Good afternoon all,
This week’s update is part of a big January balance push to try to give the player more options for powerful builds based on the different items you find on each adventure.
There’s a lot of balance changes listed below, but the TLDR version is that we’ve shifted card balance so Item Cards should now be a bit more powerful than Class Cards. This is to make items a bit more exciting, but also to give the player more choice in deck size/composition. (Large item based decks vs smaller, more reliable class based decks).
As always, please join us on Discord for any comments or feedback.
Big Changes
- Item vs Class Card Balance
- We’ve shifted the balance a bit between Item Cards (cards gained from items) and Class Cards gained from levelling up.
- Class cards retain most of the utility they used to have, but they should now have less damage potential than Item Card attacks.
- Also tweaked up some of the less used Item cards and tweaked down some of the over-used class cards to hopefully give a more even choice in item and level up selection.
- We’ve shifted the balance a bit between Item Cards (cards gained from items) and Class Cards gained from levelling up.
Card Changes
- ‘Pinning Shot’ (Hunter) – Reduced damage to 2 (from 3).
- ‘Hit and Run’ (Hunter) – Reduced damage to 3 (from 3).
- ‘Signal Shot’ (Hunter) – Reduced damage to 2 (from 3).
- ‘Bone Wolf’ (Hunter) – Reduced Health to 4 (from 5).
- ‘Glass Lizard’ (Hunter) – Reduced Health to 5 (from 6) and Melee Damage to 2 (from 3).
- ‘Earth Grab’ (Elementalist) – Reduced cost to 2 (from 3) and removed damage.
- ‘Static Discharge’ (Elementalist) – Reduced damage to 2 (from 3).
- ‘Charged Weapon’ (Elementalist) – Reduced damage to 2 (from 3).
- ‘Tackle’ (Warrior) – Reduced movement to 2 (from 3).
- ‘Bulwark’ (Warrior) – Reduced Defence to 5 (from 6).
- ‘Measured Blow’ (Warrior) – Reduced damage to 2 (from 3).
- ‘Hamstring’ (Warrior) – Reduced damage to 3 (from 4).
- ‘Attack’ (Warlord) – Reduced cost to 0 and updated effect to, ‘Target friendly Hero draws a Melee Attack card from their deck and then Activates.’
- ‘Inspiring Strike’ (Warlord) – Reduced damage to 2 (from 3).
- ‘Resourceful’ (Alchemist) – Increased cost to 2 (from 1) and reduced Resilience to 4 (from 5).
- ‘Blind Shot’ (Alchemist) – Reduced damage to 3 (from 4).
- ‘Smart Infection’ (Alchemist) – Reduced Damage to 2-4 (from 2-5).
- ‘Soul Blast’ (Witch) – Soul Blast damage now ignores defence and resistances.
- ‘Knife Attack’ (Assassin) – Reduced Melee Damage to 2.
- ‘Smoke Bomb’ (Assassin) – Increased cost to 2 (from 1).
- ‘Mighty Blow’ – Increased damage to 8 (from 7).
- ‘Meditation’ – Reduced cost to 4 (from 5) and increased defence to 4.
- ‘Flame Fan’ – Reduced cost to 2 (from 3).
- ‘Stab’ – Increased cost to 1 and updated effect to, ‘Melee Attack 2. Draw a Melee Attack card from your deck.’
- ‘Chop’ – Increased damage to 4 (from 3).
- ‘Clash’ – Reduced cost to 1 (from 2).
- ‘Strike Through’ – Updated effect to, ‘Melee Attack 3 or Ranged Attack 2. Also hits anyone directly behind the target.’
- ‘Lightning Bolt’ – Increased damage to 5 (from 4).
- ‘Offensive Stance’ – Reduced cost to 0 (from 1).
- ‘Battle Stance’ – Reduced cost to 2 (from 3).
- ‘Fearsome Shout’ – Reduced cost to 1 (from 2).
- ‘Rage’ – Updated effect to, ‘Draw 2 cards. Draw 1 fewer card at the end of your turn.’
- ‘Husk’ – Reduced Health to 5 (from 6).
- ‘Detonate’ – Reduced cost to 2 (from 3).
- ‘Draw Strength’ – Updated effect to, ‘For each friendly Summon, Defend 2 on that Summon and on yourself.’
- ‘Crazed’ – Increased damage bonus to 0-3 (from 0-2).
- ‘Dig Deep’ – Reduced cost to 0 (from 1).
- ‘Incite’ – Reduced cost to 1 (from 2) and updated effect to, ‘Grant Inspired to all of your summons and activate them.’
- ‘Heart Seeker’ – Heart Seeker now gains 1 bonus damage every time you finish your turn with it in hand.
- ‘Burn From Within’ – Increase damage bonus to 6 per card lost (from 5).
Legendary Changes
- ‘Falloran’s Arc’ – Updated effect to, ‘All Ranged Attacks deal +1 Damage for each other Ranged Attack card in hand.’
- ‘Juggernaut’ – Updated effect to, ‘At the start of turn, if you have 15 or more cards still in your deck, draw a card.’
Balance Changes
- Removed the Necromancer’s health bonus for his summons to compensate for some more powerful Summon based cards.
- Tweaked challenge value on other enemies based on card changes.
Other Changes
- The starting weapon you pick for each Hero is now remembered when you begin a new run.
Changed files in this update