Proposal to add adrenaline to some underpowered leaders

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I really really like the adrenaline keyword, it's probably the best cdpr came up with so far bc it opens up so many possibilities for balancing.
there is a big pile of cards that could be revived with this keyword but I want to talk about possible leader changes here.
I think the following leaders could become a lot more appealing if adrenaline would be added. some examples:

Onslaught: damage an enemy unit by 1. cooldown 2.
adrenaline 2: reduce cooldownby 1.

Royal inspiration: boost an allied unit by 1. cooldown 2.
adrenaline 2: reduce cooldown by 1.

Stockpile: give 1 charge to an allied unit.
adrenaline 2: reduce cooldown by 1.

Invigorate: boost all units in your hand by 1.
adrenaline 5: boost all units in your hand by 2 instead.

I think invigorate especially would become SO much better bc it gives the player the ability to respond to a bleed mid-round instead of being forced to instantly pop it as soon as the opponent plays 2 cards round 2. but the other turn based leaders could profit from this change massively as well, being much better in short rounds. currently, there is almost no reason not to bleed these leaders to deny long round synergy. obviously provision boni could be adjusted accordingly.

feel free to leave your thoughts :)

edit: changed adrenaline from 3 to 2 bc it might be too strong tbh (overall points per game)
 
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