kpania
23 posts


Suggestion for a 4-elixir Vines Rework that removes the stun/freeze effect in place for a 100% moveslow
@Julesy237 @donaldwsjr (idk who else to mention)
Preamble and intent 1/2


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@donaldwsjr Thank you for the reply. Sorry if I came across a bit harsh wrt my read of the vines nerfs.
This leads me to ask, (1) what lead the team to decide to create a card with this goal in the first place, and
(2) how come the 100% slow didn't work with vines?
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@kpania019 Vines' primary goal is to be another 3 Elixir spell alongside Arrows that counters Archers & Firecracker.
The initial design was a 100% move speed slow, but it didn't accomplish it's goals and a 100% slow is actually not that useful. It was also Evo Hunter's original design
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@Julesy237 @donaldwsjr Long rework idea for a 4-elixir ronin with a greatly reworked parry mechanic that should address the problem of ronin feeling one-dimensional/gimmicky, while finding his niche in the game. 1/4

jules@Julesy237
@CloneLovesMusky We felt that Ronin was too 1-dimensional with lower damage. If you look at other 5-elixir cards, they have many situations where they are useful: -Prince in 1v1s, as a tank killer, and building pushes. Not to mention the double damage and river jumping
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@Julesy237 @TheBomb71285057 ronin being more front/tanky support in bridgespam that helps the push survive, while mini pekka has it's role being "i beat the crap out of stuff if i'm tanked for +/ the way is clear" so mini p more in (primarily golem) beatdown and some cycle (leveraging aggro white, no hero)
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@Julesy237 @TheBomb71285057 i suppose the other problem with that is then ronin and mini pekka might face redundancy issues (both gw), but i think focusing ronin parry on having effects that help 'teammates' fight (but ideally not hitspeed buffs to reduce aggro implications) differentiates them well,
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Damn need one more to make it 50. Kinda wish it was a win condition but I can't think of any nerf-worthy ones right now
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