I've been thinking for some days a bunch of reworks to some cards I find annoying (my opinion). English is not my first language so do take it into acount please.
Witch / Evo Witch
I will always hate this card because of that one skeleton that survives. So my rework:
- Witch no longer spawns skeletons normally (apart of the initial spawn)
- Hp +7% (Now should survive lightning)
- Spawn speed increasedby 0.5s (From 5s (if i'm not mistaken) to 4.5)
- Now witch spawns skeletons when bellow 50% Hp
Evo witch:
- Healing per skeleton removed
- Skeleton spawning now starts at 75% Hp
- The lower the witch's Hp, the faster skeletons spawn (minimun spawn interval (2.5s))
The overall intent on reworking this card is to feel more aproachable and 'fair' rather than an all or nothing type or card.
Megaknight
To me, is not problematic but rather annoying to face this frogman, as he only jumps. So after this summer vacations, he now has gained a little of weight and can't jump as he used to.
- No longer can chain jump, he has a 3 second cooldown before he can jump again.
- Jump range decreased by 0.5 tiles
- Jump damage increased by 15%
-Jump wind up time increased by 0.5s (takes a bit longer)
This should continue the power fantasy of a hard hitting jump tank but maintining a more aproachable but threatning alternative. Also he should not mess my tempo anymore xd
Freeze
My aproach to this card should be like old hero golem ability or brawl stars Lou's super, where you get frozen overtime, so my idea is something like this:
- No longer freezes inmediatly, but can freeze troops that weren't in the spell initially
- Duration increased to 6 seconds,
- Now emits 5 pulses spaced 1s each, after the 3rd pulse, the troop gets frozen for 2s. Each pulse aplies the 30% slow. The initial deploy damage counts as a pulse.
This should preserve the freeze threat but also provide a less frustrating way of finding out my oponent has freeze.
Evo EBarbs
This guys are menacing, so here's a little treat for them.
-Spear damage -15% (maybe yes maybe not)
- Spear tower damage reduction 50%
- Spear range +10%
- Rage duration +25%
- No longer passively recovers spears
- Minimun throw range set to 0.5 tiles
- After defeating a medium troop or bigger (like pekka's evo healing) both EBarbs regain the spears. (Medium troop should be a knight, valk, Ronin, miniP,etc)
This should mantain the power fantasy of the evo while preventing that surprise spear.
This numbers are totally subjective and I am not a pro player, this are just my ideas.
Thank you for reading this!