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Next » There was an error. Delete post THIS IS A SPINNER or cancel THIS IS A SPINNER metadata We hope to release the card balancing changes soon. Our goal was to change a few cards in such a way that they are more fair to play against, while maintaining their core functionality. Together with some new cards that will be released, we hope to create a fresh new meta. We may see some changes to early information that is shared here. **Needle Blast** *New ability (level 1): Deal 2 damage to 2 random enemies. (5 mana)* This card has by far received the most requests to be changed. The biggest issue of the card was that it dealt too much damage to the base when played on an empty board. But we wanted to keep the core of the card intact, which is random damage that could potentially hit the base. With this change, the max damage the card can do to the base is reduced and the chance can still be reduced by placing more units on the board. **Gift of the Wise** *New ability (level 1): Gain 9 mana this turn. (7 mana)* Gift was especially powerful at higher levels, due to its card draw and having no mana cost. After the change, the card will have no more card draw and have base mana cost that prevents it from being playing in early turns. The benefit this spell provides will be increased, granting 2 extra mana at level 1. **Archdruid Earyn** *New ability (level 1): On play, randomly play 1 spell card from your hand.* This card can be very powerful in certain combinations, and we feel this powerful move is too easy to do as the card only needs to be in the deck. Additionally, it doesn't encourage deck building as we hoped it would. We changed this card so it plays spells from your hand, to allow for more interesting strategies and deck building. **Queen of Herds** *New ability (level 1): On play, randomly plays 1 Satyr from your deck on the board.* With the change of Archdruid, these 2 legendary heroes became very similar, which is something we would like to avoid. Also the Queen is one of the weaker heroes who doesn't enable zoo strategies as we hoped she would. With this change, we hope to make her stronger for zoo decks. And since Satyr are relatively cheap and supposed to fill the board, we feel this combination is more in line. **Herald's Hymn** *New ability (level 1): Give 2 strength to a friendly target and command all friendly units in its row forward. (6 mana)* We were happy with Hymn on level 1, but on higher levels this card became exponentially more powerful. After the update, it will only give a strength bonus to the targeted unit. This allows for better leveling steps and makes the placement of the spell a bit more important. **Other Changes** * Siegebreakers: Increased ability by 1 * Sharpfist Exiles: Ability only works on units, decreased strength at low levels * Snowmasons: Area of ability restricted to surrounding * Siren of the Seas: Set ability to 3 for all levels, increased strength at higher levels * Fort of Ebonrock: Decreased strength by 1 * Emerald Towers: Decreased strength by 1 * Rimelings: Set ability to 3 for all levels, increased strength at higher levels * The Hearth: Increased strength by 1, decreased ability by 1 * Forgotten Souls: Decreased strength by 1 * Mischiefs: Increased mana and strength by 1 * Siege Assembly: Increased mana and ability by 1 * Mech Workshop: Increased strength by 1 * Brood Sages: Increase mana, strength and ability by 1 * High Priestess Klaxi: Increased ability by 1 * Venomfall Spire: Removed damage, will hit 2 enemies at higher levels metadata When will you guys add more cards? I like the changes btw, it's agreeable, but I think Swarm will still be a dominant use for f2p players even if HH was just slightly changed... Going against a Swarm/Neutral HH low mana deck is always a 50/50 or worse for me in matches no matter what since they will always win early game & snowball it... They'll just push tiles with cheap 2 movement units to reach & abuse your base faster & easier... The tiles aren't long enough to counterplay these Swarm & HH people... Low mana Swarm/Neutrals HH users will dominate/spread more in the queue with p2w lvl 2+ GotW users gone. Fun Fact: The only way F2P players can earn their first fusion stone is by abusing a low mana Swarm/Neutral deck. metadata > *Originally posted by **[SmebSmeb](/forums/955764/topics/937312?page=1#11707971)**:* > When will you guys add more cards? This will happen at the same time as these card updates. I expect to do another update next week to show the new cards. metadata Faith in devs renewed. Hate that my beloved fort is being nerfed but can live with it. The change to Gift is wholeheartedly welcome. > This will happen at the same time as these card updates. I expect to do another update next week to show the new cards. Holy shit does this mean we get new cards in 2 weeks approx? Mind telling us how many? Edit: 2 more clarifications please: 1) 'Zoo deck' is new lingo for me. What are we talking about here? 2) Does herald's hymn at level 2 still reduce the mana cost or increase the buffing? metadata > *Originally posted by **[aspareforyou](/forums/955764/topics/937312?page=1#11708077)**:* > Holy shit does this mean we get new cards in 2 weeks approx? Mind telling us how many? We don't know exactly when the new client will be avaiable for combat. But yes, this will contain 10 new cards. > *Originally posted by **[aspareforyou](/forums/955764/topics/937312?page=1#11708077)**:* > 1) 'Zoo deck' is new lingo for me. What are we talking about here? > 2) Does herald's hymn at level 2 still reduce the mana cost or increase the buffing? 1) Zoo refers to a deck archetype that relies on filling the board with cheap units. 2) Hymn will only reduce in mana cost at level 4 metadata Can't criticize any of the changes, hoping Earyn cant allow players to abuse powerful spells by playing them twice now, GotW was never a good idea & hopefully HH can keep early losses at bay. Honestly wasn't bothered by Needles & mayybe Queen will see some love. metadata ***Needle Blast is nerfed.*** Today is a holy day that will be remembered. I’ve been waiting for that card to get nerfed, it brought me great pain. Other than that, I’m only slightly salty Ebonrock was brought down, but it’s not too bad. Best bird Klaxi has +1 strength as well, i’m happy to see that. metadata > *Originally posted by **[Lord_Sandman](/forums/955764/topics/937312?page=1#11708293)**:* > ***Needle Blast is nerfed.*** Today is a holy day that will be remembered. I’ve been waiting for that card to get nerfed, it brought me great pain. Other than that, I’m only slightly salty Ebonrock was brought down, but it’s not too bad. Best bird Klaxi has +1 strength as well, i’m happy to see that. Not +1 strength, it's +1 ability, meaning instead of strengthening two random weaker friendly units on the board by 5 strength at lvl 1, it is now increased by 6 strength at lvl 1, so it's basically a +2 ability buff. Her personal strength remains the same. But yeah, I'm glad that Needle Blast's rng dmg got nerfed, I won't be seeing these cheesy people that support Needle Blast in the forums anymore, but I still don't like how it can still hit your base directly with units on the board. metadata > *Originally posted by **[SmebSmeb](/forums/955764/topics/937312?page=1#11708384)**:* > > *Originally posted by **[Lord_Sandman](/forums/955764/topics/937312?page=1#11708293)**:* > > ***Needle Blast is nerfed.*** Today is a holy day that will be remembered. I’ve been waiting for that card to get nerfed, it brought me great pain. Other than that, I’m only slightly salty Ebonrock was brought down, but it’s not too bad. Best bird Klaxi has +1 strength as well, i’m happy to see that. > > Not +1 strength, it's +1 ability, meaning instead of strengthening two random friendly units on the board by 5 at lvl 1, it is now increased by 6, so it's basically a +2 ability buff. Sorry for the confusion about the card. It has two numbers in it's description, in this case the +1 ability refers to how many units are replaced with stronger ravens. Old (level 1): On play, randomly destroy 2 weaker friendly units and spawn 5 strength Ravens there. New (level 1): On play, randomly destroy 3 weaker friendly units and spawn 5 strength Ravens there. metadata Oh that's even better lol, I might consider using her after the update now... With RoF. metadata > On play, randomly destroy 3 weaker friendly units and spawn 5 strength Ravens there. Uhh isn't that broken? Granted it'll deliver some reprieve to a weak class but still... metadata So sad that swarm is getting stricked from several sides :/ i wonder if HH will be playable like this **and** at 5 mana before level 4..... Thats too harsh. Why the reduction of poor Emerald Towers? >But yeah, I'm glad that Needle Blast's rng dmg got nerfed, I won't be seeing these cheesy people that support Needle Blast in the forums anymore Oh we'll still be here. (good on you for the choice of words) metadata Could you elaborate on venom fall spire? I like the sound of multiple targets, but I’m wondering at what level does it start targeting more than one enemy? Thanks metadata These upcoming balance changes and new cards seem quite necessary and delightful. However, some of them feel unnecessary. All of the building changes except ebonrock have never been requested, and already seemed fairly balanced. Any reasons for that? By chance, was the brood sage buff inspired by my suggestion on a few different threads to increase all of its stats by one? metadata Will we be able to challenge specific players next update? metadata I thought of one issue with the gift of the wise update. The combination of GofW and Earyn will be extremely powerful, for 7 mana you put a 7 strength unit on the board and gain 9 mana, that is a situation that could be unstoppable if played. You are basically playing a 0 mana unit with 7 strength and the ability “give you two mana this turn”. Granted with the Earyn nerf this situation won’t happen as often, maybe this situation is part of the reason you nerfed Earyn. I don’t know if this situation will actually become a issue in the game, but in theory it could be a game changing combination. metadata > *Originally posted by **[mwags24](/forums/955764/topics/937312?page=1#11708616)**:* > Could you elaborate on venom fall spire? I like the sound of multiple targets, but I’m wondering at what level does it start targeting more than one enemy? We're still testing with the exact values, but it will start out with hitting a single target and end with either 2 or 3 targets hit. > *Originally posted by **[Harry7C](/forums/955764/topics/937312?page=1#11708650)**:* > These upcoming balance changes and new cards seem quite necessary and delightful. However, some of them feel unnecessary. All of the building changes except ebonrock have never been requested, and already seemed fairly balanced. Any reasons for that? Emerald was nerfed because of the Ebonrock change - otherwise it would just be +1 mana for its entire ability. The Hearth's ability was a bit too strong with other structures on the board, so we swapped the ability and strength to not nerf it too hard. Siege Assembly we wanted to have a bigger impact later in the game. Mech Workshop was a bit too weak / easy to kill. Venomfall Spire we removed the damage to make it easier to play cards requiring poison. > *Originally posted by **[Harry7C](/forums/955764/topics/937312?page=1#11708650)**:* > By chance, was the brood sage buff inspired by my suggestion on a few different threads to increase all of its stats by one? It was a card that got a lot of attention in that it needed to be a bit stronger. As such, we've tried several options (and suggestions) to make the card more interesting and this change worked out best. > *Originally posted by **[speedorama476](/forums/955764/topics/937312?page=1#11708710)**:* > Will we be able to challenge specific players next update? Nope, the feature is still in development. We'll share more info in the future. > *Originally posted by **[mwags24](/forums/955764/topics/937312?page=1#11708998)**:* > Granted with the Earyn nerf this situation won’t happen as often, maybe this situation is part of the reason you nerfed Earyn. That was indeed one of the worries we had. metadata What's going on with Siren of the Seas now? I Know someone said Klaxxi will have +1Ability so she Upgrades 3 weaker units, but it says set to 3 for Siren of the Seas? She becoming stronger? Or does she weaken units down to 3strength no matter what lvl she is? metadata Structures are becoming useless. 6 mana for the siege assembly? that makes the combo mia+siege assembly to 8 mana and the structure can still be one shot... What's the point of the needle balst now? Nobody is going to use it. The next spell that everyone will play is bladestorm, which is slightly OP at lvl 3... The herald hymn is still too strong, it's rare to have 3 or 4 units in a row near the ennemy base. So basically the strength is unchanged compared to before (ok the leveling changes a bit). Siegebreaker? still hard to play due to the 0 move. People play their structure near their base very often. Good for sharpfist exile! The fort of ebonrock is going to be a bit useless. That was one of the only way to defend against stronger cards. Beginners will be crushed even more often. What kind of meta are you aiming for? I have the feeling that the game will be even longer and less interesting. Since the structure are weak it will be a constant flow of units, whoever has the strongest units win...there won't be much strategy there. metadata Did I miss the Siren, Brood Sage, Forgotten Souls and Rimelings changes or were they newly added?? > I thought of one issue with the gift of the wise update. The combination of GofW and Earyn will be extremely powerful, for 7 mana you put a 7 strength unit on the board and gain 9 mana, that is a situation that could be unstoppable if played. You are basically playing a 0 mana unit with 7 strength and the ability “give you two mana this turn”. Very good point. Without the draw function though, this gets slightly mitigated in that the opponent will have to spend 9 mana on only 2 units (which is still a lot). However, with a card like Freebooters, this could get out of hand. Archdruid >Gift>Freebooters>Rimelings> Another 4 elixir card or Northsea Dog. However, not everyone is going to have archdruid and while the intensity of the combo has been increased, so has the cost (before, you would require atleast 4 mana + gift+rimelings). Guess we'll have to wait and see how it goes down. metadata > *Originally posted by **[AzazeL___](/forums/955764/topics/937312?page=1#11709515)**:* > What's going on with Siren of the Seas now? I Know someone said Klaxxi will have +1Ability so she Upgrades 3 weaker units, but it says set to 3 for Siren of the Seas? She becoming stronger? Or does she weaken units down to 3strength no matter what lvl she is? The latter, she will weaken units to 3 strength at all levels. > *Originally posted by **[aspareforyou](/forums/955764/topics/937312?page=1#11709554)**:* > Did I miss the Siren, Brood Sage, Forgotten Souls and Rimelings changes or were they newly added?? I've indeed updated the list with some more "minor" changes. Also Mischiefs is on the list now. I don't expect more cards will be added until these are live and the first new set of cards is out. metadata > _Originally posted by **[aspareforyou](/forums/941638/topics/937312?page=1#11709554):**_ > Did I miss the Siren, Brood Sage, Forgotten Souls and Rimelings changes or were they newly added?? > > > I thought of one issue with the gift of the wise update. The combination of GofW and Earyn will be extremely powerful, for 7 mana you put a 7 strength unit on the board and gain 9 mana, that is a situation that could be unstoppable if played. You are basically playing a 0 mana unit with 7 strength and the ability “give you two mana this turn”. > > Very good point. Without the draw function though, this gets slightly mitigated in that the opponent will have to spend 9 mana on only 2 units (which is still a lot). However, with a card like Freebooters, this could get out of hand. > > > Archdruid >Gift>Freebooters>Rimelings> Another 4 elixir card or Northsea Dog. > > However, not everyone is going to have archdruid and while the intensity of the combo has been increased, so has the cost (before, you would require atleast 4 mana + gift+rimelings). Guess we'll have to wait and see how it goes down. Anything is better than the current Earyn spell abuse so its an improvement in my eyes, especially how restrictive having her and a Spell will be now, so she's not as broken but still more useful than our current Queen of Herds. My winter deck isnt looking so good now but its for the greater good. Anyone think Q.o.H will be more useful playing dreadfawns from the deck? metadata I support the Earyn nerfing (only plays spells from your HAND), but this makes her useless late game as we won’t need her for “free” spells as we’ll have the mana necessary to play them on their own. Plus, we will want to play them on their own versus being played “randomly” by Earyn. For a legendary to become obsolete through the course of play kind of defeats the purpose of having a legendary. Also, for her higher levels, how often are you going to have 2 spells in your hand PLUS her? The chances are very low and so this decreases her value as a leveled Legendary.... What about this added change? She only plays spells from your hand, but the spell is replaced by another card. This allows her to maintain her usefulness into the late game when mana is plentiful while not overpowering the early game. metadata I will probably get roasted for this reply, but why change the cards? In my opinion the cards are just fine as they are. Some might be very powerful, but the different deck types (ironclad or shadowfen etc.) has their own powerful cards, and they can all be countered somehow. I would prefer changes like challenging friends, chatting w/ friends, special events etc. I know the game is still new, but I would just share my opinion. No matter what, the game is awesome and I am excited about upcoming updates! metadata > _Originally posted by **[RiverJordan](/forums/941638/topics/937312?page=1#11710061):**_ > I support the Earyn nerfing (only plays spells from your HAND), but this makes her useless late game as we won’t need her for “free” spells as we’ll have the mana necessary to play them on their own. Plus, we will want to play them on their own versus being played “randomly” by Earyn. For a legendary to become obsolete through the course of play kind of defeats the purpose of having a legendary. > > Also, for her higher levels, how often are you going to have 2 spells in your hand PLUS her? The chances are very low and so this decreases her value as a leveled Legendary.... > > What about this added change? She only plays spells from your hand, but the spell is replaced by another card. This allows her to maintain her usefulness into the late game when mana is plentiful while not overpowering the early game. I just don't think its a healthy ability to throw out a Highcost spell for 7 mana & have a minimum 7strength Unit, while potentially being able to then play that same spell again all in one go. I get that she's Legendary, but saying shes now obsolete really laughs in the face of the likes of Counsellor Ahmi or Queen of Herds Currently. I get that Its pretty crappy to have had Godtier luck to get a useful Legend like her but shes still more useful than most soooo, the b#$*! had it coming ( oಥ‿ಥ)b « Prev

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