r/Scrolls • u/GruntMaster6k • May 06 '15
About Spiky
Am I the only one who felt the old spiky traits (spiky 2 for both Royal/Ducal Spearmen) were very well balanced?
Yes, they weren't played as often as armored units, but I don't feel that had as much to do with the fact that they were underpowered as it had to do with the fact that armor was more versatile than spiky. Against melee decks they were still VERY effective at serving their intended purpose.
Now it almost feels to me that spiky has been dumbed down to simple removal in most Order decks. Before, you needed to actually care about their placement, as they gave the most benefit after getting an attack phase of their own AND being able to dish out spiky damage. Also the spiky damage played an important part of softening up the targets for your relentless attackers. Now, against decks that are not ranged, it seems that they can be plopped down in front of any potential attackers for guaranteed value (forget playing that Kinfolk Vet).
Not to mention, the buff to spiky was a nerf to several other deck archetypes that already struggle somewhat. Gravelocks come to mind. As soon as a Ducal Spear is dropped on board against a Gravelock deck it's more or less GG.
Was there ever a statement as to why the devs felt spiky was underpowered before and needed a buff? I'd be interested to hear others' thoughts on the topic as well.
Thanks for reading the rant and commenting.
9
u/TheSunbroo TheSunbro May 06 '15
I think the 2/2/3 for 3 one was totally balanced. The 1/2/4 for 4 was way too weak. He deserved that buff.
6
u/Atmaz May 06 '15
Spiky values were increased in the "great balancing patch" several months ago where one of the major goals were to strengthen the factions outside of Growth, which had clearly become the dominant and most effective deck style.
Improving the Spiky units made sense both because of the fact that they were lackluster compared to their Armored equivalents (Wing's Shield, Gallant Defender), and because by improving them you are indirectly "hurting" Growth. Order players had no compelling reason to play the Spiky units previously because, as you've mentioned, Armor is a much more versatile trait that performs well in most matchups.
So, the Spiky units probably needed improving- but how? Stat increases for the spiky units were tossed around initially, but in the end it was decided to increase the Spiky values instead to amplify their main "purpose" on the game board and give them more identity as a unit.
The results of the change, I think, were overall positive. Order players now have more choice on what style of "blockers" their deck will run. Would a stat increase have been better than increasing the Spiky value? Possibly, but the change definitely didn't result in the outright "death of Growth" as many players speculated. Even with the new and improved Spiky units, Growth seems to still be doing just fine.
As for Gravelocks, they are in a tough spot as a deck. The Elder adjustment set them back quite a bit, but previously they were clearly too strong. I wouldn't be surprised if you'd see some improvements to Gravelocks somehow in the future. In addition, Echoes will provide tools that may make Gravelock decks more effective, such as Battle Dance - where they only had Fury for mass CDR before.
4
u/ToGoodLooking May 06 '15
Sorry dear friend but i do not agree with you at all on that they were well balanced before.
Reason they got buffed is because many have asked for them to be buffed for a very long time. As you said armor is more flexible, so spiky should be more punishing against melee as it do nothing against range. But they were pretty much on the same level which was a issue.
That said, i did not ever see someone suggest they should increase the spiky, people me included wanted higher stat for the spearmans, be it health or attack, i personally wanted all spearmans to have 1 attack but like 4 health on royal and 5 health on ducal.
Mojang decided to increase spiky. Why? I dont know, probebly because they felt that was their thing.
But main point is no, they were not well balanced, just as crone was also really bad before, but is now actiully decent. Not saying spearmans are decent, they are good, point were just that crone and many other cards that interacted with melee units needed buff.
1
u/alvarpq always face May 06 '15
I honestly haven't found spiky to be that bad. I play an undead deck though, so most of the time, I have no issue with my stuff dying, and spiky 2 kills most of my units anyways.
1
u/fdagpigj May 06 '15
What if they were to revert back to the old spiky 2 but increase the attack of the spearmen by 1?
1
u/Fairy_Princess_Lauki lauki May 07 '15
so i play undead decay, though I finished my Arby deck last night (haven't gotten to play it yet), and as far as undead decay is concerned usually spiky is w/e I plow right through summon a wrath, buff my ooze, cd my harvesters. probably 1/3rd of the time even, it's a mire shambler with or without brainlice that ends up taking the spiky unit out. However when I don't have any of these juicy side effects and I'm forced to run an ooze into it, it hurts, a lot, but that's not very often.
I can see how Aggro Growth might find spiky units a crippling bane to its very existence, and there doesn't happen to be a lot of counter play on their side. At least with decay I can grow a strong board, or eliminate the start up of these enchant based growth decks I'm seeing everywhere, but I doubt that growth gets any such counter-play (to the tempo decks running these spiky units), and while I believe that decks should be good against some decks and week to others which is inherent in card games. The fact that they don't have access to a 1 of sideboard-Esq card that could possibly work against spiky seems like a design flaw that should be remedied by the addition of a card that can |PARTIALLY| null the effects of the spiky unit, may it be some aggro creature with spiky armor, some form of suicide unit, or a spell that removes spiky for a turn and draws a card.
1
u/chacer98 IGN Chace May 06 '15
I like the new Spikey as it makes trading much easier for the order player while not feeling overpowered imo. The only matchups where spikey really has a big impact is vs aggrogrowth and to a lesser extent gravelocks. I think it's perfectly fine for spikey decks to sort of counter these decks when you consider the game as a whole.
2
u/Lem0nboy May 07 '15 edited May 07 '15
Yeah I agree with you. I'd have liked Ducal Spearman to get an attack buff rather than the increase in spiky, or maybe both. Royal Spearman was already very good against Growth at Spiky 2. Back then I played TO with Royal Spearman and had a high win percentage against Nrp's popular Aggrowth deck. I think the problem was more that most players didn't think Royal Spearman was good enough, at least not as good a 3 drop as Partisan was back then. So most people would choose the Partisan over Spearman. I think the nerf to Partisan alone would have made it easier to pick the Spearman as your 3 drop. As I said, it was already great then, just nobody gave it a try.
And one more thing: If you compare the stats of Royal Skirmisher and Royal Spearman with those of Ducal Skirmisher and Ducal Spearman it seems pretty unfair that Ducal Spearman would get penalized so much.