Soul Juggler. The RNG card that has too many chances to hit right.
The 3* card that does infinitely more than other similar cards.
In my opinion the one card that takes away a big chunk of the fun aspect of this game mode. Hear me out.
If I wanted my carefully planned board to just get destroyed by random juggles for 3 damage, I wouldn't care how I put it, but one of the core aspect of this mode is just that, careful planning and strategizing. Having your buffer first to buff your other minions. Having a cleave early to remove diving shields etc, but having the buffer even before that so that it can get more stats. Having a reset behind your Cobalt for atleast one good reset, and not putting your prime cards close to taunts to prevent them getting cleaved.
Hey there' I'm juggler. I get placed way behind all other cards so you can't get to me. My job is to randomly deal 3 (!) damage to your things. I say randomly, but as you kill the imps spawned by other demons, I get so many juggles in so that you can be sure your divine shields are gone, and there's a big chance 1 or 2 of your key cards are killed too. Doesn't matter if you have taunts or have correct placement. I just ruin that.
What is fun with this for anyone other than the one playing the card? It's usually played alongside demons ofcourse for synergy, and the optimal strategy for demons is to get 2 core cards which buff each other so much that in the mid-game they are usually so big that a Divine Shielded big guy doesn't matter. Oh, your 10/10 divine shield is on par with my 20/20 Watcher? Wrong, juggler over here renders your strategy useless.
Now don't get me wrong, I see bad hits with it, and that is just fantastic to watch. The thing is, for a well placed Juggler to hit so poorly, everything needs to go wrong. If it hits average, it's godly every time. It's on par with playing contructed Control vs Face Hunter. It's so great when you hit every right card and barely scrape by and take the win, but that doesn't happen 90% of the time, and it usually feel hopeless.
You might compare it to other cards, Like the bomber or Zapp. Thing is, Bomber hits 1-2 times for 4 damage, then it's done. For it to do more, you need a legendary 5* card, and even then it does less than the average 3* juggler. Zapp too, it hits specific targets which you can counter, and it's a 6* card.
I think the Soul Juggler is an unfun card which needs a good nerf. Demons are strong enough without it being this way.
I'd like it to reduce the damage from 3 to 2 or to make it a 4* card.
Juggler isn't even all that strong. It's useless late game against big stats and requires a specific board to even be remotely useful. It's strong until late mig-game if you triple it early, but falls of deeply, since the rest of your board hinders you more than juggler offers in return. If it get sniped you are double fucked too.
You'll do much, much more consistently if you don't focus on him unless it's a good opportunity.
I failed to mention that I was talking about mid to mid-late game. The juggler is as you say useless late, but you might not even get to the late game solely cause of this card if it is in play earlier. If we compare it differently, to other cards that can be thought of as aces, such as Junkbot or Hyena or even Warleader, the value a well placed Juggler gets compared to those cards are on a different level. A juggler might deal with half your board alone either actively or passively. A Junkbot or Hyena if left alone deals with maybe 2 cards?
Some might argue that since the Demon strategy revolves around taking a lot of damage they deserve something like this card. I disagree. Health in this game mode is as much of a resource as in constructed, and the stats gained by a tripple Wrath Weaver (which is not hard to tripple might I add) is much more valueable than the points of health lost.
There are bad times to focus on Juggler of course, but when you're in the early to mid-game as a demon player, and what you do is buy demons to buff your Weavers and Watchers, you'll have plently of smaller demons to get insane values from Juggler regardless. You don't skip it in this stage of the game.
Demons are the reason the midrange strategies are what works these days in Battlegrounds. I'm not against that, I think it's good that to get the best possible lineup you'll have to highroll AND be smart. The Juggler as it is now just doesn't fit in anywhere regardless in my opinion, and that's why I want it changed.
My idea of making it a 4* card makes it so that it is seen and picked less, since Demons often stay at 3 until they have 3 Watchers, it gives them more of a reason to go to 4 and not just rush to 5 after 3, and if picked at 4 and won with, it actually deals more damage as well, so I think that could be a great change.
Juggler is only good in demon builds with lots of small demons, which in itself is not a very good early, or late game build. It's a very good midgame minion but if you're building demons with wrathweaver and floating watcher, like you should if you wanna win, juggler isn't strong at all. It's a good midgame 3* but so is floating watcher and Cobalt guardian but those transition a lot better to the lategame than juggler.
If I could suggest any changes it would be to move cobalt and floating to 4*. It's just to strong as a 3* and gets too big and dominates too much where it is now. A lot of 4* minions are useless enough to move down to 3*, like Festerroot Hulk, Defender of Argus and Virmen sensei
I kind of disagree. Yes, smaller demons in them selves aren't that strong, but since you use them together with Weaver to buff it and Watcher, and also benefit from having a large board since there's only 1 early demon that spawns minions that takes up space, you usually have a big Watcher and a big Weaver in the mid game, and the rest of your board are disposable minions which deals x=probably lower damage than other builds + 3 random damage (or 6 if you tripple juggler). Thing is, what smaller demons lack, the build makes up for in the Watcher and the Weaver. There aren't usually any larger minions than those in the mid game. When you add 3 random damage on top of that, it makes it stupid.
I would be interested in a more creative change as well, like giving the juggler a rule siumilar to what Zapp has or something like that.
Bottom line is that what juggler does right now and how much is does is to me a mechanic that makes the game more frustrating than fun.
Moving Cobalt and Watcher to 4* and moving other cards down to 3* isn't something i've given too much thought, but I agree that those cards are powerhouses as 3* and that there are cards in 4* that would fit a 3*
Juggler isnt the problem with Demons, the problem are the endless stats and the fact that Watcher is tier 3 and AFK can highroll him at the start. Move Watcher to tier 4 and this fixes everything imo. No further changes needed that would make Demons unplayable. Just move Watcher to 4, all problems solved.
Juggler isnt the problem with Demons, the problem are the endless stats and the fact that Watcher is tier 3 and AFK can highroll him at the start. Move Watcher to tier 4 and this fixes everything imo. No further changes needed that would make Demons unplayable. Just move Watcher to 4, all problems solved.
Blizz will likely nerf watcher and juggler and hopefully cobalt to tier 4, they announced something for BG.
They need to spread out the minions across a larger gulf of Tavern Tiers.
Demons biggest boon is that everything you need it bundled tightly into the early tiers where there are more copies of the relevant cards than other tribes. This leads to situations where lots of people can dig into the tribe and are not entirely encouraged to tier up quickly because you can just start hunting for trips and discover the relevant higher tiers as single copies and tier up later on the cheap. The kicker is that 3, 4, or 5 people can all do this in the same game and demons all become powerful and over-saturated, where if you do this with other tribes, minions start drying up because players are moving into higher tiers to find their key cards for other tribes.
The Juggler buff was also just too much. They should have left it at a single 6 damage. I think if they want to split the damage up, they needed to move it to TT4.
Watcher should also be moved up to TT4. The card is just too gross as people start staking it with early Wrath Weavers, which should also be TT2 imo.
Demons can still be good if you bump up all 3 of those cards by a single tier and leave it alone from there.
Upgraded Rover is a pretty good counter. Tanks a lot of their damage.
They need to release a lower tier counter. Really hard to come up with one that is balanced. Probably something like a fairly statted minion that reads "whenever this survives damage deal 3 to a random target" that way you get it buffed up and everytime it takes a hit it can very well take them out.
There's also way too many low tier demons. Demon builds must have a much worse early game to make up for its insane late game power.
Watcher to TT4 and remove one or two TT1-TT2 demons and it'll be fine. Make demon players rely more on Homunculus more so they take more damage and can't build wrathweaver and floater as big
These are my opinions on the card, game mode etc.
Soul Juggler. The RNG card that has too many chances to hit right.
The 3* card that does infinitely more than other similar cards.
In my opinion the one card that takes away a big chunk of the fun aspect of this game mode. Hear me out.
If I wanted my carefully planned board to just get destroyed by random juggles for 3 damage, I wouldn't care how I put it, but one of the core aspect of this mode is just that, careful planning and strategizing. Having your buffer first to buff your other minions. Having a cleave early to remove diving shields etc, but having the buffer even before that so that it can get more stats. Having a reset behind your Cobalt for atleast one good reset, and not putting your prime cards close to taunts to prevent them getting cleaved.
Hey there' I'm juggler. I get placed way behind all other cards so you can't get to me. My job is to randomly deal 3 (!) damage to your things. I say randomly, but as you kill the imps spawned by other demons, I get so many juggles in so that you can be sure your divine shields are gone, and there's a big chance 1 or 2 of your key cards are killed too. Doesn't matter if you have taunts or have correct placement. I just ruin that.
What is fun with this for anyone other than the one playing the card? It's usually played alongside demons ofcourse for synergy, and the optimal strategy for demons is to get 2 core cards which buff each other so much that in the mid-game they are usually so big that a Divine Shielded big guy doesn't matter.
Oh, your 10/10 divine shield is on par with my 20/20 Watcher? Wrong, juggler over here renders your strategy useless.
Now don't get me wrong, I see bad hits with it, and that is just fantastic to watch. The thing is, for a well placed Juggler to hit so poorly, everything needs to go wrong. If it hits average, it's godly every time. It's on par with playing contructed Control vs Face Hunter. It's so great when you hit every right card and barely scrape by and take the win, but that doesn't happen 90% of the time, and it usually feel hopeless.
You might compare it to other cards, Like the bomber or Zapp. Thing is, Bomber hits 1-2 times for 4 damage, then it's done. For it to do more, you need a legendary 5* card, and even then it does less than the average 3* juggler.
Zapp too, it hits specific targets which you can counter, and it's a 6* card.
I think the Soul Juggler is an unfun card which needs a good nerf. Demons are strong enough without it being this way.
I'd like it to reduce the damage from 3 to 2 or to make it a 4* card.
love it when i tech zapp vs juggler and then it attacks anything else but juggler SeemsGood
Juggler isn't even all that strong. It's useless late game against big stats and requires a specific board to even be remotely useful. It's strong until late mig-game if you triple it early, but falls of deeply, since the rest of your board hinders you more than juggler offers in return. If it get sniped you are double fucked too.
You'll do much, much more consistently if you don't focus on him unless it's a good opportunity.
I failed to mention that I was talking about mid to mid-late game. The juggler is as you say useless late, but you might not even get to the late game solely cause of this card if it is in play earlier.
If we compare it differently, to other cards that can be thought of as aces, such as Junkbot or Hyena or even Warleader, the value a well placed Juggler gets compared to those cards are on a different level. A juggler might deal with half your board alone either actively or passively. A Junkbot or Hyena if left alone deals with maybe 2 cards?
Some might argue that since the Demon strategy revolves around taking a lot of damage they deserve something like this card. I disagree. Health in this game mode is as much of a resource as in constructed, and the stats gained by a tripple Wrath Weaver (which is not hard to tripple might I add) is much more valueable than the points of health lost.
There are bad times to focus on Juggler of course, but when you're in the early to mid-game as a demon player, and what you do is buy demons to buff your Weavers and Watchers, you'll have plently of smaller demons to get insane values from Juggler regardless. You don't skip it in this stage of the game.
Demons are the reason the midrange strategies are what works these days in Battlegrounds. I'm not against that, I think it's good that to get the best possible lineup you'll have to highroll AND be smart. The Juggler as it is now just doesn't fit in anywhere regardless in my opinion, and that's why I want it changed.
My idea of making it a 4* card makes it so that it is seen and picked less, since Demons often stay at 3 until they have 3 Watchers, it gives them more of a reason to go to 4 and not just rush to 5 after 3, and if picked at 4 and won with, it actually deals more damage as well, so I think that could be a great change.
Juggler is only good in demon builds with lots of small demons, which in itself is not a very good early, or late game build. It's a very good midgame minion but if you're building demons with wrathweaver and floating watcher, like you should if you wanna win, juggler isn't strong at all. It's a good midgame 3* but so is floating watcher and Cobalt guardian but those transition a lot better to the lategame than juggler.
If I could suggest any changes it would be to move cobalt and floating to 4*. It's just to strong as a 3* and gets too big and dominates too much where it is now. A lot of 4* minions are useless enough to move down to 3*, like Festerroot Hulk, Defender of Argus and Virmen sensei
I kind of disagree. Yes, smaller demons in them selves aren't that strong, but since you use them together with Weaver to buff it and Watcher, and also benefit from having a large board since there's only 1 early demon that spawns minions that takes up space, you usually have a big Watcher and a big Weaver in the mid game, and the rest of your board are disposable minions which deals x=probably lower damage than other builds + 3 random damage (or 6 if you tripple juggler). Thing is, what smaller demons lack, the build makes up for in the Watcher and the Weaver. There aren't usually any larger minions than those in the mid game. When you add 3 random damage on top of that, it makes it stupid.
I would be interested in a more creative change as well, like giving the juggler a rule siumilar to what Zapp has or something like that.
Bottom line is that what juggler does right now and how much is does is to me a mechanic that makes the game more frustrating than fun.
Moving Cobalt and Watcher to 4* and moving other cards down to 3* isn't something i've given too much thought, but I agree that those cards are powerhouses as 3* and that there are cards in 4* that would fit a 3*
Juggler isnt the problem with Demons, the problem are the endless stats and the fact that Watcher is tier 3 and AFK can highroll him at the start. Move Watcher to tier 4 and this fixes everything imo. No further changes needed that would make Demons unplayable. Just move Watcher to 4, all problems solved.
EVERYONE , GET A BEER!
Agree to disagree I guess.
Blizz will likely nerf watcher and juggler and hopefully cobalt to tier 4, they announced something for BG.
demon archetype needs a nerf anyway
They need to spread out the minions across a larger gulf of Tavern Tiers.
Demons biggest boon is that everything you need it bundled tightly into the early tiers where there are more copies of the relevant cards than other tribes. This leads to situations where lots of people can dig into the tribe and are not entirely encouraged to tier up quickly because you can just start hunting for trips and discover the relevant higher tiers as single copies and tier up later on the cheap. The kicker is that 3, 4, or 5 people can all do this in the same game and demons all become powerful and over-saturated, where if you do this with other tribes, minions start drying up because players are moving into higher tiers to find their key cards for other tribes.
The Juggler buff was also just too much. They should have left it at a single 6 damage. I think if they want to split the damage up, they needed to move it to TT4.
Watcher should also be moved up to TT4. The card is just too gross as people start staking it with early Wrath Weavers, which should also be TT2 imo.
Demons can still be good if you bump up all 3 of those cards by a single tier and leave it alone from there.
I have no problems with juggler. Not even with watchers. I have a problem with weaver. Scales way too well for a tier 1 card.
Upgraded Rover is a pretty good counter. Tanks a lot of their damage.
They need to release a lower tier counter. Really hard to come up with one that is balanced. Probably something like a fairly statted minion that reads "whenever this survives damage deal 3 to a random target" that way you get it buffed up and everytime it takes a hit it can very well take them out.
There's also way too many low tier demons. Demon builds must have a much worse early game to make up for its insane late game power.
Watcher to TT4 and remove one or two TT1-TT2 demons and it'll be fine. Make demon players rely more on Homunculus more so they take more damage and can't build wrathweaver and floater as big
This is how I beat demons with two jugglers (1 golden).