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Infinity Wars => News and Developer Talk => Topic started by: ES [BoD] on February 27, 2017, 01:35:18 AM

Title: Legend Balance Changes
Post by: ES [BoD] on February 27, 2017, 01:35:18 AM
Hey guys, here are the upcoming changes, keep in mind that we will monitor these changes in the upcoming weeks and will tweak some of them if necessary.
*The changes are scheduled to go to live soon, and hopefully will be implemented by the end of the week after we have all the minor bugs fixed.

https://imgur.com/a/kxiGC

*Some texts on these cards are incomplete/require further changes before they go live such as:

- Die Another Day: will no longer be removed from the game but will be unique instead.
- Some typos in Marina's text
- AC Hellbringer: His ability will trigger at the end of the turn (and not at the start of the next turn)

*Further balance plans: next the balance team will be focusing on various OP and problematic cards both constructed and Draft, once we're done with that, we will move to re-balancing the Epic cards.

What do you think about these changes? any feedback will be greatly appreciated  :D
Title: Re: Legend Balance Changes
Post by: drewmb10 on February 27, 2017, 01:45:09 AM
I really like most of the changes here. I am concerned about Marina though. She seems pretty problematic in her current state. Untouchable + revive is a very, very powerful effect for 2 cost.

It might be time to take a break from draft and make some new decks now!
Title: Re: Legend Balance Changes
Post by: mew28 on February 27, 2017, 02:48:21 AM
Aberion seems pretty weak still.
Title: Re: Legend Balance Changes
Post by: Prince of Lies on February 27, 2017, 07:00:06 AM
Seeing as he is a Champion of Force, why not give him Unstoppable and/or Bloodthirst?
Or increase his cost to 9 and stats to 15/15, give him Haste and Indestructible while on the Battlefield?

Also, with Hinekri, I'm not sure if it would be better to give her the effect of "becoming exhausted and reverting to her base stats instead of being killed by combat damage" instead of "retreating each time she engages in combat".
Either that or at least get her to raise the Diseased character regardless if her Disease killed it or another card effect or another character.

Anyway, that's just my thoughts.
Title: Re: Legend Balance Changes
Post by: Hiding on February 27, 2017, 10:23:22 AM
Seeing as he is a Champion of Force, why not give him Unstoppable and/or Bloodthirst?
Or increase his cost to 9 and stats to 15/15, give him Haste and Indestructible while on the Battlefield?

Also, with Hinekri, I'm not sure if it would be better to give her the effect of "becoming exhausted and reverting to her base stats instead of being killed by combat damage" instead of "retreating each time she engages in combat".
Either that or at least get her to raise the Diseased character regardless if her Disease killed it or another card effect or another character.

Anyway, that's just my thoughts.

Indestructible in defense is stupid as hell.

Indestructible unstoppable is pretty dangerous and his cost would have to be really adjusted for it.
Title: Re: Legend Balance Changes
Post by: Number11 on February 27, 2017, 12:24:59 PM
I like the changes. As for Vasir, his effect is much better as you don't have to sacrifice. Given that he also had a cost reduction to 9 and he is a hybrid card I would think he needs some reduction in power and health. I am also interested to know if Evellee can still pull out multiple copies of unique characters. I would like her to not ignore the unique keyword.
Title: Re: Legend Balance Changes
Post by: Candit on February 27, 2017, 06:41:51 PM
A nerf for recruiter? No thanks. They forgot to make Sol four cost. The card pool can now easily handle him with all these transform effects. Even gi has permanent removal!

Title: Re: Legend Balance Changes
Post by: Vuurjopi on February 27, 2017, 08:31:46 PM
All new version of cards seem to be soulbound.
Does this mean that all legendary's I have now won't be tradable anymore? Or is it just a little design flaw?
Title: Re: Legend Balance Changes
Post by: OneTwo on February 27, 2017, 08:40:56 PM
All new version of cards seem to be soulbound.
Does this mean that all legendary's I have now won't be tradable anymore? Or is it just a little design flaw?

Cause of the Pics?

Thats just cause the cards do only exist on PBE (well, its more CBE i think?!) right now. So far, all cards that got nerfed/buffed/completly reworked were still tradeable - everything else would be just inacceptable for the whole community :)
Title: Re: Legend Balance Changes
Post by: tropireno on February 27, 2017, 09:45:45 PM
Some of the changes seem to be a bit simple considering how long these cards have been in need of changes.
I mean did it really take YEARS to come up with the idea to decrease Hinekri's the cost by 1?  I'd rather have a complete rework of her than have a lazy change like this.
Title: Re: Legend Balance Changes
Post by: Number11 on February 27, 2017, 10:55:16 PM
A nerf for recruiter? No thanks. They forgot to make Sol four cost. The card pool can now easily handle him with all these transform effects. Even gi has permanent removal!

There is no guarantee that you get said removal in rift run and sol is still a strong card and does not need cost decrease. You also have to consider that overseers now have counter spell, angel's protection and untouchable mechanics in general. And the new ways that you can power up your champions without targeting them you can buff him at the same time you protect him with a card like angel's protection.

As for recruiter, the unique keyword can be used for balance sake when making cards and should stop you from stacking them for some broken effect. Having it being a cards strength to ignore a balancing aspect of the game is not a good idea and will limit what sort of cards can be made if the creator of a card has to take recruiter into account when making balanced cards. The change that is being made will allow for the use of surprise unstoppable character in assault, shieldbearer in defense and so on. If that is not enough then the card should be buffed in other way than to be able to ignore unique.
Title: Re: Legend Balance Changes
Post by: Candit on February 27, 2017, 11:16:44 PM
Sol is still a nonissue but I see you point on the counterspells. The unique rule bypass comes with the cost of one factionless purity and there are ways to deal with her. Best of all she is fun and no one else has an issue with her.
Title: Re: Legend Balance Changes
Post by: Vuurjopi on February 28, 2017, 12:47:15 AM
Some of the changes seem to be a bit simple considering how long these cards have been in need of changes.
I mean did it really take YEARS to come up with the idea to decrease Hinekri's the cost by 1?  I'd rather have a complete rework of her than have a lazy change like this.

I actually always liked Hinekri, even though playing her was a waste of your resources, it would be a shame to see her effect disappear. Although.. I think that she still wouldn't be really useful after the balancing changes.
Title: Re: Legend Balance Changes
Post by: PopeShine on February 28, 2017, 01:35:02 AM
All in all, I'd say all of these changes are positive. Brings these legendaries more in line to what their power level should be. The only card that worries me a bit is Marina, but we'll have to wait and see how she plays with the meta.

I really like the tweak to Firestarter. FD needs more control-like elements and this is a nice little twist. Probably not powerful enough for competitive but a good sign.

I don't think these changes turn these legends into competitive staples (except, maybe Mariana), but they at least make you consider them when deckbuilding.
Title: Re: Legend Balance Changes
Post by: ecliptix on February 28, 2017, 02:45:23 AM
Whelp. Time to abuse Marina for all she's worth before the inevitable nerf!
Title: Re: Legend Balance Changes
Post by: Hiding on February 28, 2017, 03:10:41 AM
Untouchable 3live sol sounds scary to me with marina
Title: Re: Legend Balance Changes
Post by: Candit on February 28, 2017, 06:11:40 AM
I think the untouchable aspect of Marina is meant as a nerf to prevent combos like splat.
Title: Re: Legend Balance Changes
Post by: Lautrec on February 28, 2017, 07:57:33 AM
GAO Han's text are both the same...
Title: Re: Legend Balance Changes
Post by: Benionin on February 28, 2017, 08:20:25 AM
GAO Han's text are both the same...

He got a stat buff. Doesn't really make the clunky purity restriction worth it, but he'll be better if people do play him.
Title: Re: Legend Balance Changes
Post by: belial12 on February 28, 2017, 05:05:42 PM
Great stuff! thanks for all the hard work.

now I'm looking forward for the epic cards adjustment, so hyped for that one too.
Title: Re: Legend Balance Changes
Post by: Prince of Lies on February 28, 2017, 07:04:56 PM
Seeing as he is a Champion of Force, why not give him Unstoppable and/or Bloodthirst?
Or increase his cost to 9 and stats to 15/15, give him Haste and Indestructible while on the Battlefield?

Also, with Hinekri, I'm not sure if it would be better to give her the effect of "becoming exhausted and reverting to her base stats instead of being killed by combat damage" instead of "retreating each time she engages in combat".
Either that or at least get her to raise the Diseased character regardless if her Disease killed it or another card effect or another character.

Anyway, that's just my thoughts.

Indestructible in defense is stupid as hell.

Indestructible unstoppable is pretty dangerous and his cost would have to be really adjusted for it.

Well, he could just be 11 Cost, Indestructible on the Battlefield and have Unstoppable in the Assault Zone for the lulz.
And maybe give conditions for his Unstoppable i.e. if he attacks alone ala Raziel and Radariah.

I wish Gao Han, Ascended would reduce damage from all sources by 4 like Daode's Honor Guard too.
That would at least give some viability to HP buffing Angel token strategies as 1 Descendants and 2 Overseers is pretty lackluster in options.
My tunnel vision only shows me: a.) Host to the Ancestor and the Monks with Overseer protective cards or b.) Melosia Morale burn.

On a side note, when is Irial going to be allowed to work in Command Zone?
Title: Re: Legend Balance Changes
Post by: Interesting_Socks on February 28, 2017, 09:19:16 PM
Some of the changes seem to be a bit simple considering how long these cards have been in need of changes.
I mean did it really take YEARS to come up with the idea to decrease Hinekri's the cost by 1?  I'd rather have a complete rework of her than have a lazy change like this.

I think you've misunderstood the purpose of these changes. These changes aren't meant to completely reshape the meta. It's just improving underused cards so that their power level is more in line with everything else.

For this purpose, the simple changes are the best changes.
Title: Re: Legend Balance Changes
Post by: NTL on March 01, 2017, 12:00:37 AM
Some of the changes seem to be a bit simple considering how long these cards have been in need of changes.
I mean did it really take YEARS to come up with the idea to decrease Hinekri's the cost by 1?  I'd rather have a complete rework of her than have a lazy change like this.

I think you've misunderstood the purpose of these changes. These changes aren't meant to completely reshape the meta. It's just improving underused cards so that their power level is more in line with everything else.

For this purpose, the simple changes are the best changes.


I would agree if such changes affected cards of lesser rarity, but for legendaries those are unimaginative at best. I can understand lack of creativity, but what with 'no for reshape the meta' thing? Isn't purpose of highest rarity cards are to be strong thus desired? Should we not feel disappointed seeing Hinekri's cost decreased by 1 after so long time of being completely useless for example? Do reshaping the meta is not something that should happen and keep (card) games alive?
Also I dislike the fact that another factionless legendary is made so useful.
Title: Re: Legend Balance Changes
Post by: Adorabear on March 01, 2017, 12:59:06 AM
I like your sig pic NTL  ::)
Title: Re: Legend Balance Changes
Post by: Sephorin on March 01, 2017, 01:27:14 AM
I can understand lack of creativity, but what with 'no for reshape the meta' thing? Isn't purpose of highest rarity cards are to be strong thus desired?

I would love to see more creativity.  :)

But I do not think that a rarer card should necessarily be a more powerful card. A rarer card should be a more complex card.
Title: Re: Legend Balance Changes
Post by: Hiding on March 01, 2017, 02:22:26 AM
Doesnt hinekri poison stack now or something
Title: Re: Legend Balance Changes
Post by: ORISOLVE on March 01, 2017, 03:29:30 AM
These Legendary changes are shallow and pedantic.
Title: Re: Legend Balance Changes
Post by: ES [BoD] on March 01, 2017, 04:41:04 AM
Some of the changes seem to be a bit simple considering how long these cards have been in need of changes.
I mean did it really take YEARS to come up with the idea to decrease Hinekri's the cost by 1?  I'd rather have a complete rework of her than have a lazy change like this.

I think you've misunderstood the purpose of these changes. These changes aren't meant to completely reshape the meta. It's just improving underused cards so that their power level is more in line with everything else.

For this purpose, the simple changes are the best changes.
Exactly, it was about giving the legends a simple buff, balancing them a bit and making them more in line with the rest of them rather than performing a complete overhaul.
Title: Re: Legend Balance Changes
Post by: Prince of Lies on March 01, 2017, 04:55:55 AM
If the point of the card changes was to make them more viable, I think the developers should have gone with a more in-depth approach. Maybe even a rework.
Making them more viable means getting them to contend with the current meta. If the purpose of the buffs/nerfs was not that, then I may need to be enlightened for whatever the reason was.

A lot of their effects are underwhelming at best.
And even with their proposed changes, I can tell you less than 10% will even give them a go on Normals because a lot of you long-time players like cheesing each other with high-end decks of token gen or some variation of a low-cost long-term buff strategy. That or the stall control Verore decks.
So even then, much of these rebalances will see no use. Except Marina and, to a lesser extent, Tygris and Die Another Day. Unless I missed something...

Does the management of this game even care anymore?
It's like this rebalancing was merely done to show people active on the forums "Nope, we're not dead yet. We're still alive. So let's entertain you guys with some changes you might not even care about".
Title: Re: Legend Balance Changes
Post by: NTL on March 01, 2017, 09:29:42 AM
Does the management of this game even care anymore?
It's like this rebalancing was merely done to show people active on the forums "Nope, we're not dead yet. We're still alive. So let's entertain you guys with some changes you might not even care about".

I wouldn't go that far, but nonetheless these changes are unremarkable.
It seems people responsible for such rebalance failed to notice expectations of players and what being the rarest card should mean. Their approach is like: nah, this card was always trash, it can't be made strong now. So we have Gao Han left in odd and extremely limited purities with only stats tweak. That pharmaceutical precision is painfully obvious, though factionless Marina is blessed with powerful effect, can someone kind from balance team explain it to me?  :)
Title: Re: Legend Balance Changes
Post by: PopeShine on March 01, 2017, 03:16:38 PM

Quote
I would agree if such changes affected cards of lesser rarity, but for legendaries those are unimaginative at best. I can understand lack of creativity, but what with 'no for reshape the meta' thing? Isn't purpose of highest rarity cards are to be strong thus desired? Should we not feel disappointed seeing Hinekri's cost decreased by 1 after so long time of being completely useless for example? Do reshaping the meta is not something that should happen and keep (card) games alive?
Also I dislike the fact that another factionless legendary is made so useful.

Quote
If the point of the card changes was to make them more viable, I think the developers should have gone with a more in-depth approach. Maybe even a rework.
Making them more viable means getting them to contend with the current meta. If the purpose of the buffs/nerfs was not that, then I may need to be enlightened for whatever the reason was.

Rarity and power level don't always have to be in lockstep. If you look at any TCG you'll find the the majority of cards printed at the highest rarity often don't see competitive play. Only a handful from any given set make it to competitive decks. Often this is done intentionally. Not every card in a TCG is designed to be competitive. A lot of cards are designed top-down and are made to fulfill the need of flavor or set theme. Bottom-up cards are typically designed to support gameplay and these cards are usually made at lower rarities. It can be a dangerous practice to put the best or most powerful gameplay cards at the highest rarity. You'd end up creating a game where every card in a deck would need to be legendary.

The IW community's whipping boy of a bad legendary is Gao Han, Champion of Warding. Its pretty obvious to see that this is a top-down design and meant to be a flavor card. It's original stats, restrictive casting cost and narrow, "flavorful" ability were evidence of that. The stats buff it recently got is simply a nod to the fact that based on raw stats it was underpowered compared to other rares and uncommons in the game. It's simply not the best example of a legendary that's been done an injustice. It was never meant to be powerful or even competitive.

I also think the community has been remiss in acknowledging how many legendaries routinely see play in the ranked meta: Agent Coyle Primal Hunter, Martyr of Life, Defiant Hermit, Agent Coyle Soulseller, Klore the Rapier Centurion, Agent Coyle Immovable, Sol Champion of Vengeance and Martyr Golem. About 29% of printed legendaries are seeing play (8 out of 28). That number only gets better if you include tech choices. And a couple more might see play since the buffs. That's pretty much in line (if not better) with what every other TCG does with their highest rarity cards.

Bear in mind that another round of balance changes is in the works. The legendaries have gotten their buffs boosting their power levels/playability and in the next round OP cards should be getting nerfed. Perhaps this combination of buffs and nerfs will reshape the meta and make it more palatable.

Quote
Does the management of this game even care anymore?
It's like this rebalancing was merely done to show people active on the forums "Nope, we're not dead yet. We're still alive. So let's entertain you guys with some changes you might not even care about".

I don't understand where all this saltiness is coming from. Not to pick on this poster but this is something that's indicative of the community as a whole.

I'm new and wasn't around for the "shadiness" of the early years with the original dev team and yada yada yada. The game has balance issues and bugs and that's very frustrating, but please remember it's an indie title. A certain lack of polish is to be expected. For the past few weeks I've seen honest effort being put into making the improvements everyone wants. It's slow going, but it's actually progressing. The constant moaning about the game and developers has been a bit too much for me. It's the only thing the community cares to talk about. I suppose every game suffers this as well, but it's surprising that a game this small with a loyal fan base would receive such grief on a daily basis. Many times it seems the community enjoys whining about the developers, the game and each other more than playing it and that's just pretty distasteful.

Quote
That pharmaceutical precision is painfully obvious, though factionless Marina is blessed with powerful effect, can someone kind from balance team explain it to me?

This worries me a bit too. Powerful factionless cards with unique abilities seems ripe for abuse. Marina may or may not be a problem (too early to tell) but this kind of design philosophy makes me nervous for future cards.


Title: Re: Legend Balance Changes
Post by: Prince of Lies on March 01, 2017, 04:44:43 PM
That's fine if you long-time players want to cheese and faceroll each other with the same overused top 5 decks.
Honestly, I'm even sick of seeing Tinker Acolyte, Taiga Token and Hermit decks in Normals. Sometimes, I do well. Sometimes, I don't. And this is from someone who quit the game after 3 months of playing it and just came back last December. So my card pool, although obviously quite lacking, is better than most new players and this is without tossing a single cent on the game.
And honestly I don't think many new players will invest for a DLC without knowing how long they will be playing this game and/or how many friends they will make who can buy their stuff when they quit.

All I'm saying is if you guys don't mind losing new players playing Normals against your well-developed decks, then by all means turn a blind eye to the odd rebalancing.
Newer players will only get frustrated trying to gain popular good cards from the packs they buy using hard-earned IP. Even then PVP wins will be hard to gain by, thereby also limiting the IP they earn from the daily.
If you think losing most PVP battles is no big deal to a newbie, then maybe it would when you consider they start acquiring cards at the pace of 20 battles per pack.
Oh and not all pre-made decks are newb-friendly. Some are even way too predictable.

I'm not saying they shouldn't give those changes to Gao Han Ascended and Hinkeri. But if their purpose is not to buff them to compare with other legendaries, then why even bother?

I mean, Taiga gives me a bigger problem than most of the Champions (minus a well-guarded Raziel and Tempus) in a pure Overseers deck. Maybe she needs to be restricted to a 2-purity Genesis deck.'

I play the game for fun, often looking for new things that could potentially work together.
And I get the impression that a lot of you guys only play for the ranks/competitively.
No wonder much of the older players are quitting.
The game is getting boring. Plus/minus, stressful with the bugged disconnects and unrecorded victories.
No one wants to innovate new decks with a different set of cards.
I see an occasional Uncontrolled Rift deck with Acolytes in Normals. but that's just in Normals.
I'm sure Ranked would make me throw up after 4 days of matches.

I'm not being salty.
I'm being realistic.
When the game finally reaches a point that everyone has the same deck in Ranked, I wouldn't be surprised to know the playerbase has reached less than 50.
Anyway, that's all my input for now.
False positivity is just as bad as persistent negativity.
Title: Re: Legend Balance Changes
Post by: Heyheuhei on March 01, 2017, 05:01:46 PM
Well, good or even average players dont play good decks in normal. Its so boring :P
Title: Re: Legend Balance Changes
Post by: Klassick on March 01, 2017, 08:38:21 PM
Taking in consideration the main objective of this changes, they are welcome.

Marina is the only problem here... guess a rebalance at this card will come soon, for sure.
Title: Re: Legend Balance Changes
Post by: Kevkas on March 02, 2017, 02:15:43 AM
Two thoughts regarding Tygris:

1st. His stats still leave him very vulnerable, especially against Verore, and even Overseers (one Banish away from being killed AND removed from the game). I'd suggest increase his stats, or give him some protection.

2nd. Before you were able to spam 2/2 cheap artificials, which came in handy lots of times. Now we are forced to 8/8 artificials, which also leaves Tygris with a dead 2nd turn, it can't even create an artificial on the 2nd turn. Why have we lost his versatility? At the very least allow him to create a 4/4 or 5/5 on the 2nd turn, no harm in that, and brings him into play earlier, it's difficult enough to get him going and now waiting for 3rd turn makes things worse.
Title: Re: Legend Balance Changes
Post by: artistx on March 02, 2017, 06:18:01 AM
Why was Liand not revamped? I've only seen him played once in the last year and a half..
Title: Re: Legend Balance Changes
Post by: ES [BoD] on March 02, 2017, 10:47:55 AM
Taking in consideration the main objective of this changes, they are welcome.

Marina is the only problem here... guess a rebalance at this card will come soon, for sure.

Yea, Marina's untouchable effect should have disappeared after she's killed, i understand that it's not the case atm and she will be fixed soon.

Perhaps that caused a little bit of confusion and I apologize for it.
Title: Re: Legend Balance Changes
Post by: marvelouschester on March 02, 2017, 03:10:59 PM

Yea, Marina's untouchable effect should have disappeared after she's killed, i understand that it's not the case atm and she will be fixed soon..
the character also retains it after marina is humbled, no clue if the character is reset after that yet though
Title: Re: Legend Balance Changes
Post by: SwatAK on March 02, 2017, 03:54:33 PM
You're telling me that they buffed useless legendaries?! Guess ive been gone for too long
Holy crap that marina is op stuff
Title: Re: Legend Balance Changes
Post by: Kevkas on March 03, 2017, 01:03:15 AM
Why was Liand not revamped? I've only seen him played once in the last year and a half..

+1
Title: Re: Legend Balance Changes
Post by: Hiding on March 03, 2017, 01:40:23 AM
Why was Liand not revamped? I've only seen him played once in the last year and a half..

+1

"10/12-->10/13"

"Lets call it a day folks."
Title: Re: Legend Balance Changes
Post by: tmoua805 on March 03, 2017, 01:45:30 AM
I think the changes to these cards are solid. I don't understand why people wanted to make the changes on these cards more "creative." People need to stop complaining about such dumb things. Infinity Wars Reborn is actually making progress. Progress=good. Fixed a bunch of bugs and are willing to go back and balance the whole entire collection of cards. What more do you guys want out of them? Yeah they have had their ups and downs but there is slow but steady progress which is a good thing. Of course nothing is perfect so don't get your expectations up.

I'm happy cuz my Xi Martyr is now viable. I have been winning most of my normal games with two of her in my deck. Looking forward to more of the changes coming up!
Title: Re: Legend Balance Changes
Post by: Candit on March 04, 2017, 06:34:39 AM
So the untouchable effect is not a nerf to prevent splat combos?
Title: Re: Legend Balance Changes
Post by: KingMickey on March 14, 2017, 06:21:07 PM
Agent Coyle Ascended seems to have gotten the short end of the stick. Imho, if you look it from lore perspective, Overseers control great power. If AC is already powerful, Ascending should give him an ever bigger boost. This doesn't reflect neither in his stats nor in having a really powerful ability- it looks nice but with such low stats, he can't put up much of a fight- he needs stat boosting by other effects or abilities.
Title: Re: Legend Balance Changes
Post by: drewmb10 on March 14, 2017, 08:04:46 PM
Agent Coyle Ascended seems to have gotten the short end of the stick. Imho, if you look it from lore perspective, Overseers control great power. If AC is already powerful, Ascending should give him an ever bigger boost. This doesn't reflect neither in his stats nor in having a really powerful ability- it looks nice but with such low stats, he can't put up much of a fight- he needs stat boosting by other effects or abilities.

AC Ascended is definitely one of the better legendaries to come from this patch. He's very playable now, as his ability can deal with so many threats.
Title: Re: Legend Balance Changes
Post by: Dogeee [BoD] on March 15, 2017, 02:32:56 AM
Agent Coyle Ascended seems to have gotten the short end of the stick. Imho, if you look it from lore perspective, Overseers control great power. If AC is already powerful, Ascending should give him an ever bigger boost. This doesn't reflect neither in his stats nor in having a really powerful ability- it looks nice but with such low stats, he can't put up much of a fight- he needs stat boosting by other effects or abilities.

i couldnt agree less. 10/10 at 4 with flying are very good stats. and the ability is great.
Title: Re: Legend Balance Changes
Post by: KingMickey on March 15, 2017, 08:06:30 PM
Quote
AC Ascended is definitely one of the better legendaries to come from this patch. He's very playable now, as his ability can deal with so many threats.

Quote
i couldnt agree less. 10/10 at 4 with flying are very good stats. and the ability is great

He can fight few times before going down. Recently, pretty much every faction got plenty of ways to deal with flying enemies. Even Sleepers who are supposed to be weak vs Overseers (Drag Down is pretty effective on him since he can't take much punishment, not to mention the better methods of anti-air). Such common stuff like Hulking Snipers work wonders or he just eats an Anti-Air Missile to the face and RIP in Pepsi.

Every other AC card seems that much better compared to him excluding maybe Soulseller and the two newest ones (Superior Symbiote was the one iirc but they were not Legendaries I think so nvm). His only redeeming factor seems to be the ability to transform but that's a common denominator for AC cards
Title: Re: Legend Balance Changes
Post by: NTL on March 16, 2017, 08:04:00 AM
AC Ascended is in good spot now. All flying chars have weaker stats, but he with 10/10 body for 4 cost is above the curve and there are also good reasons for him to be good in command - first of all: he's not a champion, 10 health makes him less vulnerable to damage abilities and can't be OHKO by single Hulking Sniper, and overall OOS has many reliable ways for global buffs, thus his stats are more than fine. So if you want to focus on flyers or to make it noticable part of your deck, then he is what you are looking for. Sure, he is not auto-include like AC Primal Hunter and his effect may appear underwhelming, but that's not necessarily bad thing, IMO he's well-balanced ater change.