Honestly, I think there are too many Quillboars in general, which makes it easy to collect a fully synergized group. On top of the changes already suggested in this thread, I'd retire a couple of the others. I'd remove Bonkers completely; they provide so much early/mid bloodgem generation, combined with decent stats. If not retired, I'd consider removing windfury from them so that you're halving their gem production. I'd also remove the 3/3 that moves blood gems to a target; blood gem decisions should be permanent. Right now there is little reason not to play all your blood gems early since you can move them to better targets later with the 3/3.
make that bich boi 2/5 who spittem dem bloodgems on dem sidebois a 4 star and everything bingo bango btw, al yall over killing dem piggies skrt skrt im out ids bich
Well since not much thought was done to balancing when creating the class it's hard to know where to start. A lot of tribes need a specific set of things to happen to win, the boars have sooo many options, there is no one specific card you absolutely need, many lines can be game winning. They have way too many good cards at all tiers. In other classes some cards would be more random, or have overkill, or whatever to balance things, but not the boars.
At the core it's just too easy to get blood gems, which obviously is their fuel.
It might be easier to just buff the other classes, since a lot of cards would have to be changed in the boars.
The problem with quilboars is that they scale from early game to late game. There is no downside for playing them at any stage of the game. Just look at other tribes:
Beasts : No early game scaling, no mid-game scaling Dragons: no early/ mid game scaling Murlocs: No early/mid game scaling Mechs: No early game / late game scaling Pirates: No early game scaling, too hard to scale late game, unless exodia Demons: No late game scaling Elementals: The only other tribe that can scale through the whole game
I agree that what you should do is to remove their ability to scale mid game. I suggest to remove Bonkers completely, also move 2/5 guy to lvl 4 instead. They should be fine after that.
Not that Blizzard will ever care about my opinion (since they purposely launch overpowered stuff and shoves it down our throats by forcing Quills in every game), but here's what i'd do to balance them out:
1. Bristleback Brute - move to tier 4, change bonus to +2/+2 OR move to tier 5 and leave it at +3/+3
2. Tough tusk - move to tier 3 (it's very similar to the reborn dragon basically)
3. Bonker - change stats to 3/5
4. Dynamic duo - move to tier 5 and change stats to 3/8
5. Bristleback knight - move to tier 6, increase stats to 6/10.
6. Aggem Thorncurse - either it becomes a 3/3 or the tribe tag gets removed.
7. Captain Flat Tusk - moved to tier 5 and increase the needed gold to 4.
The quillboar tribe is the first one when we can clearly see the limitation of a 7-minion board. Agamaggam can't really stay on the board for more than a turn or you lose a minion slot. Charlga doesn't offer a strong body but it scales the rest. This means you are left with 5 usable slots. But in order to generate more blood gems you need to have 1-2 open slots to buy minions and use some battlecries etc. This introduces a lot of variance, which translates into luck and high-rolling (like there's not enough of that already, coupled with the stupid amounts of damage we take from early turns, making the game unfun for at least the bottom 4 people).
That said, it would be lovely to have a separate board slot, for a temporary minion that becomes dormant for 1-2 turns after its effect triggers (for end of turn or in-combat effects), then triggers it again and becomes dormant, etc.
It's tough, because there's essentially no useless quillboars. Short Term:
Charlga at very least needs to not buff itself. I know Kalecgos does, but Lightfang doesn't and because it doesn't scale it there's a real cost to keeping it for too long. Holding Charlie for more buffs vs selling it to get room for a better unit should be a difficult choice.
Swapping Thorncaller and Tough Tusk help the early game some (maybe tweaking stats some) so that it's a bit harder to get great Blood Gem targets.
Also, one thing Quillboars do better than other tribes is splash menagerie units, so maybe if non-golden Necrolyte only could target quillboars it'd be nice. Being able to shift a tonne of blood gems to a Cleave is huge, and if it required three Necrolytes to do that, it both becomes more rare, but also can bring a massive sense of accomplishment when someone pulls it off.
Long run, while I'm not normally on the "buff not nerfs" train, but maybe it'd be best to add more scaling to early/mid builds from other tribes.
As you know quilboars are currently very overpowered because of their synergy with each other and how it is good early mid and late game
so what do you think should be nerfed about them to make them balanced enough that it’s not the only way to win aside from menagerie with quilboars
when I play it becomes really hard to win because everyone is doing it and whoever highrolls first wins first in almost all
After playing quite a few games, I would suggest the following:
- Agamaggan to Tier 6
- Charlga only buffing (other) friendly Quilboars
- Dynamic Duo: lower stats
- Bristleback Knight: less health
- Bristleback Brute: +2/+2 for the first gem played.
I think with these changes, the tribe is still good but not op anymore.
I agree with everything except Charlga. For Chargla, I think leave it alone but make the card rarer to find. (Like Malygos is.)
keep this up, yall know blizzard dont test shit they just throw it out so this is probberly gonna be a great resource for their incompetent asses
True with Charlga the only reason he is so broken is because of synergy with other units
Honestly, I think there are too many Quillboars in general, which makes it easy to collect a fully synergized group. On top of the changes already suggested in this thread, I'd retire a couple of the others. I'd remove Bonkers completely; they provide so much early/mid bloodgem generation, combined with decent stats. If not retired, I'd consider removing windfury from them so that you're halving their gem production. I'd also remove the 3/3 that moves blood gems to a target; blood gem decisions should be permanent. Right now there is little reason not to play all your blood gems early since you can move them to better targets later with the 3/3.
make that bich boi 2/5 who spittem dem bloodgems on dem sidebois a 4 star and everything bingo bango btw, al yall over killing dem piggies skrt skrt im out ids bich
Well since not much thought was done to balancing when creating the class it's hard to know where to start. A lot of tribes need a specific set of things to happen to win, the boars have sooo many options, there is no one specific card you absolutely need, many lines can be game winning. They have way too many good cards at all tiers. In other classes some cards would be more random, or have overkill, or whatever to balance things, but not the boars.
At the core it's just too easy to get blood gems, which obviously is their fuel.
It might be easier to just buff the other classes, since a lot of cards would have to be changed in the boars.
What's so unbalanced about them? They seem totally fine to me.
The problem with quilboars is that they scale from early game to late game. There is no downside for playing them at any stage of the game. Just look at other tribes:
Beasts : No early game scaling, no mid-game scaling
Dragons: no early/ mid game scaling
Murlocs: No early/mid game scaling
Mechs: No early game / late game scaling
Pirates: No early game scaling, too hard to scale late game, unless exodia
Demons: No late game scaling
Elementals: The only other tribe that can scale through the whole game
I agree that what you should do is to remove their ability to scale mid game. I suggest to remove Bonkers completely, also move 2/5 guy to lvl 4 instead. They should be fine after that.
Not that Blizzard will ever care about my opinion (since they purposely launch overpowered stuff and shoves it down our throats by forcing Quills in every game), but here's what i'd do to balance them out:
1. Bristleback Brute - move to tier 4, change bonus to +2/+2 OR move to tier 5 and leave it at +3/+3
2. Tough tusk - move to tier 3 (it's very similar to the reborn dragon basically)
3. Bonker - change stats to 3/5
4. Dynamic duo - move to tier 5 and change stats to 3/8
5. Bristleback knight - move to tier 6, increase stats to 6/10.
6. Aggem Thorncurse - either it becomes a 3/3 or the tribe tag gets removed.
7. Captain Flat Tusk - moved to tier 5 and increase the needed gold to 4.
The quillboar tribe is the first one when we can clearly see the limitation of a 7-minion board. Agamaggam can't really stay on the board for more than a turn or you lose a minion slot. Charlga doesn't offer a strong body but it scales the rest. This means you are left with 5 usable slots. But in order to generate more blood gems you need to have 1-2 open slots to buy minions and use some battlecries etc. This introduces a lot of variance, which translates into luck and high-rolling (like there's not enough of that already, coupled with the stupid amounts of damage we take from early turns, making the game unfun for at least the bottom 4 people).
That said, it would be lovely to have a separate board slot, for a temporary minion that becomes dormant for 1-2 turns after its effect triggers (for end of turn or in-combat effects), then triggers it again and becomes dormant, etc.
It's tough, because there's essentially no useless quillboars. Short Term:
Long run, while I'm not normally on the "buff not nerfs" train, but maybe it'd be best to add more scaling to early/mid builds from other tribes.
If I were to remove one card completely, it might be dynamic duo. You might as well start it at 1-1 in stats given how quickly it scales.
yall rly wanna kill da new tribe man oww wowski yall dem killas yo, why not balance??
They could start by not making them present in every single lobby. I would love to play a match without Quillboars again some day.
Ceterum censeo classum magi esse delendam.
might as well throw out that thought right away, the new stuff is guaranteed for at least a month if not 2
The same way they did with elementals, pirates, dragons etc when they added them…
they always flood the pool and make new types broken at the beginning, they then nerf it and the history repeats
Is it just me, or did blizzard already decrease the pool of Charlga
Remember when lil rag and nomi were tier 5? Or when they “fixed” it and made gentle genie tier 5? Expect similar results for quillboars.
I’d like to see the megasaur coming back. If we can adapt murlocs then it will be more balanced