It is so very common to talk about what is wrong and bad and for a good reason - these things can then be changed. After so much talk about how unhappy everyone are with the balancing being made, this list might cheer you up: a recall of some of the best balance changes CH has seen. (I wasn't around during the very first set of balance changes but I've heard there were some super-OP strategies that got nerfed, too.) 1. Firestorm is not global. 2. Twin Heals and Healing Rays can self-target. 3. Lateral Thinking actually draws a card. 4. Frenzy affects wizards too but with 1 less damage boosted. 5. Mass Frenzy gives Frenzy 2 not 3. 6. Controlled Overswing can be played when it's the last card in hand. 7. Short Perplexing Ray only makes the target discard one card. <------------------------------ This one was nuts! 8. Punishing Bolt only has 4 range (down from 8). 9. Team Walk won't move (mostly push) your team by a total of 10 squares. 10. Best step attacks from 4-3-2 steps down to 2(fly)-2-1 <---------------------------- This one made racial moves matter again. 11. Hard To Pin Down won't let you move after a successful block. (Slippery Shield anyone?) 12. Barge is not a 1-damage attack.
Basicaly all past and upcoming changes are obviously for good, I hope we all are happy The talks are mostly opinions and options for Flax Thanks to devs of course!
Some more, mostly older nerfs: Whirlwind and Whirlwind Enemies can only move you 2 tiles. Fireball is not range 10, and you cannot put 13 copies in a deck. Vicious Thrust is not Penetrating. Martyr Blessing does not trigger from self damage. Talented Healer does not draw a card whenever you heal someone. Self damage from Blind Rage is not preventable by armor. Self damage from demonic cards is not preventable by armor or nimbus.
I like most of the balance changes coming actually, but I don't think the nerfs go far enough to make a difference in some builds. Would have liked all the burst spells to have 1 less range to allow cold wizards a decent chance to actually counter them if they play well enough with the positioning.
Sadly this change killed awesome card. Few times I've tried the card and far too often enemies didn't move.
Same. My first work on the game was balancing, very cool to see some of those changes in Feleran's list.