X Complete Initialization for 10 kreds Complete the Quest and earn an exclusive shiny kongpanion + 10 kreds 15% « Previous Next » Congratulations! You’ve completed your Kongregate account! Keep exploring Kongregate with more badges and games! Congratulations! You’ve completed your Kartridge quest! Spend your hard earned kreds on some of these games! Hide the progress bar forever? Yes No Forums → Stormbound: Kingdom Wars → General → [Official] Upcoming Balance Changes January (locked) ​ Limit my search to this forum 133 posts « Prev

1

2

3

4

5

6

Next » There was an error. Delete post THIS IS A SPINNER or cancel THIS IS A SPINNER metadata In our [previous dev post](http://www.kongregate.com/forums/941638-stormbound-kingdom-wars/topics/969379), we shared some of our analytics and identified some of the issues the meta has. Today, we want to update you what changes will be made to the cards with a future update. Though the reasons specific cards get balanced vary from each other, this is a short summary of the biggest changes: * Decreased power of spells that give strength to units * Decreased power of "aggressive" units * Poison area effects have been reworked and will hit both friendly and enemy units. * Push and pull has been reworked: Pushing a unit will move it away until it can't move further (blocked by unit, structure, base or the edge of the board). Similarly, pulling a unit has no range restriction anymore and will pick the first unit in any direction if it belongs to the enemy. ![](https://media.giphy.com/media/l0HUcBbrnEOiY5njO/giphy.gif) The details below are still being finalized and may change before the actual update goes live. *** ### Card Changes *** **Winter** * Fleshmenders - Increased strength given by 1 * Frozen Core - Increased strength by 1 at lower levels * Icicle Burst - Increased max strength requirement by 1 (to be on par with leveling of Veterans of War) **Swarm** * Forgotten Souls - Will command a random bordering unit at levels 1 and 2, all bordering at 3 and 4, all surrounding at 5. * Devastators - Increased strength by 1, decreased bonus damage by 1 * Pan Heralds - Reworked: will now buff all surrounding friendly units (was Satyrs only). Level 1: 4 mana, 1 strength, "On play, give 1 strength to all surrounding friendly units." * Swarmcallers - Ability now requires Satyr (was friendly units) * Broken Truce - Increased mana, damage to base and the leveling steps. And removed the "if" requirement on the base damage. Level 1: 4 mana, "Destroy a target unit or structure. Deal 5 damage to your base." * Herald's Hymn - Decreased strength given by 1 * Dark Harvest - Set mana to 5 at all levels, increased damage at higher levels **Ironclad** * Windmakers - Removed range from pushback * Armed Schemers - Removed range from pull, decreased strength at higher levels * Ozone Purifiers - Removed range from pushback, decreased strength by 1 * Flaming Stream - Removed range from pushback * Siege Assembly - Decrease mana and strength by 1 * Boosting Elixir - Ability requires bordering on lower levels, decreased strength at higher levels * Fortification Tonic- Reduced mana by 3, reduced strength given by 1 and is bordering at lower levels **Shadowfen** * Crimson Sentry - Damages and poisons friendly units too, increased damage (to be on par with Toxic Sacrifice) and remains bordering at all levels * Amberhides - Can now also drain from a friendly poisoned unit * Toxic Sacrifice - Increased mana by 2, surrounding at all levels, damages and poisons ALL units. Level 1: 3 mana, "Destroy a target friendly unit. Deal 2 damage to all surrounding units and poison them." * Blood Ministers - Increased ability at higher levels by 1 * High Priestess Klaxi - Increased strength by 1 * Marked as Prey - Doubled strength of spawn * Curse of Strings - Increased max strength requirement by 1 (to be on par with leveling of Veterans of War) **Neutral** * Victors of the Melee - Ability will now hit all surrounding enemies (removed "other"), decreased strength by 1. Level 1: 6 mana, 3 strength, "When attacking, deal 2 damage to all surrounding enemies." * Green Prototypes - Reduced strength and ability by 1 * Avian Stalkers - Increased strength by 1 * Boomstick Officers - Increased strength at level 1 and damage at other levels * Salty Outcasts - Increased strength by 1 * Trueshot Post - Increased damage by 1 * Potion of Growth - Decreased strength given by 1 * Kindred's Grace - Increased mana by 1, the target of the spell will gain more strength, while all others of the same type will receive less. Level 1: 6 mana, "Give 4 strength to a target friendly unit and 2 strength to all others with the same unit type." metadata But won’t this make _ozone purifiers_ and **some other units that pull or push enemies** too powerful? metadata Thanks for the update! Kudos to the devs for communicating changes as well as continually balancing/rebalancing the game we all enjoy for the players' continual enjoyment. Cheers! metadata > *Originally posted by **[31313131](/forums/955764/topics/1311266?page=1#12161738)**:* > But won’t this make _ozone purifiers_ and **some other units that pull or push enemies** too powerful? Some of these units have been adjusted to fit their improved push / pull. Please note that it still only pushes a single unit, if anything would have stood behind this unit the push wouldn't do a thing. metadata Also , when will these changes come into effect? metadata On pan heralds is that supposed to be surrounding or bordering because it's currently bordering metadata what about counselor ahmi :-( metadata and broken truce has gone from op broken to shitty broken using surrender would be more usefull at this point metadata So green prototypes are a 0 movement card? metadata > *Originally posted by **[AranoJ](/forums/955764/topics/1311266?page=1#12162491)**:* > > *Originally posted by **[31313131](/forums/955764/topics/1311266?page=1#12161738)**:* > > But won’t this make _ozone purifiers_ and **some other units that pull or push enemies** too powerful? > > Some of these units have been adjusted to fit their improved push / pull. Please note that it still only pushes a single unit, if anything would have stood behind this unit the push wouldn't do a thing. What about Flaming Stream? Since that will push all units back, unlike units with the ability. metadata > _Originally posted by **[RedLove83](/forums/941638/topics/1311266?page=1#12167919):**_ > So green prototypes are a 0 movement card? Movement? No. It will spawn with 1 strength and give 1 strength after death at level 1. metadata > *Originally posted by **[Vantage1](/forums/955764/topics/1311266?page=1#12163433)**:* > On pan heralds is that supposed to be surrounding or bordering because it's currently bordering Well when the balance changes come, it will buff **all surrounding** friendly units instead of bordering. metadata > * Kindred's Grace - Increased mana by 1, the target of the spell will gain more strength, while all others of the same type will **receive less**. Level 1: 6 mana, "Give 4 strength to a target friendly unit and **2 strength to all others** with the same unit type." How is that receive less? Currently it's 2! Basically it's 1 extra mana but target get an extra 2 strength! metadata > *Originally posted by **[RedLove83](/forums/955764/topics/1311266?page=1#12167919)**:* > So green prototypes are a 0 movement card? Green Prototypes -** Reduced strength and ability by 1** It never said anything about reducing **movement. ** metadata > *Originally posted by **[ZAFTW](/forums/955764/topics/1311266?page=1#12162772)**:* > Also , when will these changes come into effect? We expect these to be live in a couple of weeks. > *Originally posted by **[Vantage1](/forums/955764/topics/1311266?page=1#12163433)**:* > On pan heralds is that supposed to be surrounding or bordering because it's currently bordering Pan herals will be surrounding at all levels. > *Originally posted by **[RedLove83](/forums/955764/topics/1311266?page=1#12167919)**:* > So green prototypes are a 0 movement card? No, they will keep their 1 movement > *Originally posted by **[Conflicter](/forums/955764/topics/1311266?page=1#12168234)**:* > What about Flaming Stream? Since that will push all units back, unlike units with the ability. Flaming Stream will push each unit as far back as possible (starting with the one at the back). metadata > *Originally posted by **[AranoJ](/forums/955764/topics/1311266?page=1#12168773)**:* > > *Originally posted by **[ZAFTW](/forums/955764/topics/1311266?page=1#12162772)**:* > > Also , when will these changes come into effect? > > We expect these to be live in a couple of weeks. > > > *Originally posted by **[Vantage1](/forums/955764/topics/1311266?page=1#12163433)**:* > > On pan heralds is that supposed to be surrounding or bordering because it's currently bordering > > Pan herals will be surrounding at all levels. > > > *Originally posted by **[RedLove83](/forums/955764/topics/1311266?page=1#12167919)**:* > > So green prototypes are a 0 movement card? > > No, they will keep their 1 movement > > > *Originally posted by **[Conflicter](/forums/955764/topics/1311266?page=1#12168234)**:* > > What about Flaming Stream? Since that will push all units back, unlike units with the ability. > > Flaming Stream will push each unit as far back as possible (starting with the one at the back). > > Thank you for the clarfications Arano! metadata Goodbye Shadowfen. I think you went overboard with the proposed SF nerfs. Poisoning and damaging your own units is too detrimental. Shadowfen was a good faction but not because of the poison mechanic. These proposed changes make poison worthless and in some cases harmful. Once the enemy is poisoned, there are 2 cards that you can use to take advantage of the poison... Amberhides and Marked as Prey. Amberhides is getting an unnecesary nerf (more below) and MaP is not very good when dealing with any enemy with more than 4/5 strength and can't be used on a non-poisoned enemy. Why use poison at all now? The nerf you're making to Kindred's Grace would have given a needed nerf to high level SF players, but the additional nerfs you've proposed will make the faction unplayable especially at lower levels where it was already the least popular. Toxic Sacrifice was a very good card that needed a nerf, but now it will be garbage. Either increase the mana OR have it poison/damage your own units, but doing both is ridiculous. I think the cost should remain the same if it is going to damage and poison all your own surrounding units. Crimson Sentry damaging and poisoning your own units for 4 mana? No thanks. Amberhides? Did this card really need to be nerfed? It was very situational before. Now it may drain from your own unit instead of the enemy? No thanks. Before it was a high risk / high reward card. Now the risk has gone up on a card that is already difficult to use effectively. Since poison in general is less valuable now and Amberhides will be played less, Copperskin Ranger and Brood Sage, which aren't great cards currently, essentially take a hit too. High Priestess Klaxi and Curse of Strings are too expensive to play currently. The buffs you proposed won't help that much and definitely don't make up for the nerfs to the rest of SF. HPK's strength buff increases the chance that she'll destroy and replace one of your stronger units instead of a weak one. Give HPK a movement buff instead, though she'd still be difficult to play for 8 mana. Someone please let me know where the Shadowfen funeral is going to be. I'll send poisoned flowers. Goodbye Shadowfen metadata Just spent that last 2 months trying to upgrade toxic sacrifice to level 4. Finally two days ago I get enough and spend 21 fusion stones to get it to level 4..... and this happens. I think I’m going to just give up, I love my luck metadata > *Originally posted by **[mwags24](/forums/955764/topics/1311266?page=1#12170421)**:* > Just spent that last 2 months trying to upgrade toxic sacrifice to level 4. Finally two days ago I get enough and spend 21 fusion stones to get it to level 4..... and this happens. I think I’m going to just give up, I love my luck I did the same. It's the only card I've spent stones on. Huge waste. metadata > *Originally posted by **[Fezzix](/forums/955764/topics/1311266?page=1#12170400)**:* > Goodbye Shadowfen. > > As a shadowfen main myself, I love the changes anyway. These are only fair. Toxic sacrifice had to be nerfed :P metadata I love all of these balance changes tbh, looking forward to it metadata Wow....so many changes...isn't it to drastic? I think They will significantly make the game slower and force almost all decks(especially SF/Swarm) to find new strategies and cards, that along with the high prices for upgrades (that make it impossible to try new stuff) will create a pretty big obstacle for lot's of users myself including. After spending the time these past 2 month and a symbolic 20$ as a token of appreciation, I find really hard to see how can I adjust to this new situation. Even though I think the changes favor Winter and Ironclad I do believe they are necessary but to dramatically on the nature of the game itself I really hope you address this issues (maybe a "test" environment so we can try other cards without having to upgrade them) Thanks a lot any way I really enjoyed the game so far, you guys do an amazing job metadata > *Originally posted by **[Shte](/forums/955764/topics/1311266?page=1#12170709)**:* > Wow....so many changes...isn't it to drastic? > I think They will significantly make the game slower and force almost all decks(especially SF/Swarm) to find new strategies and cards, that along with the high prices for upgrades (that make it impossible to try new stuff) will create a pretty big obstacle for lot's of users myself including. > > After spending the time these past 2 month and a symbolic 20$ as a token of appreciation, I find really hard to see how can I adjust to this new situation. > > Even though I think the changes favor Winter and Ironclad I do believe they are necessary but to dramatically on the nature of the game itself > > I really hope you address this issues (maybe a "test" environment so we can try other cards without having to upgrade them) > > Thanks a lot any way I really enjoyed the game so far, you guys do an amazing job That's a valid concern and something that is very important for us when working on the balance of the game. Yes, this is quite a significant amount of cards that got changed. We feel this was the minimal set required to get a more equaled playing field. Because changes often come in groups (like the push/pull, poison change) this will automatically result in a bigger set of changes. In regards of prices to try something new - these changes are also intended to make a wider of cards valuable, so cards you get from packs should generally be more useful. Thanks for your feedback! metadata "Someone please let me know where the Shadowfen funeral is going to be. I'll send poisoned flowers. Goodbye Shadowfen" i feel ya bro..i was shadowfen all the way...might as well just start from scratch and play what evryone else does for win if proposed changes go through.....hello ..*ugh*....swarm... metadata My guess is that Shadow will still be one of the top factions around, and especially so because so many primary swarm cards have been affected by the change. Sure TC now is 3 mana but that’s still very cheap, and most players I see play it when they have no friendly units around. « Prev

1

2

3

4

5

6

Next »

