TheShift;n8902940 said:I used succubus to steal the bear .
Bugii;n8905030 said:but for the whole round it deals less damage than a thunder or a scorch
Laveley;n8906710 said:Succubus is probably the card that pretty much f@ ups SK on this matchup.
Another fun thing to do is steal that juicy morkvag buffed by the wild boar at the end of R1. Some insta-forfeits right there.
For a scorch, MAYBE, depending on the situation, but scorch is an extremely potentially powerful silver, so thats not really a fair comparison.
For alzurs thunder... you joking right? Alzur have a 7 value. The bear body alone gives you 6. Bear usually will give you at least double the alzur's value.
caopengxjp;n8932740 said:SK has the synergies of resurrecting, self-wounding, offensive damaging. The most recent June-patch savage bear change is a failure. The previous bear fits into all three while the current bear does only one and does so in overpowered ways.
It is a bad card because
1. The bear with its power 6 (resilient to many removals and weather) becomes a machanic, uninteresting card to play for every SK decks every round. It hinders the diversity of SK faction and the player's interaction with the deck.
2. It hit all enemy units including spawned units make it a card too strong for bronze. Fire elemental(silver) and Woodland Spirit(gold) are very much shut downed by a bronze bear. Any other cards involving spawning are made less power by this bronze bear which is included in all SK deck.
3. The previous bear with 4 power can protect the graveyard by snipping NG medics or prevent mirror resurrect. It was a better situation because they counter each other. The bear protects graveyard and the NG has to deal with it (not so hard) before stealing anything and the SK can also counter the counter with 1 turn to re-act it. However, the current situation is that the graveyard of SK can be complete manipulated by NG medics which causes the SK players to abandon their graveyard buff synergy.
The savage bear needs to be tuned down. There needs to be a cost to run this crazy bronze 6 power bear. Reverting it to the previous version where it attacks both sides will be better than the current as it fits the self-wounding synergy while adding a good cost for running it in other SK synergies. Reducing its target range (like excluding summoned or spawned units) or changing its damage priority (like not damaging if locked first ) will make more sense and make other decks more playable (NR sergeant buff deck, Monster spawning and etc).
caopengxjp;n8932740 said:2. It hit all enemy units including spawned units make it a card too strong for bronze. Fire elemental(silver) and Woodland Spirit(gold) are very much shut downed by a bronze bear. Any other cards involving spawning are made less power by this bronze bear which is included in all SK deck.
6 power is ridicolous. It should've been kept at 5 as it was in the ptr. I expect a nerf in the next patch.Quintino77;n8934010 said:All this noise about a Bear that can be easily removed or locked or banished or stealed.. It's ridiculous. It barely scratch most of the units and it's nothing compared to most of the really unfair things that we encountered and endured since the start of the closed beta. It seems to me that the only thing every multiplayer game needs are three huge buttons: I Win, You Lose and Forfeit (and microtransactions, emoticons, chat, fancy graphics and a poorly thinked UI of course) .
The Bear needs fixes not because it's overpowered but because of some wrong interactions it has (hits after being locked and from the grave).