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Test Server Patch 1.3.2 - Echoes balance
Author: Zylus
Date: Tue 16 Jun, 2015 1:27 PM Views: 5454
The announced balance patch is finally here! Well, on the test server at least - but remember it's open to everyone :)


Scrolls

  • Arthritis (Decay): Now deals base Countdown as damage instead of 1.
  • Bitter Root (Decay): Now has Poisonous. Health 3 (was 2).
  • Atrophy (Decay): Now lasts until unit's next attack (was until end of turn).
  • Monstrous Brood (Decay): Reworked: Cost 5. Cost 5. Target creature you control and connected creatures are destroyed, and each is replaced by a Monstrosity.
  • Morbid Curiosity (Decay): Cost 3 (was 2). Now draws a scroll when enchanted creature is destroyed.
  • Infected Gravelock (Decay): Cost 1 (was 2), 2 Health (was 3).
  • Pest Dissimulator (Decay): 2 Attack (was 1).
  • Unforeseen Onslaught (Decay): Slayer now lasts until affected units' next attack.
  • Unbind (Decay): Cost 4 (was 3).
  • Supercharged (Energy): Now activates when it comes into play in addition to start of turn.
  • Catapult of Goo (Energy): Cost 2 (was 3).
  • Ember Bonds (Energy): Now deals 3 damage (was 2).
  • Snargl (Energy): 5 Health (was 4).
  • Snargl Brain (Energy): Now gives +3 Health (was 2).
  • Inferno Blast (Energy): Cost 2 (was 3).
  • Gravelock Burrows (Energy): Now has Linger 8 (was 5).
  • Metal Heart (Energy): Reworked: Cost 2. Enchanted creature counts as an Automaton, and its Attack is increased by the number of other Automatons you control.
  • Golem Skin (Energy): Now deals 1 damage to your structures (was 2).
  • Electrify (Energy): Cost 3 (was 2). Now attacks for 2 damage (was 1).
  • Siege Cracker (Energy): 4 Health (was 3).
  • Rigged (Energy): When enchanted structure is destroyed, opponent units on the same row are dealt 2 physical damage.
  • Blast Strike (Energy): Cost 1 (was 2).
  • Scattergunner (Energy): Attack 5 (was 4).
  • Gravelock Elder (Energy): Attack 4 (was 3).
  • Vitriol Aura (Growth): Now has Poisonous (used to only poison on attacking).
  • Illthorn Seed (Growth): Now gives Spiky 1 to enchanted unit.
  • Ancestral Pact (Growth): Linger 5 (was 4).
  • Nutrition (Growth): Cost 2 (was 1). Now has Replenish.
  • Erode (Growth): 3 damage (was 2).
  • Leeching Ring (Growth): Now fully heals attacker (used to heal by 2).
  • Totem Mask (Growth): Cost 3 (was 5). Now gives +2 Attack and +1 Health (was +2/+2) when structures come into play.
  • Essence Feast (Growth): Reworked: Cost 4. Idols you control are healed by 1. Beasts get +2 Attack until end of turn. Draw 1 Beast.
  • Hymn (Growth): Reworked: Cost 1. Now has an Inferno Blast-like area. Affected units are healed by 3.
  • Elan Vital (Growth): Regeneration 2 (was 1).
  • Bountiful Times (Growth): Cost 2 (was 3).
  • Unground (Growth): Now rounds up instead of down.
  • Gusty Izulr (Growth): 6 Health (was 5).
  • Frostbeard (Growth): Now triggers when destroyed on opponent's turn (was 'when destroyed in combat').
  • Sister of the Bear (Growth): 5 Attack (was 4).
  • Outcast Rebel (Growth): Now has Inspiring: +1 Attack.
  • Owl (Growth): 2 Health (was 1).
  • Callback (Order): Target unit you control is returned to your hand, and your current Order is increased by the unit's cost.
  • Wings Soldier (Order): 1 Attack (was 3). Now has Creature strike 3.
  • Stormknight (Order): 5 Health (was 4).
  • Wings Sorceress (Order): Ability now removes all enchantments and effects (used to only remove last).
  • Fields of Strife (Order): Cost 2 (was 3).
  • Soldier's Bond (Order): Now counts down other units on the same row (used to be units behind it).
  • Faith Blessing (Order): Reworked: Cost 2. Target unit you control takes 2 magic damage. Your opponent's idol on that row is dealt 2 damage, and your idol is healed by 2.
  • Just Conviction (Order): Reworked: Cost 2. When a Soldier you control is destroyed, its Attack is added to a random adjacent creature until its next attack.
  • Crown of Strength (Order): Enchanted unit now counts as a Knight.
  • Plate Armor (Order): Now gives +2 Health (was +1).
  • Mystic Altar (Order): Cost 2 (was 3).

Miscellaneous

  • Custom skirmish matches now have a check box next to them if completed.
  • Custom game search field is no longer cleared when entering a match.
  • Reworked the end screen to make it more attractive.
  • Updated Judgement scroll weights to make comeback scrolls more common, and treaties more uncommon.

Bug Fixes

  • Now shows more matches in the replay list when filtering by game type.
  • Fixed a number of sifting-related bugs.
  • Fixed bug with multiple whisper chat rooms from the same user.
  • The Judgement deck builder no longer sorts scrolls by resource.
  • AI can now properly use limitless wild.
  • Sleep Moratorium now takes taxing into consideration.
  • Fixed rated custom games sometimes not showing their rating.
  • Magma Thrower now has a proper attack animation.
Comments
NenananasTue 16 Jun, 2015 4:02 PM
Wow, this is awesome :D Especially love the new Essence Feast!
davidslainTue 16 Jun, 2015 6:08 PM
I'm liking the new monstrous brood. That's freaking scary.
Spooky2Wed 17 Jun, 2015 6:34 AM
Morbid Curiosity (Decay): Cost 3 (was 2). Now draws a scroll when enchanted creature is destroyed.
-Assuming this is in addition to the old effect, then I like the change. If it's pay 3 to draw 1, then it'll never be played when compared to Languid/Heritage.

Infected Gravelock (Decay): Cost 1 (was 2), 2 Health (was 3)
- I really like him as a 2-2-3 poisonous chump blocker often with a rot eater next to him. This makes him more aggro like and Prisoner of War splashable as a 2-2-2 for 1. Pretty sure I'd still use him over Bitter Root for the rot eater/harvester/necro triggers.

Pest Dissimulator (Decay): 2 Attack (was 1).
- It's a start, but I'd still use the superior 3-2-4 Cursemonger and/or Blightbearer at the 4 drop slot.

Unbind (Decay): Cost 4 (was 3).
- 3 is a fair cost and it requires another card as a pre-condition to trigger unlike 4 cost Damning Curse. This means if there are no enchants in play, you have to spend two cards and most likely 5+ to trigger it currently. It has synnergy with decay debuffs, but that still means you spent two cards to remove their one. The exception being a combo with Corpse Theft which gives you the creature you killed. Spending two cards and 7 decay is a fair price for that effect.

Supercharged (Energy): Now activates when it comes into play in addition to start of turn.
- Assuming it works with all pillage units, makes for some interesting combos.

Catapult of Goo (Energy): Cost 2 (was 3).
- An answer to Energy's missing 4 toughness structure at 2 cost that doesn't kill itself.

Metal Heart (Energy): Reworked: Cost 2. Enchanted creature counts as an Automaton, and its Attack is increased by the number of other Automatons you control.
- Autos are very strong in Echoes. This just reinforces it.

Golem Skin (Energy): Now deals 1 damage to your structures (was 2).
- Maybe playable in stucture decks now?

Electrify (Energy): Cost 3 (was 2). Now attacks for 2 damage (was 1).
- Maybe playable in stucture decks now?

Scattergunner (Energy): Attack 5 (was 4).
- Wow, aggressive ranged. Glass cannon indeed.

Gravelock Elder (Energy): Attack 4 (was 3).
- A 5 drop ranged with bite. Blast auto will still be the pick for the Echoes meta.

Illthorn Seed (Growth): Now gives Spiky 1 to enchanted unit.
- Assuming this is in addition to the old effect, I like the change.

Nutrition (Growth): Cost 2 (was 1). Now has Replenish.
- Makes :decay + :growth decks happy with all of Decay's on death triggers.

Erode (Growth): 3 damage (was 2).
- Makes :decay + :growth decks very happy.

Totem Mask (Growth): Cost 3 (was 5). Now gives +2 Attack and +1 Health (was +2/+2) when structures come into play.
- Would make Totem Mask decks worth taking a second look at? Fighting against the instant benefit of Earthen Mirth is difficult.

Essence Feast (Growth): Reworked: Cost 4. Idols you control are healed by 1. Beasts get +2 Attack until end of turn. Draw 1 Beast.
- Beast decks get a beefier Crimson Bull.

Unground (Growth): Now rounds up instead of down.
- Makes a Ragged Wolf/Wetland Ranger deal 1 damage now, 3 to an idol does 2 to target, etc. I like this.

Sister of the Bear (Growth): 5 Attack (was 4).
- 4 for a 5-2-4 is unique. I like it.

Callback (Order): Target unit you control is returned to your hand, and your current Order is increased by the unit's cost.
- This could make for some new mid-game ramp tricks in Order. Save a poisoned/near death unit and recast or play something bigger.

Wings Soldier (Order): 1 Attack (was 3). Now has Creature strike 3.
- Oof, big nerf. Makes him garbage vs structures/idols. Would not play.

Faith Blessing (Order): Reworked: Cost 2. Target unit you control takes 2 magic damage. Your opponent's idol on that row is dealt 2 damage, and your idol is healed by 2.
- Maybe for idol hate decks to go with Decimation?

Plate Armor (Order): Now gives +2 Health (was +1).
- Would replace Crown in Waking Stones wall stall/idol hate decks.
GobasWed 17 Jun, 2015 11:03 AM
:!: Arthritis (Decay): Now deals base Countdown as damage instead of 1.
- I am not sure if this will be playable but at least much more than before.

:!: Bitter Root (Decay): Now has Poisonous. Health 3 (was 2).
- It was useful with 2 health. Will be more with 3.

:!: Pest Dissimulator (Decay): 2 Attack (was 1).
- I like it, it makes her much better if you have to strike Idols, Structures and most important units with Armor 1.

:!: Monstrous Brood (Decay): Reworked: Cost 5. Cost 5. Target creature you control and connected creatures are destroyed, and each is replaced by a Monstrosity.
- Whoa, in decay with all those - die and gain units - this could be outstanding.

:!: Infected Gravelock (Decay): Cost 1 (was 2), 2 Health (was 3).
- I actually liked him as 2-2-3 for 2 :decay
This makes him more agro and gives another cheap unit to Decay. Only downside is he now dies on more :energy Spells then before.

:!: Catapult of Goo (Energy): Cost 2 (was 3).
- A little forgotten unit, nice change.

:!: Ember Bonds (Energy): Now deals 3 damage (was 2).
- Ugh, I hated it before so I will hate it even more.

:!: Inferno Blast (Energy): Cost 2 (was 3).
-Whoa! I love that change.

:!: Metal Heart (Energy): Reworked: Cost 2. Enchanted creature counts as an Automaton, and its Attack is increased by the number of other Automatons you control.
- This changes from nonplayable to outstanding.

:!: Rigged (Energy): When enchanted structure is destroyed, opponent units on the same row are dealt 2 physical damage.
- Very interesting change, but I wonder if unit still is Unstable.

:!: Scattergunner (Energy): Attack 5 (was 4).
- :shock:

:!: Vitriol Aura (Growth): Now has Poisonous (used to only poison on attacking).
- It was so annoying it worked only on attack.

:!: Illthorn Seed (Growth): Now gives Spiky 1 to enchanted unit.
- simple and cool change.

:!: Hymn (Growth): Reworked: Cost 1. Now has an Inferno Blast-like area. Affected units are healed by 3.
- interesting change, I wonder if this makes it more playable but I think at least in some decks yes. Also could be nice mass counter for poison.

:!: Sister of the Bear (Growth): 5 Attack (was 4).
- Another simple and cool change, she was just ok, and not as she dont have any skills/abilities she at least is big and angry

:!: Outcast Rebel (Growth): Now has Inspiring: +1 Attack.
- I love that change, he was rarely used, right now his stats are still ok but not outstanding but have some chance to work with all those CD 1 Units as combo of smaller Crimson Bull + Blocker

:!: Owl (Growth): 2 Health (was 1).
- This makes Owl much much much better as she is more durable to all those Kabonks, Whips and vs other small units with 1 attack.


:!: Callback (Order): Target unit you control is returned to your hand, and your current Order is increased by the unit's cost.
- I wonder if this is not to good. It can be used to real fun things.

:!: Wings Soldier (Order): 1 Attack (was 3). Now has Creature strike 3.
- Hmmm. This turns him from nice high attack cheap unit to small unit usable to kill other units and much less usable to kill Idols. I am not sure if this will not turn him into rarely used unit but we will see.

:!: Crown of Strength (Order): Enchanted unit now counts as a Knight.
- Small but might be potential change.

I like how some scrolls gain small buff (like Inspire+1 or Spiky 1) that have chance to power up rarely used scrolls without making them OP and I like how you look not only on newest things to fix but also those older scrolls/units.
NO9357Wed 17 Jun, 2015 12:44 PM
So morbid curiosity is just a weaker version of heritage now?Or does the new effect exist along with the old one?
NashtanirWed 17 Jun, 2015 1:46 PM
NO9357 wrote:
So morbid curiosity is just a weaker version of heritage now?Or does the new effect exist along with the old one?

According to Måns at Reddit it still has the old effect as well.

I like changes to Gravelock themed scrolls. I think Gravelocks are currently just below viable in high ranked play but these changes open up couple more combinations and splashes to try.

And no, I don't get buffs to Erode. It is almost becoming a must-splash for all Decay decks. Even the old one seemed quite good to me. I think it could only grant the resource if the structure was destroyed. Or vice versa, only when the structure stayed alive.
chosenxenoFri 19 Jun, 2015 9:41 AM
I'm curious about what was wrong with the old unbind? Do you people play Scrolls? The new way is way too strong if you run any sort of Golems deck. I guess it's not a big deal though. It's just Energy afterall. And before people say it's like Dispersal but costs more, remember this. You can increase your health to get beyond Dispersal kill range.

Golems and Orgres are pretty much useless vs Decay with Unbind/ Corpse Theft. I will happily pay 7 Decay to add a Golem to my side. Unbind was fine the way it was. I think you guys focused too much on protecting Decay from Order or something.

Why doesn't Energy have any warding whatsoever? Why the hell are robots and automatons affected by poison? "Brain Lice" WHAT BRAIN! IT'S A ROBOT! You contextually give them a armor bonus but they are not contextually immune to something that requires that my unit has a brain or is made of flesh!

Throw energy some wards or FOR F*CKS SAKE! There is no reason for either Iron Ogre or Solemn Giants or The Big automaton not to have some warding.
TheClockworkSat 20 Jun, 2015 4:43 PM
Loving the new Electrify, it really gives the Structure Deck I was working on the bite it needs.
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