A summary of community approved balance changes

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A summary of community approved balance changes

A while ago, I made a series of posts covering balance and gameplay changes for Neutral, Northern Realms, Monsters, Scoia'Tael and Nilfgaard. This is a summary of the changes that were approved by the community, possibly with some minor changes.
Notice that I left out Skellige - that is because I think that the faction as a whole needs a bit of an overhaul. Not as big of an overhaul as Northern Realms received, but still a pretty sizeable revamp.
Nilfgaard is also left out of this list because the community didn't agree with my suggestions.
Neutral

Roach
Make her come out before deploy effects, and make her immune.
Prevents awkward situations with cards like Vilgefortz, yet it doesn't allow you to abuse Roach with Vilgefortz since you can't target it.

Ciri
8 Strength, no Armor. If Ciri returns to your hand, she cannot be mulliganed/swapped by any means.
Increases base power at the cost of weakening the card in later rounds, since you cannot trade it in for a better card from your deck. Pure card advantage.

Gaunter O'Dimm
8 Strength. Summon this unit from your deck when you have the first play in the first or third round.
Helps decks that have problems when going first. If you go second, this card can still be summoned in the third round if you won the second round.

Lesser Demons/Iris'Companions
Weaken it to 6 Strength (from 11). Instead of discarding a card at random, banish a chosen card.
Makes the card much more consistent, at the cost of base strength and losing discard synergy.

Saskia: Dragonfire
Only banish Bronze and Silver cards. Boost self by 1 for each banished card.
Northern Realms

Vandergrift's Blade
Deal 11 damage to an enemy. If that kills it, banish it. Remove the option to destroy cursed units.
Removes weird cursed punish

Field Medic
6 Strength. Shuffle a Bronze unit back into your deck, then look at 2 bronze units in your deck and play one. Add "Temeria" tag to the Medic.
The community seems to appreciate the old ability much more than the current one. This is a heavily improved version with less RNG involved.
or

6 Strength. Shuffle a Bronze unit in your graveyard back into your deck and boost it to this unit's strength. Add "Temeria" tag to the Medic.
Makes the card a viable option in Temeria decks to shuffle back Blue Stripes Commandos.

Aedirnian Mauler
5 Strength. Deal 4 damage to an enemy. Increase the damage by 2 for each Armored adjacent ally.
Adds synergy and power to a previously bland and weak card.

Bloody Baron
5 Strength. Play a Bronze or Silver Cursed unit from your deck.
Adds synergy. Thematically, this is a powerful 20 point play with the Botchling and Lubberkin. The old ability would be moved to a new card.

Ves
Make her mulligan work the same as it does in between rounds.
Currently, her ability forces you to pick all the cards you want to replace at the same time and doesn't blacklist, so it often happens that you just draw another copy of the card you just replaced.
Monsters

Werecat
6 Strength. Deal 4 damage to an enemy. If this unit is under Full Moon, increase the damage by 3. If the enemy is under Blood Moon, increase the damage by 3.
Supports an interesting playstyle in which Blood Moon could be played alongside Full Moon (the damage bonuses stack).

Whispering Hillock
10 Strength. Consume two units in your graveyard and trigger their Deathwishes.
Clearly defines an archetype and removes randomness. (Doesn't boost by their base power. When consuming Rotfiends, the effect would go off on the opposite row to that of this unit).

Alpha Werewolf
9 Strength. If this unit is under Moonlight at the end of the turn, spawn a 1 Strength Wolf on this row.
You'd have to play your other Werewolves carefully with this change, and they'd actually be potentially good.

Old Speartip
8 Strength. After 3 turns, wake up.
Old Speartip: Awake
10 Strength 6 Armor. Duel the Highest enemy.
Remove "Sleeping Giant" from the game and bring back Old speartip with an updated ability.

Nekker
8 Strength. Deathwish: If it's your turn, play another copy of this unit from your deck.
This way, Nekkers can now be killed to deny them their ability.

Mourntart (Grave Hag)
5 Strength. Consume 3 Deathwish units from your graveyard and boost self by half their base power.
A bit of a finisher for Deathwish or Consume decks that run Nekkers.
Scoia'Tael

Paulie Dahlberg
3 Strength. Create a Bronze dwarf.
Still has the same feel, without limiting design space, and allowing dwarf strengthening to come back to help out Mahakam Defenders.

Ithlinne
5 Strength. Play a Bronze boon or hazard from your deck and spawn a copy of it.
Balances Ithlinne around long-term value.

Schirrú
13 Strength. Transform a card in your hand into "Shirrú's Scorch." (Schirrú's Scorch works the same as a regular scorch, but it ignores Schirrú)
Brings back his old ability, with improvements.

Vrihedd Neophyte
8 Strength. Boost 2 random loyal units in your hand by 2.
Focusing more on the boost makes this card much stronger.

Francesca Fandabair
No longer boost disloyal units.
 
pthieu1986;n10519842 said:
Where's Nifgaard?
DannyGuy;n10519162 said:
Nilfgaard is also left out of this list because the community didn't agree with my suggestions.
You can still see the original list of proposed changes HERE
 
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