As the title says lots of work to do to improve gameplay next patch.
This meta is overwhelmed with netdecks, toxic card abilities and above all it's too predictable
No fun allowed
First problem is the balance between scenario's amongst factions they variate between 12-15 provisions which seems unfair.
Draw a line for every scenario set them all to 15 provisions and balance from this point.
Second problem is the tempo of a scenario in 3 turns it generates so many points which makes it hard to keep up and develop a fair round.
I'd like to see a cooldown of 2 for each chapter and reduce this by 1 if you play a unit of a certain category.
Heatwave is the only card that can remove a scenario and thats the main reason why it's so popular.
Banish the ability of this card and change it to something else this card alone is the bane of many decks.
It's very frustrating to see this card in every single match at higher ranks/pro rank.
Next thing are echo cards actually it's the same problem as scenario's there is a large variation in provision costs and point output.
NR has the best echo card followed by SK because all of them have no condition or a simple one to offset max. value.
Oneiromancy is also pretty good especially in a control heavy deck or if you play another echo card.
First of all a deck should only contain the maximum of 1 echo card top deck the 2 best cards in the next round is pretty insane.
Secondly the conditions for the NR and SK should be further reduced/limited..
The NR echo card for example could be limited to a category like bronze soldiers or machines and perhahs should boost less.
SK echo deathblow should be limited to draw a 10 or 9 provision warrior at most.
And lastly oneiromancy should have slight increase in provisions to 14.
Last topic is devotion and again the same problem as with the previous issues: large variation in value, provisioning etc. etc.
Take the Wild Hunt for example which theme is frost and dominance: none of the WH cards can realistically achieve dominance.
You either have to hope your opponent doesn't play tall units or you'll have to put non synergistic cards in your deck like consumes, ogroids or insectoids.
The 4 provision cost WH units are amongst the worst such a waste of a great archetype
WH definitively needs massive buffs I have made a list with suggestions:
-4p warrior. damage a unit by 1 when frost is on board damage by 3 deathblow boost by 1
-4p navigator. boost a unit by 2 devotion: if it's a WH unit boost by 4
-5p crew. change to 2 power
- 5p hound. change power to 4
-8p Nithral. change to 6 power deploy damage a unit by 2 cooldown 1: damage a unit by 1 if you have dominance 2
-9p Caranthir. move a unit to another row and apply frost for 2 turns (Eredin's current ability)
-9p Imlerith. change power to 6. deploy damage a unit by 3 if the enemy unit is under frost duel instead
- 10p Eredin. change power to 10 deploy, gain veil, dominance deal +1 frost damage, If the opposite row is under frost boost by 1 each turn -> provision change to 13
Ice troll and ice giant could be interesting for some kind of frost/ogroid archetype as well.
6p Icegiant: If frost is on board boost by 2
5p Ice troll: if frost is on board lock a enemy unit
This meta is overwhelmed with netdecks, toxic card abilities and above all it's too predictable
No fun allowed
First problem is the balance between scenario's amongst factions they variate between 12-15 provisions which seems unfair.
Draw a line for every scenario set them all to 15 provisions and balance from this point.
Second problem is the tempo of a scenario in 3 turns it generates so many points which makes it hard to keep up and develop a fair round.
I'd like to see a cooldown of 2 for each chapter and reduce this by 1 if you play a unit of a certain category.
Heatwave is the only card that can remove a scenario and thats the main reason why it's so popular.
Banish the ability of this card and change it to something else this card alone is the bane of many decks.
It's very frustrating to see this card in every single match at higher ranks/pro rank.
Next thing are echo cards actually it's the same problem as scenario's there is a large variation in provision costs and point output.
NR has the best echo card followed by SK because all of them have no condition or a simple one to offset max. value.
Oneiromancy is also pretty good especially in a control heavy deck or if you play another echo card.
First of all a deck should only contain the maximum of 1 echo card top deck the 2 best cards in the next round is pretty insane.
Secondly the conditions for the NR and SK should be further reduced/limited..
The NR echo card for example could be limited to a category like bronze soldiers or machines and perhahs should boost less.
SK echo deathblow should be limited to draw a 10 or 9 provision warrior at most.
And lastly oneiromancy should have slight increase in provisions to 14.
Last topic is devotion and again the same problem as with the previous issues: large variation in value, provisioning etc. etc.
Take the Wild Hunt for example which theme is frost and dominance: none of the WH cards can realistically achieve dominance.
You either have to hope your opponent doesn't play tall units or you'll have to put non synergistic cards in your deck like consumes, ogroids or insectoids.
The 4 provision cost WH units are amongst the worst such a waste of a great archetype
WH definitively needs massive buffs I have made a list with suggestions:
-4p warrior. damage a unit by 1 when frost is on board damage by 3 deathblow boost by 1
-4p navigator. boost a unit by 2 devotion: if it's a WH unit boost by 4
-5p crew. change to 2 power
- 5p hound. change power to 4
-8p Nithral. change to 6 power deploy damage a unit by 2 cooldown 1: damage a unit by 1 if you have dominance 2
-9p Caranthir. move a unit to another row and apply frost for 2 turns (Eredin's current ability)
-9p Imlerith. change power to 6. deploy damage a unit by 3 if the enemy unit is under frost duel instead
- 10p Eredin. change power to 10 deploy, gain veil, dominance deal +1 frost damage, If the opposite row is under frost boost by 1 each turn -> provision change to 13
Ice troll and ice giant could be interesting for some kind of frost/ogroid archetype as well.
6p Icegiant: If frost is on board boost by 2
5p Ice troll: if frost is on board lock a enemy unit