The spell is cute and when you have one of them in your deck from armor its a nice "Yes i got it" moment but in its current form after lots of testing on both sides i have to say that it warps pvp too much by giving a free vp point any time you use it towards the end of a turn. Now imagine 3 wizards that each roll with 3-5 whirlwind enemies and you now have 6 free vp turns without much of a hazzle while the other guy is scrambling just to try and get in range. Don't get me wrong the spell is random and can screw you over. But if you use it smartly they basically have to land next to you or they are screwed for the round pretty good for one card.
The fact that you generally get max 3 blocks per characters and that wizards almost cant get them makes that less relevant. Also in that case you get 3 blocks for one spell regardless of where they are standing which is also pretty stupidly good to be fair. Trust me on this me and Gabbek did a lot of testing and going back and forth before coming to the conclusion that we consider it overpowered in its current form. I will keep testing some things but i really do think its twisting in a very bad way and should at the very least be considered for some kind of fix or restriction on what items can have it.
Spell-reflecting blocks would be kinda funny in this situation however, and I don't think someone's likely to get more than a handful whirlind enemies in deck with current gear?
Currently you can have 5 per deck at most as far as i can tell but that's still 4 too many in our opinion.
Tbh, aren't there a lot of counters for this? Esp for dwarves, there's that trait that could work great for this. I see stuff like whirlwind changing metas, not screwing over the game. Flavour of the month et c?
Its possible but you don't want to force every player to run dwarfs just for that trait especially since they just fall to any frost spells instead then and that would be 4 cards in their deck they have to draw or they lose to it.
You can have as many as 9 in the current deck, I'm running only 5 and it's enough on a single wizard... triple and 10? Good luck Edit: Basicly the issue is whirlwind enemies on arcane items - pretty much the same story with firestorm, when it was only on weapons you could have had at most 4 - now you can have so many that you can make insanely reliable deck with firestorms / whirlwind enemies.
I would like to comment on whirlwind enemies on singleplayer (adventures) - it's one of the strongest spells in the game, if you would ask me. Let enemies waste their moves and then you whirlwind - on maps with victory point you can win just by spamming whirlwind enemies while on others you simply can use it as another 'draw' time for a better cards.
Also: Sprint (x2) [currently max] does not solve the issue, at all. Due to hard terrain / another push effect / another whirlwind enemies -- basically whirlwind enemies 'counters' effectively at least around 6 cards (2 per character)... sometimes you might instantly lose to even a single one - and when you've got as much as 9 in your deck... that's how you roll your odds are rather small to survive ^^
Yeah, whirlwind is a bit of a 'I win' button in some battles. I tested it in one of the astral fights. I got several VPs before the slow enemies even had time to reach the victory squares and that was with just one whirlwind card. Of course I've only done PvE so far but I can easily believe it would be quite effective in PvP as well.
One "solution" (or rather "softening") me and Gabbek discussed would be labelling some cards "Item unique" - you'll never get more than 1 card of those on any given item, so you at least can keep down stuff like running a full whirlwind deck.
Like i think i said earlier if it wasn't allowed on arcane items it would be fine letting you have one on armor or making sacrifices in the staff department just for that is more than fine. The one of yes i got there copy adds fun to the game but multiples break it on some level and warps pvp like i suggested earlier.
That is true but there are two issues with that one being that it forces you to use specific boots and/or dwarfs and the second being that you have to draw it.
Have you tested WE with Halt cards ? edit: gah...it goes back to the question of 'what should proc for movement and wat shouldnt...'
Well, the same goes for any card, really. I mentioned it only to show that Whirlwind is not an insta-win in all cases.