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.
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.
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.
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.