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BALANCE UPDATE: October 2021

19/10/2021

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GETTING BACK TO IT!

Yup, we know! It's been a while since our last balancing update, but we're committed to getting back to a regular schedule of balancing starting with this one. To that end, we wanted to start by getting to some of the more glaring imbalances we observed and continue from there. 

Here are the changes:

SNIPER
The Sniper's indestructible effect certainly added more richness to the card, but it presents more issues that it doesn't really make up for. We'll be keeping an eye on the Sniper's performance after this change and will see if any further changes need to be made. CHANGE: 
  • Indestructible Effect Removed

EMP
EMP isn't a very popular card, outside of its use as a trap card, and we want to expand its versatility. To that end, we've mitigated its effectiveness on Heroes, but significantly increased its overall effectiveness as a Support card. CHANGES:
  • Duration on Heroes decreased by 75%
  • Base duration increased from 1.5s to 3s
  • Power cost decreased from 3 to 2

CHOPPER
The Chopper was in need of some love and we wanted to make it better fit its role as a support unit. By increasing its Attack Range, we feel this will be a great step towards that. CHANGES:
  • Attack Range increased from 5 to 8
  • Base Hit Points decreased from 500 to 450

MEDKIT
Speaking of cards that needed some help, the Medkit needed a boost and that's coming in the form of a bit of a redesign. The changes are focused on diversifying its use and we're hoping to see a noticeable impact on how it's combined with other cards. CHANGES:
  • Base Healing per Second increased from 40 to 100
  • Duration decreased from 20s to 3s
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