whenever you equip an artifact, gain + attack equal to its cost. When this deals damage, restore that much health to your general.

Spinecleaver
Change cost to 4 mana, or make Bloodfire Totems steal 1 health instead of dealing 1 damage.

Zephyr
3 mana
3/4
Frenzy, Bloodsurge: Give your general Frenzy until end of turn.

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Klinger seems me excessive. I like the idea of giving her some more sturdiness but overall i see the beauty of Sajj in roughly the same concept as Ilena’s: they’re obsidian blades, frail but terribly sharp - giving them ways to heal can be dangerous and i’d rather reinforce their ways to evade damage.

What would you say of…
Grove Lion
Cost down to 5, effect changed for “While this minion is in the battlefield, reduce the first damage dealt to your General by 2”? Yes, Regalia, but neutral, more expensive and relatively easier to remove.

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The problem of Sajj is Sajj. Her bbs is just trash and shoul have been reworked a long time ago imho

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with celerity, of course.

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I’d say poorly supported instead of weak on its own. She’s one perfect ‘clear with face, set stuff up’ general but things recently made doing so rather… Suicidal. I was having a blast a while ago with a Blast/Reliquarian setup but man, game’s been cruel recently.

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That can’t work, though.
How do you clear a regalia, then? Lyonar will run regalia 100% of the time.

No its weak on his own. Think about that ,its the only bbs that requires an additional action (attack with your general) to do anything. You can take any sajj deck and switch with zirix and you Will get the same result if not better

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Regalias don’t multi-layer in that way. Having two means you reduce the first ping you take by 4, but subsequent blows go through as normal. Anything above that threshold also damages it.
The Grovegalia gets ‘dispelled’ the moment big guy is gone as well. Lyo plays it, you remove it, you remove both.

@project2el Shidai, Kara, Kassyva. Most others requires setup, have relatively disadvantageous obligations or sets you back by potentially favoring your enemy (Starhorn and Zir’an).

Is Vaath also weak?