Cooler | 2014-03-20 12:41:14 |
New version (1.33) is released. It contains some balance changes (listed below). You don't have to install the new version manually - just enter the online league (this works for both PC and iOS versions) :)
Modified by Cooler on 2014-03-20 13:07:00 Cooler | 2014-03-20 12:44:37 |
List of changes:
Orc Chieftain: +1 life.
Bargul: +1 life.
Water Elemental: -1 life.
Mind Master: +1 life.
Astral Guard +1 life.
Phoenix: +1 attack and -4 life.
Giant Spider: +1 life.
Troll: +1 life.
Earth Elemental: +1 life.
Master Healer: -1 life.
Insanian Berserker: +1 life.
Three-headed demon: -1 life.
Ratmaster: +1 life.
Chrono Engine: -1 life.
Time Dragon: -1 life.
Magister of Blood: -1 life.
Monument to Rage: -2 life.
Dark Sculptor: -1 life. Daidalos | 2014-03-20 12:50:16 |
Wow! Just look at the Phoenix!
FORESTRY | 2014-03-20 13:11:11 |
mindmaster will be really hard to kill efficiently now, so kind of imba, pnly tornado or stone rain will stop it, but not inferno...
troll and bargul beyond stone rain range makes for much more aggressive options in the midgame, i like this, prevents players from being ultra defensive with e9
phoenix play will now be more viable, as the phoenix has a higher threat value and will be harder to ignore.
i like everything because it moves the metagame more towards possible agression instead of just late game wins by pure mana advantage... but really, w11 will be unkillable now. GrimJ0ker | 2014-03-20 13:15:32 |
Poor Dark Sculptor srbhkshk | 2014-03-20 13:26:17 |
These are cool : -------------------------------------------------------------- Orc Chieftain: +1 life.
Bargul: +1 life.
Troll: +1 life.
Insanian Berserker: +1 life.
Three-headed demon: -1 life. ----------------------------------------------------------------
These are not : ---------------------------------------------------------------- Water Elemental: -1 life.
Mind Master: +1 life.
Earth Elemental: +1 life. ----------------------------------------------------------------
Phoenix I am not sure about, Probably a huge buff here, It becomes ridiculous in the draws it was already extremely hard to beat in, but is better in the other cases, The rest of the changes seem irrelevant(not bad, just don't care about them.) to me. Sinist | 2014-03-20 14:06:22 |
So no direct counter for troll and bargul now? Good phoenix, nice bird
Good, Its Good. Doing change in Dark sculptor doesn't make anything different. Its just a spell with a chump blocker.
I agree that Killing Mind Master will be now little hard. Putting Bargul and Troll in out of range of Stone Rain is really good.
I wonder theres no change in Greater Bargul and Blind Prophet. AtomOfUniverse | 2014-03-20 14:47:49 |
+1 on troll means much more than on bargul. Troll will have 9hp when a unit will first attack it after stone rain. Although, taking 8 damage after using all earth is still a big blow.
edit: the question of e2 will be more crucial in these situations
edit2: stone rain plus fire elemental play may be worth considering against bargul Modified by AtomOfUniverse on 2014-03-20 14:51:32 RedRook | 2014-03-20 15:08:57 |
Very nice changes! Glad to see a balance update. Most of these changes are really good, but a few of them... Orc Chieftain is nice, but I thought it was quite fair before. Bargul is pleased. Mind Master & Astral Guard! A buff? Seems a tad too much. Phoenix & Giant Spider are much better now. Troll on the other hand is not so good. I think bringing Troll out of Stone Rain range is a very radical move, even game changing. Troll did not need a buff. Earth Elemental didn't really need more life but it looks good to have a clean 50 life... Goodness that's a healthy rock! Everything else looks reasonable - a fair improvement. Thanks for the update! Modified by RedRook on 2014-03-28 04:17:36
Thanks for the changes.
Troll is very amused at your puny attempts to stone rain him.
Water Elemental however, is not very happy to the -1 HP. It already counts as a healing spell (+10hp), leaving you with only one healing card most of the time. Therefore why does Air Elemental not count as a player damage spell?
Water Elemental heals 10, e2 heals 8 and both count as healing cards. Air Elemental damages player for 8, lightning for 6 .. but that Elemental doesnt count as your 1-minimum direct player damage? Why is Water Elemental not removed from the 2-card minimum rule for healing spells, so you can at least have 1 real healing? I'm always sad when the only 2 healing cards you get are Water Ele + Master Healer.
Modified by Wicky on 2014-03-20 15:27:38
Orc Chieftain: +1 life.
amen! thank you for implementing this at last! F5 is a very interesting card, but up to now it was a little bit overcommitting to the board compared to the tactical advantages it represented
Bargul: +1 life.
just barely out of E9 range. i like this! (for the same reason as F5)
get ready for the barghul skin care treatment everyone!
Water Elemental: -1 life.
Earth Elemental: +1 life.
Master Healer: -1 life.
can't say much about these, as they refer to some big creatures of the basic elements. those creatures had lots of HP already, and they now have 1 more/less. there was not a major balance issue about their respective elements (obviously), so their nerf/buff must have been based on game server statistics. on a hunch, i would say it feels correct for E10 and E11, while i would leave W10 alone personally. however, i must say that i trust estarh's statistics more than my hunches
Mind Master: +1 life.
Astral Guard +1 life.
i must admit these buffs puzzle me a bit. W11 and W12 were already very special, powerful cards (although they needed certain preparations in order to function effectively). they seemed balanced to me as they were, however i wouldn't rush to call them overpowered right now either, as the countermoves against them stay pretty much the same
Phoenix: +1 attack and -4 life.
i like this! going phoenix was a cornerstone strategy (and with good reason) but i would welcome the chance to see it in play more often, since it can create really interesting/fun games when used (and/or countered) effectively
Giant Spider: +1 life.
Troll: +1 life.
E8 was used even less than F8, due to its overcommitting nature/vulnerability (aka dying to E9). definitely a welcome change, although it may be a bit too strong now (i guess we'll have to wait and see)
Insanian Berserker: +1 life.
guess the latest nerfs proved a little bit too much for him? personally i do think he was ok at 13 life
Three-headed demon: -1 life.
Chrono Engine: -1 life.
Time Dragon: -1 life.
Magister of Blood: -1 life.
now we're talking! perhaps these will not be enough to make demons, vampires and time perfectly balanced classes (that's probably impossible to achieve for any class in general), but they are a step to the right direction at least
Ratmaster: +1 life.
i agree that goblins needed some kind of buff, preferably in a card that is not vulnerable to mass destruction, and Gb5 is already very strong. i would prefer the fix for Gb4 (preventing it from switching with another Gb4 when teleporting) but making Gb7 a little bit more resilient seems nice as well
Monument to Rage: -2 life.
i expected some kind of nerf for the cultist, but not on this card specifically. it's a very interesting card, so i am not happy that we are (somewhat) discouraged from playing it more often. i would prefer -1 HP on Cu6 probably
i think he was ok at 9 life but yeah, his function stays pretty much the same anyway
overall seems like another nice update that can help the game drift towards an even more balanced state while encouraging variance! thank you devs
Modified by filip on 2014-03-20 19:01:04 Wavelength | 2014-03-20 22:15:49 |
I wish you guys would do a quick consult with the community before releasing the changes, but regardless, I think most of these are great. Orc Chieftain: +1 life.
He was definitely in need of a little boost (as is Fire Drake, right below him in the fire line, I feel).
Bargul: +1 life.
The ability to survive Stone Rain is huge; all of a sudden he's a usable option in a board control game compared to Fire Elemental, instead of only in a speed game. I think that's very cool, because Bargul is a very cool guy.
Water Elemental: -1 life.
Guessing this had to do with winrates. I'm a little surprised, since Water Elemental is seen in many healscrews.
Mind Master: +1 life.
Seems unnecessary.
Astral Guard +1 life.
I strongly feel Astral Guard needs a ban with Nature Ritual, and then should have his stats buffed from there. The difference in having this combo versus not having it is too big a divide.
Phoenix: +1 attack and -4 life.
Well, this definitely clarifies its use as a card that puts you all-in or creates the illusion that you're going to. I'll reserve judgement on the change until I use it, but on first glance I like it.
Giant Spider: +1 life.
Giant Spider thanks you for this much-needed buff.
Troll: +1 life.
Boom. This single extra life is such a huge game-changer. I have a feeling it's going to change Troll from a below-average card to an above-average one, since you now need to put something really beefy across from Troll to threaten it, instead of just teasing a Stone Rain.
Earth Elemental: +1 life.
I can't imagine this was necessary.
Master Healer: -1 life.
I can't help but think that Master Healer's winrates are being skewed hard by the Vampire Lord class. This guy is so good with Vamp, but he's no better than Hydra or Earth Elemental alongside most special classes. So if you keep nerfing his life because of the winrates, you end up with a card that's still great with Vamp Lord, but sucks alongside most other classes. Is that really what we want? If you can see the winrates of this card by class, and it looks like Vamp is skewing it, I'd recommend making it a rare (~15%) draw with Vampire, and reversing the nerfs that have come solely because of this synergy.
Insanian Berserker: +1 life.
I think a good move in the current meta. Keep an eye on this card, now that the other rush cards have been buffed as well.
Three-headed demon: -1 life.
A good change; you could have gone even further with it. 3-Headed Demon is a wonderfully powerful card.
Ratmaster: +1 life.
Ratsmaster's life total doesn't seem that relevant. Then again, I have a feeling he only needed a very slight buff, so maybe this is a good change.
Chrono Engine: -1 life. Time Dragon: -1 life.
Ha-ha-ha! You guys overlooked Timeweaver AGAIN! My special card will continue to dominate!
Magister of Blood: -1 life.
I like this change, though I'll note I'm surprised no one has brought up Vampire 7. Most people think that's the stronger card in the pair, although I find the Magister to be the better card.
Monument to Rage: -2 life.
RAGE!! I'm honestly shocked that Cult is being nerfed but Blind Prophet remains untouched.
Dark Sculptor: -1 life.
Shouldn't have too much impact on gameplay.
Wavelength | 2014-03-20 22:34:00 |
Also, WOW! You guys somehow sent the balance changes downstream without requiring an update - that is great!!
HeadphonesGirl | 2014-03-21 00:16:17 |
Mind master buff strikes me as questionable for the simple fact that it eliminates a two-turn KO by putting a 4 attack creature in front of it and casting inferno. Outside of that I doubt this will often make much difference, most strategies for killing it are the same.
Glad to see the update! The rest of the changes I range from either indifferent or approving on.
Modified by HeadphonesGirl on 2014-03-21 00:16:34
Mind master buff strikes me as questionable for the simple fact that it eliminates a two-turn KO by putting a 4 attack creature in front of it and casting inferno.
good point. this is the main reason giving W11 an extra HP seems a bit risky...
Modified by filip on 2014-03-21 00:26:11 VampOverPower | 2014-03-21 01:39:24 |
mobile can't connect.please check it.
FORESTRY | 2014-03-21 01:48:26 |
mobile can't connect.please check it. i just tested with tablet and it did connect, must be you or phones
roycelin3 | 2014-03-21 06:21:24 |
Nice! Glad to hear any news :)
VampOverPower | 2014-03-21 11:55:15 |
... i just tested with tablet and it did connect, must be you or phones
what's tablet? ipad or surface pro? FORESTRY | 2014-03-21 17:15:54 |
... what's tablet? ipad or surface pro?
ipad Cooler | 2014-03-21 18:21:55 |
mobile can't connect.please check it. Checked on iPhone-4 - it works! Though, connection may be long because of update. VampOverPower | 2014-03-22 02:01:04 |
... Checked on iPhone-4 - it works!Though, connection may be long because of update.
finally I login in with my iPhone.but the game not update.the data is still ver 1.32.just like fire 8 still 25 hp. there are many bugs when i played game with other player online.
P.s. Mine is Iphone 5 Modified by VampOverPower on 2014-03-23 06:24:40 TheWillofSauron | 2014-03-22 10:08:01 |
Guess the Troll now needs to heal 3 instead of four ... Tx for changes, all being said, major impact F8 & E8. Pity Time 4 didn't get any change :( mm75
Wavelength | 2014-03-23 08:11:31 |
Guess the Troll now needs to heal 3 instead of four ...
Why? You can play Troll early with a lot less risk now, but it's not like he's disgustingly powerful once he hits the board. He's about as good as a creature should be when you have to play eight Earth mana to use him. You could have a reasonable card at 6/28 and 3 healing, but I wouldn't be in favor of changing him like that - the regeneration is the most interesting aspect of Troll so there's no reason to play it down unless it imbalances the game. TheWillofSauron | 2014-03-25 14:36:44 |
It was just a guess of mine, I try to play troll a lot on some games and see ... ;-)
Btw ... other rough guess, with some buff to life for some creatures, Vampire is even stronger now ...
mm75
Wavelength | 2014-03-26 15:22:09 |
Btw ... other rough guess, with some buff to life for some creatures, Vampire is even stronger now ... A very reasonable guess. My own guess is that the total impact of those increases to max health is small enough that it's almost negated by the nerf to Master Healer, which was the single best synergy with Vampire.
Valentyne | 2014-03-26 20:14:19 |
Awesome job, guys! Love these balance patches! Some big surprises on this list. Will Bargul ever stop growing stronger!?! Look at those abs of steel! Awesome! Keep up the great work!
Candidate | 2014-03-27 07:46:52 |
Btw ... other rough guess, with some buff to life for some creatures, Vampire is even stronger now ...
Why is it a buff to Vampire? In fact, Trolls and Barguls summoned by Vampire will never survive Stone Rain or Chaos Bolt, so it's more a buff to other classes, I think.
srbhkshk | 2014-03-28 03:47:33 |
... Why is it a buff to Vampire? In fact, Trolls and Barguls summoned by Vampire will never survive Stone Rain or Chaos Bolt, so it's more a buff to other classes, I think.
Higher life tends to be a buff for vampire because of the leeching effect, but you make a really good point about Troll and Bargul here. JimmyHoffa | 2014-04-07 19:27:05 |
Yes, wavelength ... Bargul is a pretty cool guy, but you gotta watch out. I invited him to a house party, only to find out later that my wallet was missing, he banged my girlfriend and worst of all... left me with an upper decker to clean up afterwards!
On another note: your thoughts on this thread are mostly incorrect, but i do find myself agreeing on master healer. Except for a few situations, I would much rather draw hydra. For one more mana hydra can at the very least negate the effects of master healer. He can also break slots for added player damage and kill creatures before master healer has a chance to heal them.... but wait there's more. He can be paired with an orc or minotaur with devastating effect. Even if you gave them both the same life and regeneration... hydra would still be the better card in most cases. So why are we nerfing master healer?
Modified by JimmyHoffa on 2014-04-08 00:08:34 Valentyne | 2014-04-08 14:46:31 |
On another note: your thoughts on this thread are mostly incorrect, but i do find myself agreeing on master healer. Except for a few situations, I would much rather draw hydra. For one more mana hydra can at the very least negate the effects of master healer. He can also break slots for added player damage and kill creatures before master healer has a chance to heal them.... but wait there's more. He can be paired with an orc or minotaur with devastating effect. Even if you gave them both the same life and regeneration... hydra would still be the better card in most cases. So why are we nerfing master healer?
You make some very good points here! But you have to remember, Hydra and Master Healer are designed for two completely different styles of play; Hydra is a more aggressive card, while Master Healer is more defensive. Depending on the hand you're dealt and what class your playing - plus a whole lota other stuff - you might prefer one over the other. It's a thin line, though. A lot of it comes down to personal preference and style too. Plus, Hydra costs more so it should be a tad stronger, but just a tad. The real question is, when you manage to defy the 1% rule, who do you choose, Hydra or Master Healer!? Sinist | 2014-04-08 17:42:04 |
So why are we nerfing master healer?
Blame vampires I guess...
srbhkshk | 2014-04-08 17:52:00 |
On another note: your thoughts on this thread are mostly incorrect, but i do find myself agreeing on master healer. Except for a few situations, I would much rather draw hydra. For one more mana hydra can at the very least negate the effects of master healer. He can also break slots for added player damage and kill creatures before master healer has a chance to heal them.... but wait there's more. He can be paired with an orc or minotaur with devastating effect. Even if you gave them both the same life and regeneration... hydra would still be the better card in most cases. So why are we nerfing master healer?
Because a straight comparison between cards can't be done the way you are doing it, In a straight fight Insanian peacemakers are better than Berserkers and a Mind master is much better than an Astral Guard. As to why we are nerfing Master Healer, because of what Sinist and Wavelength said, it's just too damn cool with the Vampire cards(especially 7). Sinist | 2014-04-08 18:11:01 |
On the other hand, Astral Guard is sickengly good with Control class, but nobody is going to nerf him, it is vice versa...
FORESTRY | 2014-04-08 23:25:29 |
... You make some very good points here! But you have to remember, Hydra and Master Healer are designed for two completely different styles of play; Hydra is a more aggressive card, while Master Healer is more defensive. Depending on the hand you're dealt and what class your playing - plus a whole lota other stuff - you might prefer one over the other. It's a thin line, though. A lot of it comes down to personal preference and style too. Plus, Hydra costs more so it should be a tad stronger, but just a tad. The real question is, when you manage to defy the 1% rule, who do you choose, Hydra or Master Healer!?
Hydra vs. MasterHealer when played across each other come into stasis in an infinite loop... BUT if you play MasterHealer NOT across from Hydra (and assuming no other creature is played), the Healer will kill the opponent in some turns (3x20=60). Healer prolongs the game for the defender, and Hydra shortens the game for the opponent... also, their relation to destruct is completely opposite - Hydra plays well with F11 while its disastrous for E11. Then theres their relationships with other creatures: E11 makes it a pain to clear out a full horizontal attack... Hydra on the other hand supresses horizontal attacks.... And the synergies with F5 and F7? Thats why we call them synergy, it adds cost of opportunity and added cost of creatures (totalling either 17 with orc or 19 with mino) for a benefit. One final point is that creature damage and player damage are both more expensive than creature heal and player heal.... and theres also the factor of their regeneration and respective HP stats....
LordGek | 2014-04-11 21:39:30 |
So if I log online for the update, will I see these changes in offline singleplayer modes as well?
Estarh | 2014-04-12 22:07:12 |
So if I log online for the update, will I see these changes in offline singleplayer modes as well?
Yes.
JimmyHoffa | 2014-04-14 07:05:40 |
... You make some very good points here! But you have to remember, Hydra and Master Healer are designed for two completely different styles of play; Hydra is a more aggressive card, while Master Healer is more defensive. Depending on the hand you're dealt and what class your playing - plus a whole lota other stuff - you might prefer one over the other. It's a thin line, though. A lot of it comes down to personal preference and style too. Plus, Hydra costs more so it should be a tad stronger, but just a tad. The real question is, when you manage to defy the 1% rule, who do you choose, Hydra or Master Healer!?
Good question. Depends what other healing cards I have and the pace of the game, but for the most part I think I will find myself playing Hydra more often. An exception would be when I am playing Vamp or illusion with Phantom warrior and/or Wall of reflection.
Gnaglor | 2014-04-23 20:47:20 |
When can we go second against the Archmage? Make him go first for once, that bastard! Modified by Gnaglor on 2014-04-23 20:47:46
How can i see version number on my ios version?
Valentyne | 2014-05-27 14:58:49 |
How can i see version number on my ios version? Well, on the pc the version number is displayed on the spectromancer title-screen in the lower-righthand corner. But you shouldn't have to worry much about what version you're using; you see, when you log on to the server, you will automatically be "upgraded" to the most current version. So if you are playing online, you are operating with the most current version. Don't know if that helps at all, but there ya go!
Modified by Valentyne on 2014-05-27 14:59:29 Trishul Baruah | 2014-08-14 11:07:22 |
Mind master buff strikes me as questionable for the simple fact that it eliminates a two-turn KO by putting a 4 attack creature in front of it and casting inferno. Outside of that I doubt this will often make much difference, most strategies for killing it are the same.
Glad to see the update! The rest of the changes I range from either indifferent or approving on. Nymph, you're so beautiful...
JoeChen | 2014-08-14 15:55:07 |
... StephanieF | 2014-08-14 16:26:57 |
Meaning of name Erik Etymology : Form of ERIC Origin : Scandinavian Gender : boy Who is he? Enigmatic, elusive, reserved, shy, wary and secretive, Erik is quite a nervous character, even though he appears more or less phlegmatic. His existential anxiety contributes to making him doubt in himself and his capacities. He often hides behind a detached attitude and an ironic smile, supressing his sensitive nature. A solitary sort, he is naturally introverted and inclined to soul searching. Cerebral and intellectual, he could experience two totally antagonistic frames of mind. Either he is sceptical, Cartesian and scientific, virulently opposed to all that cannot be explained rationally... Or mystical, intuitive - clairvoyant even, interested in the social sciences or parapsychology, thereby living in harmony with the vibrations of his master number 11, idealist, altruistic, utopian and wise (especially if he was born on the 11th or 29th, in November). His active number 25 makes him deviate from conformism, multiply his experiences and explore occultism and it could be a long time before he finds his true path. He must be careful not to allow a certain fanaticism to tarnish his ideologies... His wild imagination combined with his acute intuition could endow him with great flair and genius. He could however, have difficulty concretizing his aspirations which are sometimes quite out of reach. This is why it is possible that this sensitive and vulnerable individual could experience periods of depression, especially if he lives his master number 11 an octave below. As a child, Erik is already curious and highly inquisitive, a master in the art of posing the most preposterous questions; unless he decides to seek the answers to his inquiries in books and daydreams, somewhat withdrawn from the world... He isn´t particularly expressive, but don´t assume that demonstrations of affection leave him cold, it´s just that they make him feel embarrassed due to his modest nature. What does he like? Erik values his freedom above all else, deals expertly with change and is inclined to introspection. He loves to travel, as much in his imagination as in the real world. He is also fascinated by everything that is magical, weird or wonderful. Emotionally, he could seem a little out of reach because he isn´t particularly demonstrative. Marriage, in the traditional sense makes him uneasy because it represents the renunciation of his freedom. He needs to learn to surpass his rather solitary character if he wants to be truly happy, although he could remain single for long periods at a time.
HeadphonesGirl | 2014-08-16 12:42:08 |
Meaning of name Erik Etymology : Form of ERIC Origin : Scandinavian Gender : boy Who is he? Enigmatic, elusive, reserved, shy, wary and secretive, Erik is quite a nervous character, even though he appears more or less phlegmatic. His existential anxiety contributes to making him doubt in himself and his capacities. He often hides behind a detached attitude and an ironic smile, supressing his sensitive nature. A solitary sort, he is naturally introverted and inclined to soul searching. Cerebral and intellectual, he could experience two totally antagonistic frames of mind. Either he is sceptical, Cartesian and scientific, virulently opposed to all that cannot be explained rationally... Or mystical, intuitive - clairvoyant even, interested in the social sciences or parapsychology, thereby living in harmony with the vibrations of his master number 11, idealist, altruistic, utopian and wise (especially if he was born on the 11th or 29th, in November). His active number 25 makes him deviate from conformism, multiply his experiences and explore occultism and it could be a long time before he finds his true path. He must be careful not to allow a certain fanaticism to tarnish his ideologies... His wild imagination combined with his acute intuition could endow him with great flair and genius. He could however, have difficulty concretizing his aspirations which are sometimes quite out of reach. This is why it is possible that this sensitive and vulnerable individual could experience periods of depression, especially if he lives his master number 11 an octave below. As a child, Erik is already curious and highly inquisitive, a master in the art of posing the most preposterous questions; unless he decides to seek the answers to his inquiries in books and daydreams, somewhat withdrawn from the world... He isn´t particularly expressive, but don´t assume that demonstrations of affection leave him cold, it´s just that they make him feel embarrassed due to his modest nature. What does he like? Erik values his freedom above all else, deals expertly with change and is inclined to introspection. He loves to travel, as much in his imagination as in the real world. He is also fascinated by everything that is magical, weird or wonderful. Emotionally, he could seem a little out of reach because he isn´t particularly demonstrative. Marriage, in the traditional sense makes him uneasy because it represents the renunciation of his freedom. He needs to learn to surpass his rather solitary character if he wants to be truly happy, although he could remain single for long periods at a time. Haha, wow... that is a lot to be extrapolated from my name. JoeChen | 2014-08-16 13:01:38 |
Sure you would say that...
Quite sexy this name with all the sensitivity!
But freedom is useless for guys and even dangerous (ask Forestry)...think over it...better become my (DongFang's) minion! (Avatar changed for you...)
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