I haven't played but a few matches in core but it seemed way too powerful. As if a free player already didn't have enough challenges. I would like to throw out multiple suggestions to balance this card:
1. Card should revive with 25% instead of 50% so that path to graveyard can be some knd of free card counter. Plus 40-50% is just too much it requires too much coordination to pull off making aoe and chaos units highly devalued now.
2. Activation limit. Perhaps a limit of 3. This card worked ten times for me in core all I could do is watch and feel bad for the other player.
3. Much longer cd time would potentially be the best fix. Remember this card already is primed at the beginning of the battle. The opponent needs time to formulate an attack after the revive. 10s is not much maybe to get one attack in or one spell go off.
4. Should only work on units. This card supposed to be the god card that does everything?
5. Suggest some free card solutions in next update please. Kobold and trap detect plus let path to grave be a good counter as well and maybe a couple other cards. Maybe harpy is already the answer. If the revive was not over 50% would be reasonable perhaps.
6. Lastly, is probably time for some type of anti reviving card of some sort as now the number of revive cards is growing largely. One suggestion would be to modify the card "die together" to have the additional feature of preventing a card from reviving. I feel this card is lacking. Or better yet perhaps a free diamond card unit whose ability is that "when it kills a unit it can't revive." Maybe you ready have such a card in the works if so respond with a smiley face.
7. Lastly one more, could likens the possibility to have such a card remain strong but only work on a narrower range of units. Such as 1. Units with less than 1600 max hp. 2. Only units of a given faction, armor or attack type or amount, or some other restriction. This could make the card more predictable in pro.
8. Lastly one more could even look at this card not working on monkey king since he is way overplayed at the moment.
Well perhaps it is not fair of me to comment on a card so early so we will see. My initials guilds reaction was that just seems too op.....do not wish to be so quick to judge perhaps all the answers are there for us to discover
New Card Too Strong?
Re: New Card Too Strong?
Bookie/Players/Admin:
About point 5, i have something to add. Harpy definitely not the solution right now, thanks to no limitation of guardian. In my opinion, no trap should be no count of activation. This is just not fair. I hope in the next patch should put count of activation on guardian.
Also about the new card i think admin should limit it as well, i see many ppl use it (or should i say abuse it?) and revive trap as well? Com'on this is just ridiculous . I hope this should be nerfed in next patch.
About point 5, i have something to add. Harpy definitely not the solution right now, thanks to no limitation of guardian. In my opinion, no trap should be no count of activation. This is just not fair. I hope in the next patch should put count of activation on guardian.
Also about the new card i think admin should limit it as well, i see many ppl use it (or should i say abuse it?) and revive trap as well? Com'on this is just ridiculous . I hope this should be nerfed in next patch.