I think all those together would be too drastic change but junkbot and amalgam definitely should be bumped one tier up. (though, personally, I would put amalgam to t4 due to how many buffs it can absorb)
Taking into account the amount of complaints and videos on the internet about Nightmare Amalgam and Junkbot in Battlegrounds already, I'm pretty sure Blizzard is considering some changes to these cards at the moment... Or at least that's what I want to believe. :P
Junkbot is by far one of the worst cards of all time in arena and ladder. It's so bad I'm pretty sure most of us used to have a hard time remembering it even existed... XD But yeah it is very powerful in Battlegrounds. People complaining about this shit now is very funny. XD XD XD I'm not saying they don't have the right to do so, it's only that I find the situation hilarious. :P
For me first thing to fix is A F Key hero power. It should give two 3 stars rather than one 3 and one 4. Too OP right now for what are 5 damage at max.
Junkbot i feel it's fine. hyena can be same lethal in a beast strategy and it has 2 stars (much easier to get golden)
I agree with most of the suggestions, though I think that for "balancing" Battlegrounds, a little more is necessary.
Part of the power of mechs comes from Magnetic as a tribe-exclusive keyword, with Annoy-o-Module and Replicating Menace effectively working as spells, making them more handy (and powerful) than Houndmaster for example. It's just icing on the cake that they work so well with Cobalt Guardian and Junkbot. Just glad that they didn't add Venomizer, Spider Bomb or Wargear.
They already said that they wanted to do balancing patches for Battlegrounds about once a month. So I am sure that they will get to that soon enough. But I hope they also take it as inspiration to develop unique traits for other tribes as well. Beasts are sort of established as "when you summon a beast", which is alright but limited to a few rare minions. For the most part, beasts don't work too well with each other, unless you get the right cards for them, while most of the Mechs do work with each other.
Demons normally have the identity of high power at low cost and a downside, but the only one that really does that is Vulgar Homunculus. Probably because Felguard, Pit Lord or Unlicensed Apothecary would be horrible and most other demons just don't work with Battlegrounds. The best demon-related card you can hope for is Mal'Ganis, and that sort of requires a Voidlord as well. Neither of them make demons really unique, and only late in the game.
About the only really outstanding ability for Murlocs is Toxfin, with no real gamechanger at the end (EDIT: Forgot about Gentle Megasaur, though it's too little too late, in my opinion). Maybe they could add Scargil as a Tier 6 minion, that lets you recruit Murlocs for 1 and thus gives you better chances for triples and more lategame snowballing. As it is, there really is no good reason to stick with murlocs, partially because their orignal strength of numbers and low cost is completely irrevelant in Battlegrounds, as all minions cost the same and developing wide boards can be done with anything.
So, balancing aside, I hope that Battlegrounds will give the developers ideas to just make tribes more interesting in general. Also, because most Elemental and Dragon synergies simply wouldn't work right now, and I hope to see a few more tribes and playstyles added to the mode in the future.
I agree with most of the suggestions, though I think that for "balancing" Battlegrounds, a little more is necessary.
Part of the power of mechs comes from Magnetic as a tribe-exclusive keyword, with Annoy-o-Module and Replicating Menace effectively working as spells, making them more handy (and powerful) than Houndmaster for example. It's just icing on the cake that they work so well with Cobalt Guardian and Junkbot. Just glad that they didn't add Venomizer, Spider Bomb or Wargear.
They already said that they wanted to do balancing patches for Battlegrounds about once a month. So I am sure that they will get to that soon enough. But I hope they also take it as inspiration to develop unique traits for other tribes as well. Beasts are sort of established as "when you summon a beast", which is alright but limited to a few rare minions. For the most part, beasts don't work too well with each other, unless you get the right cards for them, while most of the Mechs do work with each other.
Demons normally have the identity of high power at low cost and a downside, but the only one that really does that is Vulgar Homunculus. Probably because Felguard, Pit Lord or Unlicensed Apothecary would be horrible and most other demons just don't work with Battlegrounds. The best demon-related card you can hope for is Mal'Ganis, and that sort of requires a Voidlord as well. Neither of them make demons really unique, and only late in the game.
About the only really outstanding ability for Murlocs is Toxfin, with no real gamechanger at the end (EDIT: Forgot about Gentle Megasaur, though it's too little too late, in my opinion). Maybe they could add Scargil as a Tier 6 minion, that lets you recruit Murlocs for 1 and thus gives you better chances for triples and more lategame snowballing. As it is, there really is no good reason to stick with murlocs, partially because their orignal strength of numbers and low cost is completely irrevelant in Battlegrounds, as all minions cost the same and developing wide boards can be done with anything.
So, balancing aside, I hope that Battlegrounds will give the developers ideas to just make tribes more interesting in general. Also, because most Elemental and Dragon synergies simply wouldn't work right now, and I hope to see a few more tribes and playstyles added to the mode in the future.
While I do agree with most of what you stated, the demon/Murloc buff seems easy enough in the form of special cards just for battleground (see mama bear, ghast, etc). They could easily enough just whip up some special cards for those tribes to help bring them in line with mechs, which I would prefer to just hyper-nerfing mechs and beasts down.
Amalgam is the only obvious nerf target, though it is a everyone can use it thing, so maybe not so obvious. Actually the more I think of it some weaker archetypes would be much weaker without Amalgam being easy to get early, so forget it. Overall I'm not too concerned with the balance. We do have future updates that should change everything pretty drastically anyways.
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Some cards need to be changed because cards like amalgam or junkbot are too strong.
make amalgam 3 stars from 2, junkbot 5 from 4, ratpack 3 from 2 and cobalt guardian 4 from 3.
i agree with pretty much all u said rat pack is fine on 2 cobalt gaurdian is right as well like i agree just not rat pack it's pretty much meh
I think all those together would be too drastic change but junkbot and amalgam definitely should be bumped one tier up. (though, personally, I would put amalgam to t4 due to how many buffs it can absorb)
Agreed
Favorite Cards: 1. Lord Jaraxxus | 2. Malygos| 3. Edwin VanCleef | 4. Zephrys the Great| 5. Deathwing
Taking into account the amount of complaints and videos on the internet about Nightmare Amalgam and Junkbot in Battlegrounds already, I'm pretty sure Blizzard is considering some changes to these cards at the moment... Or at least that's what I want to believe. :P
Junkbot is by far one of the worst cards of all time in arena and ladder. It's so bad I'm pretty sure most of us used to have a hard time remembering it even existed... XD But yeah it is very powerful in Battlegrounds. People complaining about this shit now is very funny. XD XD XD I'm not saying they don't have the right to do so, it's only that I find the situation hilarious. :P
For me first thing to fix is A F Key hero power. It should give two 3 stars rather than one 3 and one 4. Too OP right now for what are 5 damage at max.
Junkbot i feel it's fine. hyena can be same lethal in a beast strategy and it has 2 stars (much easier to get golden)
I agree with most of the suggestions, though I think that for "balancing" Battlegrounds, a little more is necessary.
Part of the power of mechs comes from Magnetic as a tribe-exclusive keyword, with Annoy-o-Module and Replicating Menace effectively working as spells, making them more handy (and powerful) than Houndmaster for example. It's just icing on the cake that they work so well with Cobalt Guardian and Junkbot. Just glad that they didn't add Venomizer, Spider Bomb or Wargear.
They already said that they wanted to do balancing patches for Battlegrounds about once a month. So I am sure that they will get to that soon enough. But I hope they also take it as inspiration to develop unique traits for other tribes as well. Beasts are sort of established as "when you summon a beast", which is alright but limited to a few rare minions. For the most part, beasts don't work too well with each other, unless you get the right cards for them, while most of the Mechs do work with each other.
Demons normally have the identity of high power at low cost and a downside, but the only one that really does that is Vulgar Homunculus. Probably because Felguard, Pit Lord or Unlicensed Apothecary would be horrible and most other demons just don't work with Battlegrounds. The best demon-related card you can hope for is Mal'Ganis, and that sort of requires a Voidlord as well. Neither of them make demons really unique, and only late in the game.
About the only really outstanding ability for Murlocs is Toxfin, with no real gamechanger at the end (EDIT: Forgot about Gentle Megasaur, though it's too little too late, in my opinion). Maybe they could add Scargil as a Tier 6 minion, that lets you recruit Murlocs for 1 and thus gives you better chances for triples and more lategame snowballing. As it is, there really is no good reason to stick with murlocs, partially because their orignal strength of numbers and low cost is completely irrevelant in Battlegrounds, as all minions cost the same and developing wide boards can be done with anything.
So, balancing aside, I hope that Battlegrounds will give the developers ideas to just make tribes more interesting in general. Also, because most Elemental and Dragon synergies simply wouldn't work right now, and I hope to see a few more tribes and playstyles added to the mode in the future.
While I do agree with most of what you stated, the demon/Murloc buff seems easy enough in the form of special cards just for battleground (see mama bear, ghast, etc). They could easily enough just whip up some special cards for those tribes to help bring them in line with mechs, which I would prefer to just hyper-nerfing mechs and beasts down.
Amalgam is the only obvious nerf target, though it is a everyone can use it thing, so maybe not so obvious. Actually the more I think of it some weaker archetypes would be much weaker without Amalgam being easy to get early, so forget it. Overall I'm not too concerned with the balance. We do have future updates that should change everything pretty drastically anyways.