Cool spidie great suggestions and ideas. Here is one:
Spell of crippling: all enemy cards not of a faction you start with lose their special abilities.
A reason for diversity. A meaningful counter to creator. Percent of success depends on card level. No need to nerf creator. Other obsolete cards like orochi become significant again in a high end match. The new epic demon hunter becomes playable in this godfather creator overuse environment.
Cannot be sabotaged. So that the effects of this card must always weigh on ones mind diversity will always be promoted throughout the game.
Not eligible for use in quick mode.
New Card Suggestions
Re: New Card Suggestions
I don't think anybody has suggested a Unit card that attacks all cards, either doing damage to unit cards or increasing cooldown counter on spell/trigger cards
Re: New Card Suggestions
hi all i have few cards idea
name:death knight
type: unit
ability: when this card active it will destroy targets if his HP is lower then 200
name: blood assassin
type: unit
ability: when this card destroy a unit it gain X attack and will attack another unit (x is destroyed unit HP/10)
name : mind control
type: spell
ability: target a unit with the lowest HP ratio x chance to control it this card is destroyed after it control a unit (X is target hp lost ratio)
name:death knight
type: unit
ability: when this card active it will destroy targets if his HP is lower then 200
name: blood assassin
type: unit
ability: when this card destroy a unit it gain X attack and will attack another unit (x is destroyed unit HP/10)
name : mind control
type: spell
ability: target a unit with the lowest HP ratio x chance to control it this card is destroyed after it control a unit (X is target hp lost ratio)
Re: New Card Suggestions
Unit: melee unarmored all special damage to this card reduced by 50%. purple card to deal with creator, I father, and red dragon
Trap: dragon catcher. Gold card. Target dragons attack is cancelled and loses 35% hp. Free players struggling with three red dragons.
Unit: cd=8. dragon tamer, diamond card. Ability optimized to attack dragons. Target dragon returns to max cd.
Suggestion: change assassinate to either cd=8 or back to pierce damage to better deal with SQ. At cd=9 it's similar to drain life without the heal aspect.
Trap: dragon catcher. Gold card. Target dragons attack is cancelled and loses 35% hp. Free players struggling with three red dragons.
Unit: cd=8. dragon tamer, diamond card. Ability optimized to attack dragons. Target dragon returns to max cd.
Suggestion: change assassinate to either cd=8 or back to pierce damage to better deal with SQ. At cd=9 it's similar to drain life without the heal aspect.
Re: New Card Suggestions
Unit: armored porcupine - aoe, pierce, if armored porcupines defense is reduced his attack is increased by 200%. Elven seduction counter. Heavy armor, cd=8, low base attack, nature
Spell: 0 cd, your units defense cannot be reduced in battle. All units gain 10% hp. This card is destroyed after activation.
Spell: 0 cd, your units defense cannot be reduced in battle. All units gain 10% hp. This card is destroyed after activation.
Re: New Card Suggestions
Hey ECB Admin, thanks for taking up my suggestions on Haste and Priest, you guys are awesome!!!
Ironbunt wrote:I'll kick things off. I don't know how balanced these cards would be but I'll leave that job to ECB's game maths genius to work out.
"Haste"
Spell - Reduce base cooldown of friendly units by 1 sec to a minimum of 5 sec. Haste is destroyed after effect.
Cooldown: 0 sec
"Priest"
Unit - When activated, Priest also heals most wounded friendly unit for x hit points.
Cooldown: 7 sec
"Shrink"
Spell - Reduces attack of most threatening enemy unit by 15%
Cooldown: 7 sec
Re: New Card Suggestions
Dear ecb thanks for the balance changes you have done in v2.0. It seems to be more variety at the top vs top players as cards seemed to have better counters to each other now. I would like to make some further card suggestions and balance suggestions for free players benefits. I myself still play about ten silver and gold cards so they never become obsolete even as you progress in the game. Mainly the benefit to having more cards is a wider selection of strategies. Perhaps you can go back and look at some if these cards to increase their usefulness in high end adder as well as helping free players fair better vs pay players.
1. Give death tower an additional effect. Increase by 5% for every epic your opponent has on board. This would give free players better chances or incentivize pay players to save three epics for other pay players who are less likely to use a gamble card.
2. Definitely need a card that " steals" an epic from the opponent not just copies it like joker. I am confident that this will make the game fun and exciting for free players who run into these epics and would love to take the epic and beat their opponent over the head with it.
3. Divine barrier. Reasses this card. It is nice that it has opened up the game a bit by allowing greater ability to play more than the constant 4 units you want to play to remain in a safe zone. My suggestion is to have this card get a 25% boost if there are six units on board. So it works max 75% with five units and 100% with six units. This would be beneficial to new players.
4. Dual daggers rogue. Because this cards dodge was nerfed in 1.8 I would suggest giving it some extra hit points. This could bring back some rogue decks in core with wrath and path and be good for variety and free player chances.
5. Crusader. 14s cooldown I never understood. Maybe assassinate is designed for this card. But since no one ever plays this card hardly no one ever plays assassinate. Suggest to either reduce cool down or give this card better stats such as a buffed attack.
6. Bear. I don't play bear so if I overstep my bounds someone please chime in. I thought it would be better to keep bears ability to get faster and faster. Summertime could then be used to make it stronger and stronger. Now the bear summertime combo is all but dead. Maybe you can take a look at this again as it was great for free players.
7. Skeleton archer. I know this will not make me popular but why not put this cards cooldown back up to something like 10s so it can survive mostly 9 sec cooldown assaults. But maybe give it an ability like skeleton king where chance to revive is 75%. Free players need chances. also if it is killed shouldn't is cooldown go back to full this keeping him from ever attacking.
8. Werewolf. Haven't seen anyone play this card yet but maybe it's being played in mid and lower tiered ladder. Someone pointed out to me that all the strong shrine alliance cards are either enchanted or heavy armor except blade master. Maybe that is this cards intention. But the rest of his stats seem underwhelming to where he has very limited use. I could be wrong though since I still don't own one and haven't used it or seen it.
9. Princess Mia. 8 sec cooldown. Enough said. She almost always is hit before she attacks this losing her ability.
10. Cyclops. Maybe increase what the stacking counters do or give a higher initial attack. I know this is probably more a core card.
11. Poison rain. This is the only spell card that seems unplayable in high end ladder. It was too op in v1.7 now it is too weak in 1.8 and 1.9. Plus since it is only area spell card gold and below for free players I would take a second look at this card.
But definitely need some card that steals epics from your opponent. This would be "FUN" and isn't that the point for free players that you want to keep around long enough to become pay players.
1. Give death tower an additional effect. Increase by 5% for every epic your opponent has on board. This would give free players better chances or incentivize pay players to save three epics for other pay players who are less likely to use a gamble card.
2. Definitely need a card that " steals" an epic from the opponent not just copies it like joker. I am confident that this will make the game fun and exciting for free players who run into these epics and would love to take the epic and beat their opponent over the head with it.
3. Divine barrier. Reasses this card. It is nice that it has opened up the game a bit by allowing greater ability to play more than the constant 4 units you want to play to remain in a safe zone. My suggestion is to have this card get a 25% boost if there are six units on board. So it works max 75% with five units and 100% with six units. This would be beneficial to new players.
4. Dual daggers rogue. Because this cards dodge was nerfed in 1.8 I would suggest giving it some extra hit points. This could bring back some rogue decks in core with wrath and path and be good for variety and free player chances.
5. Crusader. 14s cooldown I never understood. Maybe assassinate is designed for this card. But since no one ever plays this card hardly no one ever plays assassinate. Suggest to either reduce cool down or give this card better stats such as a buffed attack.
6. Bear. I don't play bear so if I overstep my bounds someone please chime in. I thought it would be better to keep bears ability to get faster and faster. Summertime could then be used to make it stronger and stronger. Now the bear summertime combo is all but dead. Maybe you can take a look at this again as it was great for free players.
7. Skeleton archer. I know this will not make me popular but why not put this cards cooldown back up to something like 10s so it can survive mostly 9 sec cooldown assaults. But maybe give it an ability like skeleton king where chance to revive is 75%. Free players need chances. also if it is killed shouldn't is cooldown go back to full this keeping him from ever attacking.
8. Werewolf. Haven't seen anyone play this card yet but maybe it's being played in mid and lower tiered ladder. Someone pointed out to me that all the strong shrine alliance cards are either enchanted or heavy armor except blade master. Maybe that is this cards intention. But the rest of his stats seem underwhelming to where he has very limited use. I could be wrong though since I still don't own one and haven't used it or seen it.
9. Princess Mia. 8 sec cooldown. Enough said. She almost always is hit before she attacks this losing her ability.
10. Cyclops. Maybe increase what the stacking counters do or give a higher initial attack. I know this is probably more a core card.
11. Poison rain. This is the only spell card that seems unplayable in high end ladder. It was too op in v1.7 now it is too weak in 1.8 and 1.9. Plus since it is only area spell card gold and below for free players I would take a second look at this card.
But definitely need some card that steals epics from your opponent. This would be "FUN" and isn't that the point for free players that you want to keep around long enough to become pay players.
Re: New Card Suggestions
Hi Bookie,
Thank you for your suggestions, we will take note.
Thank you for your suggestions, we will take note.
Re: New Card Suggestions
Ecb admit I have emailed you on issues with werewolf... This card is dead. Nobody use it. Please fix it. Desperately needs work.
LEGION =GH=
''It is what it is homie.''
''It is what it is homie.''
Re: New Card Suggestions
Getting stronger AND faster was really too much for previous version's Bear (especially for a silver card). Now I think it is a well balanced card.Bookie wrote: 6. Bear. I don't play bear so if I overstep my bounds someone please chime in. I thought it would be better to keep bears ability to get faster and faster. Summertime could then be used to make it stronger and stronger. Now the bear summertime combo is all but dead. Maybe you can take a look at this again as it was great for free players.
7. Skeleton archer. I know this will not make me popular but why not put this cards cooldown back up to something like 10s so it can survive mostly 9 sec cooldown assaults. But maybe give it an ability like skeleton king where chance to revive is 75%. Free players need chances. also if it is killed shouldn't is cooldown go back to full this keeping him from ever attacking.
But you need to bring back the ability to become faster with every hit on another card as it was a good idea (and a good counter to Ice Elemental). Maybe start higher with a 12 CD card.
I agree for Skeleton Archer; his ability at 8 sec is almost useless.
The real problem with this card was that in hardcore mode his ability was reset at the start of every round even if the card itself had been on the battlefield way more than 12 sec.
PS: Princess Mia's CD is still at 9, not 8.