Greetings, Scrolldiers!We have a few last-minute tweaks coming with Echoes that won’t appear on the test server before Echoes is released. We wanted to give everyone a head’s up on what to expect.
Many Echoes scrolls have seen quite a few adjustments in their time on the test server as we experimented, tested, and observed them until they felt “right.” We plan on continuing to adjust balance as necessary and as the power of the set becomes more clear, but we feel most scrolls will be in a pretty solid spot for Echoes release.
In addition, there are many more balance changes incoming as a result of the recent
suggestion thread. You can expect these changes to come post-Echoes.
Here are the previously unannounced changes to 7 scrolls that will go live with Echoes:Blast Automaton (Energy): 2/2/4 (was 3/2/3)Blast Automaton has had quite a journey. We’re reverting him back to his original design of 2/2/4 that was only seen locally. We felt bumping his attack to 3 was just a bit too strong at 4 health, but lowering his health to 3 was just a bit too weak. We’ve decided to take him back to where he started, which is probably his rightful place.
Wind-up Automaton (Energy): Now costs 3 to activate ability (used to cost 2)The high power level of this unit is clear to us. We want to take small steps in adjusting him rather than make any radical changes. As always, we will continue to monitor the performance of all Echoes units.
Controlled Lightning (Energy): Cost 2 (was 3)Energy has a lot of less-conditional direct damage that might simply be more tempting and reliable to run than this fun spell. We’d like to see it used more, and we think it’s reasonable to lower its cost along with the other changes we are making to Energy with this set of adjustments.
Battle Dance (Energy): Cost 4 (was 3)Battle Dance has proved to be, in most situations, a better Fury. Making previously existing scrolls obsolete is not something we’re interested in doing, and we believe Battle Dance will still be extremely powerful at an increased cost of 4.
Gloomstone Treaty (Decay): Now only works during opponent's turnOne thing we’re unhappy with about Gloomstone Treaty is how it behaves with mass removal. We like it when it spawns Revenants as the opponent destroys your units, but it can reach slightly out of its intended function when you yourself destroy your own units. Indirectly, this change will be a nerf against Spiky units as well, but we feel this sacrifice is for the greater good. We also considered the idea of having it only spawn Revenants during “combat,” but we feel that is substantially weaker than making it reliant on the player’s turn instead.
Stone Recluse (Growth): Now gives +2 Attack and Relentless when pillaging (was +3 and Relentless).We’re happy with how powerful Stone Recluse has proven to be after adding Relentless- but we think maintaining the same bonus attack may be a bit too much. We’re stepping him back in the smallest way possible.
Brother of the Wolf (Growth): Now counts up by 2 instead of resetting Countdown when activating ability.Wait, this guy isn't Echoes! This change is an indirect hit to Keeper's Pledge. The
"Infinite Wolves" combo has existed for quite some time, but it's never been so unreasonably strong until Keeper's Pledge came into the picture. For those who aren't familiar, you were previously able to place Fleetness on him and use Clandestine Orchard to fill the entire board with Ragged Wolves. With Keeper's Pledge out, it can easily equate to a "one turn win" if the right scrolls are drawn. We don't think this combo would be incredibly powerful and dominate competitive play, but we don't think it's healthy for the game. It's fun to play, but it's not fun to play against. We believe there are plenty of other interesting combinations introduced in Echoes, and this doesn't need to be one of them.
See you in Echoes!