My balance suggestion for all fractions (long)

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sry for english mistakes, i used goodle translator sometimes

General changes:

Loading screen card vs card was perfect. Return it, or improve background if it needs to be. Leader cards are now only in deckbuilder and thats waste. 3D leader vs 3d leader is ugly and you REALLY overestimate the importance of leader costumes (my suggestion - are the designers offended that some costumes don’t use and did they make them in vain? But look, this costumes, admit it, are not SO good (it is just recolor + small changes, really small). You are going to destroy the individuality of leaders (this is important), because of the COSTUMES, make leaders just dummy for your precious clothes (you want to sell more costumes in store, I guessed? who invented this? Jason pls dissuade.

Witcher 3 for example have much x100+ more 3d models content and this is mostly taken for granted, but it is ok!!! I never was hater and I was fan of homecoming since it comed but this change is worst in history, PLS DONT MAKE LEADERS JUST SKINS!!!

I will not survive if I ll see detlaff with arachas queen ability, it remindes me some of dynasty warriors games when half of characters had clone movesets and just different skin and voice, no one liked it.

Special card archetypes like bamboozle, eldain, sarah and johnny are dead because of 13 units in deck. Make it 11 units, it is not that scary.

Northern Realms:

Roche mersiless: spawn blue stripes scout, not commando (because pavetta + commando + foltest is 30+ points usually, this finisher is too good, make roche is not finisher. Necromancy can be instead. Maybe -1/-2 provision because of that)

Sabrina’s inferno – maybe 7 provisions (was 8)

Vandergrifts blade – whenever you play a soldier , or rework (no deck in meta where knights is enough, too conditional, small reward, no good synergy (seltkirk and stennis are not enough, they are strong without blade).

Prinse stennis – needs rework, his abilities is not too synergistic to any archetype, there is no reason to put him in deck. If you like current abilities, add him order and formation. 2-nd ability. He will be useful in machine archetype like old times if you give him good abyl (play bronze machine from deck? Can he be soldier?)

Bloody flail – not playable, needs rework

dethmold – 7 power instead of 6 (cause dandelion easy beats him in points)

Kaedveni cavalry – shield archetype needs more support. Buff to “whenewer this unit loses its shield, boost self by 2 and gain shield. Because only roegner can remove shields, this is not OP.

Specrer archetipe needs at least 1-2 more support cards to appear. Can Adda be leader for specters? Shes ability now have not synergy. NR dont needs damage leader. Mayb she can create some revenants or cursed knights/ or boost cursed units by 3 maybe 3 times like morvran (revenants are not living long)

machine archetype is not working, but it is hard to say why (maybe we need more high provision card support)

Meve needs 1-3 more provisions because this 1 point is not big deal in current meta, no extra finisher is painful, too much boost without meve

cintrian knight – not good anymore, conditional 6 with no synergy, needs rework or 3 power if you want save abyl.

Ban ard tutor – 4 points boost not useful to any mage card, just placeholder? Maybe “purify and boost by 3 (4?) allied mage”?

{ optional }You killed my favourite deck in game “you pass you lose” from swim, it wasnt competitive, but you change bloody baron and ban ard tutors (and siedge tower), this 3 combo pieses. Can you return at least their abilities back? You can give new baron’s ability to prince stennis and old ban ard tutors ability to siedge master for example (same ability with 3 power and ressuply and boost for amount of charges), and current siedge towers ability change to old but with zeal (3 power. Order. Zeal. Boost adjasent units by 1. new siedge tower is better because 2 conditional points per charge for demavend (but 3 points is easy to kill).

SKELLIGE

Wild boar of the sea – 10 provisions instead of 11

cambi – 10 to 9 provisions

lippy – because you need to build deck around him,make him 7 provisions instead of 10 (really)

savage bear – gain 2 charges for each bear

dimun smuggler – it have only synergy with blueboy lugos and heymayey protoctor and it is + 1 point, not exiting. Synergy with queensguard is better: Deploy: damage allied unit by 1, then boost allied unit by 2 (not nesessary same unit)

tuirseach beastmaster – return old ability, you killed tier 3 archetipe, on of the most fun, it wasnt a problem, why. This 3 points useless, skellige dont need this.

Drummond shieldmaiden – too good, easy 8 for 5 + thinning. Casino guys from syndicate want 2 coins for this, in skellige it is like free (priest) 5 to 6 provisions

sigdrifa – it is auto include now, like 9 provs renew, nerf it to 10 provs

holger blackhand – 8 to 7 provisions (you need to build deck around him)

hammond – 8 to 7 provisions (same)

draig bon dhu - 4 to 5 power (need to build warriors deck)

NEUTRAL

ciri nova - rework or super buff in provisions(like 8, but rework better) (only in monsters, 1 st round, conditional, worst ruehin, need to build deck around) waste of good art

Ihuarraquax – 10 provisions, and second ability never uses, you need to do something

yennefen of vengenberg – 9 provisions instead of 11

aguara true form – 9 provisions instead of 11

merigolds hailstorm – 9 provisions instead of 10 (never saw this card after homecoming)

okvist – 9 provisions again? No one use it anymore

operator – 9 provisions instead of 10

angouleme – 10 to 9 provisions

dandelion vainglory – only for arena? Needs second ability, or rework, or 8 provisions. No reason to play this card in any deck in game, bad design

nivellen – 5 power (was 4) or 7 provis

aguara – 6 power??? (4 provilions for block is too much in the world where albaaaaaa exlists)

prise winning cow – 5 provisions, maybe 9 power chort if it is scary. But it can only play in foltest, and no one uses it anyway

wolf pack – 3 power instead of 2

peasant militia – boost by 3 instead of 2

cutthroat – bleeding for 3 turns

oxenfurt scholar – vitality for 3 turns

scout – 4 provisions instead of 5 (never saw this card, cause no one plays weather)

travelling merchant – 3 to 4 power

lambert swordmaster – destroy enemy with resilience or damage enemy unit by 2

dorregaray – 5 to 6 power

xavier – 6 power + banish ALL cards in your graveyard (for ciri nova), in opponents 3 like old

ciri – gave her shield

gimpy gerwin – needs rework, not playable NEVER my suggestion – 8 provisions, 2 power, damage enemy unit and its copy (only 1) by 3 (only way to deal with opressive fire scorpions from portal) or 1 power 1 provisions

3 witchers – 7 provisions each (it is still 21 prov for 6 points…)

gaskon – 7 provisions instead of (too expensive for casino)

melee – damage random enemy for amount between 1 to 7 ranged – boost self for amount between 0 and 11

decoy – 7 to 6 provisions?

Tempest – 7 to 6 provisions

vaedermakar – 5 to 6 power

crow’s eye – trigger units deathwish and boost this unit for 1

clear skies – this card is dead and always will be. But. New ability – boost 4 allied units by 1 and clear row effect – maybe someday….

Devils puffball – not sure about this, damage by 3 instead of 2? anyway no one plays it, but can be nuts. Or 5 provisions.

Johnny and sarah – 4 power instead of 3 (it is high time)

dudu – 10 to 9 provisions

vivienne oreole – 10 to 9 provisions

bekkers dark mirror – 8 provisions

wolfsbane – 9to 8 provisions

bekkers rockslide – 9 to 8 provisions

ciri dash – 6 power instead of 5 (anything can kill or block her in 5 turns)

irises companions provisions drom 9 to 8

stregobor 9 to 8 provisions

ivo of belhaven 9 to 8 provisions eskel pathfinder – remove melee lock (5 turnes for 9 for 9 is maybe not super great nowadays)

epidemic – 9 to 8 provisions

mandrake – 8 to 7 provisions

elf and onion soup – this is monsters only card (deathwish) why this is still neutral? 6 to 5 provisions

germain – 11 to 10 provisions

syanna – try 4 power and see what happens

scoya

eleyas – provs 9 to 8

milaen – (nerf) provisions 9 to 8, melee: damage by 3; ranged: same (because 4 damage always too opressive)

toruviel – provs 8 to 7

harald gord – buff 2 power to 3 (need to build deck around him)

eibhear hattori – he dies too easily. 3 power to 4, 6 provisions to 8 (looks like buff), useful for eldain at least

sage – 4 to 3 power, 5 for 4 provisions (for portal) – im not sure about this

farseer – really bad ability, can you do something? Especially with 13 units limit

pyrotechnician – cooldown 1 (because too conditional)

scoya neophyte – 4 for 4 is really bad now, make him spawn elven deadeye

iorveths gambit – 13 to 12 provisions (and pls fix if gambit pulls 2 incinerating traps, or 1 incinerating + pitfull, they actiwating in 1 time to 1 unit, we need 1 trap in 1 time, because of that “feature” card is trash)


NILFGAAARD AND SYNDY IN COMMENTS (stupid letter limit)
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SYNDY

imke – make shield for 2 coins

rico meiersdorf – 5 provisions (!!!) this is only was to make card work

graden – maybe nerf, 3 to 2 power

evald borsody – nerf (because of he is too opressive with bounty) from 8 to 9 provisions

sea jackal – hoard 6 instead of 7 (buff)
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sigi reuven – he is op without intimidate, delete it

philippa – nerf to 11-12 provisions or not nerf but lock unit like muzle (philippa is too gamewinning if it was important card)

kurt – buff 4 to 5 power

excommunication – 6 to 5 provisions
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freak show – not sure, maybe buff 5 to 6 power (now cards ability is not scary)

oxenfurt naturalist – looks like this card is worst wersion of coerced blacksmith, it is superfluous, needs rework
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GOD DELETE THIS LETTER LIMIT!!!!!!!!!!!!!!!!
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whoreson – really no synergy with his band cutups (worst band) 7 points is not enough at all, really weak, needs rework maybe with cutups somehow (but cutups between self have no synergy, this is problem), need provisions buff too

he can be like no money agressive syndycate archetype, but not enough support now

king of beggars – buff to 16 provisions

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nilfgaard


this new nilfgaard hyperthin deck is nonsense, but easily this will fix:


spotter - reveal top card in opponents deck


slave hunter – 2 power


master of disguise – not necessary change but,

7 provisions – 5 power


vesemir mentor – 10 to 9 provisions


leo bonhart – auto include – destroy unit with 9 provisions or more


cadaverine – whenever you play a special card, not tactic

ceallach – 6 power


palmerin – deathblow: order: give allied unit a shield (deploy is useless)


cantarella – 6 provisoins


fringillia – increase not the number or targets but damage by 2, but honestly mages nilfgaard are no way and needs rework or more support


wyvern scale shield – 6 provisions?


assasination – 6 provisions again, instead of 5 (too opressive)


TOURNEY JOUST (MOST IMPORTANT IN ALL THIS TEXT!!!!!!!!!!!!!!!) remove shield and damage enemy by 3 (!!!!!) or boost allied unit by 4 and gain shield OR EVEN NOT REMOVE shield (because of scorpions, they always remove)


this is best 4 provs card in game, TOO opressive, especially with helge and scorpions


combat engineer – useless no synergy ability, need rework


duchess informant – 4 provisions (opponents bronze minus 1 point for 5 provs, cmon)


fire scorpion (!!!!) – problematic with portal, make it range locked at last and change this

power buff from 3 to 4, provisions same, but 0 charges at start (because portal 2 scorpions + tourney joust = 8 damage + sheld destroied, too opressive)


hefty helge – 4 to 5 power but 0 charges at start


damien de la tour – hard to kill now, with ardal and letho kingslayer it is 15+ point play + your engine stealed. Super opressive.


Solution: 5 to 4 power, 11 to 10 provisions


magne division – if you not killed it it is like 4 provs cheap eskel pathfinder. Auto include and scary

2 base power is fair enough (3 poins on deploy like liryan arbalest)


LEADERS:


Morvrans 6 points is fun, but it is too small. most soldiers really dont need boost (exept impera enforsers, but they are used to be spy archetipe, morvran is like for soldier spam, anna used to be spy, ..., you need buff morvran (like if no charges, buff solder on topdeck by 2or if it is spy soldier, damage him by 2) = at least 8 point leader, not 6...


ARDAL - strongest leader in game now, needs nerf, ESPECAILLY when there is less damage card that could stop demien, and letho kingslayer+ damien = 3 times ardal this is auto lose


minus 1-2 provisions at least


MONSTERS


glustyworp – 9 to 10 provisions (it plays much much more than 9 points every time)


morvudd – 8 to 7 provs (you need to build beasts deck)


arachas behemoth – 8 to 7 provisions


ice troll – big buff 5 to 4 provisions (+ portal combo)


wild hunt warrior – 3 to 4 power because too conditional and you need build wild hunt deck for this not impressive card, and maybe better damage by 1 for each wild hunt unit in your hand (more proactive)


alp – super ultra conditional 7 for 5 really bad, make power from 3 to 4 (yes, 4 + 2 for 5, it is ok)


archespore – maybe 2 for 3 power I think not op at all


alpha werewolf – I think 5 power is ok for 6 provs this time
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Wow, really great post and I think all of your suggestions are valid save for a few.

Hefty Helge, should not be changed. most of the former "silver" cards are worth +2 value over their provision costs.

Cellach - purify all units on a row (enemies included) and keep provisions at 7

ALP - just make it so she gets the drain effect if the unit is already bleeding.
 
I was working on my own suggestion list, only for ST, as I play mainly them.

milaen – (nerf) provisions 9 to 8, melee: damage by 3; ranged: same (because 4 damage always too opressive)

No please. There is already neutral Regis and Ifrit, and even bronze NG assasination and joust that deals 4 or more damage. Milaen is the single ST card that could stop one enemy engine such as commadoes, Sentinels, Dryads, etc, nerfing her to 3 will make her totally useless.

iorveths gambit – 13 to 12 provisions (and pls fix if gambit pulls 2 incinerating traps, or 1 incinerating + pitfull, they actiwating in 1 time to 1 unit, we need 1 trap in 1 time, because of that “feature” card is trash)

This card need a total rework. Perhaps reduce a bit the prov cost, and 'Play a trap from your deck or graveyard'

For the others:

4 prov

-Dwarven Agitator: Perhaps need a little boost, but not sure

-Dol Blathanna bomber: too RNG, reduce - deal 2 damage to 2 units on the opposite row (nekker removal)

-Scoiatael neofyte: His point is to trigger Aerlinn (less useful now with call of the forest rework), and receive more bonus from Isengrim finisher, but he's a bit too weak for now. Buff him to 3, but not his copy.

-Pyrotechnician; Need a rework, only Eldain plays a lot of traps, and he need them to stay on the board.

-Hawker Healer: Barely played because there is too few ST card that could be healed by 4. Needs a rework.

-Dryad Groovekeeper: Second worst 4 prov card so far. If you have a lot of dryads (which is strange by itself as it's an harmony archetype), the round is barely over, so no point in a big vitality boost, needs a rework, or perhaps will be better with an autonomous dryad archetype in the future.

-Farseer: Worst 4 prov card, RNG and 15 unit limit. Revert her back to a weaker version of her pre homecoming version: When an allied unit receive a boost, boost self by 1 (once per round)

-Dryad caress - No real point in this card. I prefer to have a Pellar, for +1 prov I have a guaranteed 4 points body, plus purify on my or opponent unit. Need more versatility, 'Purify an unit, if it's an ally give it 2 vitality'

5 Prov

-Dryad Ranger - a bit strange to damage an unit you are going to kill with poison. Change to 'Damage an enemy unit by 2. Deadblow: Give Poison to an enemy unit'. Reduce strengh to 2 if it seems OP, but poison need a buff to be really played.

-Forest Whisperer: I love this card design, having two abilities, that could be both triggered if she is moved, but there is no point to moving her for a shield, when a lot of other units have more interesting abilities with moving (Vrihedd Brigade, treant boar, or de facto lock an enemy unit with is row dependant). So much better use of moving then a shield for ST.

-Sage: Agree with you

6 prov

-Hattori: Agree with you

-Serpent trap: needs to be useful against deck without specials. Give it an order ability, perhaps poison an enemy unit

7 prov +

-Yarpen Zigrid: A very fun card, but has a difficult condition. No idea what to do with him.

-Saskia: Same as Yarpen, need a little boost to be playable, perhaps 6 strengh will be enought.

-Zoltan Chivay: Needs a rework with the cards strengh boost.

-Xavier Morran: Same as Yarpen.
 
Basically the problem is minor balancing, but mainly it's too many bronzes that don't do anything interesting, and too many Neutrals that simply shouldn't be Neutral.

Probably need more factions. Redania, Kaer Morhen, Toussaint as possible ideas.
 
No please. There is already neutral Regis and Ifrit, and even bronze NG assasination and joust that deals 4 or more damage. Milaen is the single ST card that could stop one enemy engine such as commadoes, Sentinels, Dryads, etc, nerfing her to 3 will make her totally useless.

.

Agree with this. I doubt anyone would use Milaen if she did 3 damage. She isn't amazing like she is now.
 
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