[Feedback/Suggestion]Melee damage

Discussion in 'Feedback and Suggestions' started by piotras, Sep 4, 2014.

  1. piotras

    piotras Goblin Champion

    First of all I would like to say I'm super happy about the recent changes in terms of MP - it revived a lot of cards by bringing other in line.

    However, in my opinion the main offenders still remain unchanged - I'm talking about obliterating attacks and in general the superiority of hacks and bludgeons over bashes, ranged stabs, slices and now also including step attacks.

    The only melee damage cards which could be considered somewhat equally good in its own way are vampire drain attacks given that the HP drained counts twice and is boosted by 2 and cantrip with talented healer. A lot of people see this and the 3 vamp teams are slowly but steadily also getting out of hand. However, I wanted to concentrate on warrior attacks.

    Given that heals also got boosted in the last round of tweaks other attacks got relatively weaker as well (bashes got an increase, most of the stabs or slices are still pitiful however).

    One of the biggest advantages of the high-damage attacks is that they are good straight out of the box, while all other types require much more planning to pull off and as a consequence much more can go wrong. At least that is my conclusion after testing out builds that don't use obliterating attacks. All the advantage you get from playing smart with stabs or bashes for a few turns can be lost after your opponent manages to play a single 17 dmage card. Alas, my equipment is still missing many items but I doubt things will change if I shower myself with legendaries - switching back to obliterating is always the better solution.

    I would advise increasing the damage of melee attacks besides drains and high-damage hacks and bludgeons or bringing the latter down to make other attacks more interesting.
     
  2. Flaxative

    Flaxative Party Leader

    Interesting thoughts, thanks.
     
  3. neoncat

    neoncat Feline Outline

    Vamps and warriors are all I see nowadays.

    Team run is overpowered because of the other movement nerfs, and it's rare when I don't see at least one per match. Sparkling Cloth Armor is also common (50% of matches), and again provides an unusually high / reusable movement ability (when used as defense against wizards, it usually closes to melee range after a single attack).

    I've given up running wizards at all, because they just get cornered and smashed in the space of a single turn.
     
  4. neoncat

    neoncat Feline Outline

    Lowering peak damage would be much better than an across-the-board buff.
     
    Flaxative likes this.
  5. Flaxative

    Flaxative Party Leader

    I'm inclined to agree with neoncat.

    I've seen some good wizard builds since the nerfs, by the way, but yeah, they definitely ended up in a comparatively worse position than the other classes. Will be interesting to look at actual stats on these things if and when we return to the balance table.
     
  6. Scarponi

    Scarponi Moderator

    I've seen way more priests than before, but pre-balance I almost never used to see priests so I don't know that seeing more is a bad thing. I've still seen wizards to a fair extent but usually in different modes - some being extremely competitive.
     
  7. Jade303

    Jade303 Thaumaturge

    I'd still like to see a hard reason why they nerfed Mighty Hack/Bludgeon but not Obliterating Bludgeon. I mean, I've questioned design features in the past and eventually found good reasoning behind it, but this one leaves me stumped.

    I mean, there's little competition between Surging Battleaxe and Infused Greatclub; many people use the Greatclub and those oblits can certainly swing the match around as early as they are drawn.
     
  8. Flaxative

    Flaxative Party Leader

    Probably because we haven't gotten around to modifying OB yet.
     
  9. Jade303

    Jade303 Thaumaturge

    Modify Oblit how? Like, "This attack deals 1 less damage for each card in target's hand?"
     
  10. Lord Feleran

    Lord Feleran Guild Leader

    Mighty Bludgeon comes with many cards that had Shredding Strike. And those turned into Sundering Strikes so I like the change to mighties.
     
  11. Flaxative

    Flaxative Party Leader

    I don't know.
     
  12. Jade303

    Jade303 Thaumaturge

    You mean Mighty Bludgeon comes on so many items that had Shredding Strike? As in, one item? (Healing Hand Mace).
    That makes no sense, your theory has come up before but we all know that it is wrong.
     
  13. Flaxative

    Flaxative Party Leader

    @Jon has explained his reasoning for nerfing the mighty attacks. OB and AH haven't been hit yet. I can't guarantee what will or won't happen when we take another look at balance, but you guys definitely don't need to make guesses about why what happened to the mighty attacks happened.
     
  14. Jade303

    Jade303 Thaumaturge

    So can we stop guessing and have you just tell us already? There wasn't much of an explanation before, during the balance changes that I am aware of.
     
  15. Flaxative

    Flaxative Party Leader

    Last edited: Sep 15, 2014
  16. Lord Feleran

    Lord Feleran Guild Leader

    Alright, my bad. Items with Mighty Bludgeon have something that gof buffed. Either Sundering Strike or Strong/Powerful Bash. And not all, but 6/7, and on the 7th item there's 2xCleansing Presence.
     

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