Zintar debuff - Ouch!
The only thing black has going for it, is it's strong in early levels. Now seems weak across the board. It would be interesting to see a percentage of what splinter gets played by levels.
Zintar debuff - Ouch!
The only thing black has going for it, is it's strong in early levels. Now seems weak across the board. It would be interesting to see a percentage of what splinter gets played by levels.
@just2random here you go: https://steemit.com/steemmonsters/@holger80/is-each-splinter-equally-often-used-in-battle
Green is actually the least played at higher levels. Black is pretty strong.
Hi.
I see many good improvements to the game - like new cards.
Debuffing Zintar ruinins many players' and my one and only half maxed out splinter and makes me very sad and willing to quit.
I always imagined a game as a product (a finished one) before introducing it to clients.
Alpha edition and existence of SM game outside our reach and having mavericks (first, testing players) in place made me think, that the beta edition and release of the game to Steemit community will give us a finished product.
There were debuffs before, we also have seeing upping some monsters, but why was it it all not done in trial version of the game?
Now it looks like many new players especially those with thinner wallets will be in despair of even trying to compete with those who are here for longer or those with more "resources" either in ranking, in trying to get top ranking rewards or in winning any of the tournaments.
I hope that new cards will consist enough of death splinter to equalize the effect of Zintar Mortalis debuffing (what added effect will Zintar now have, please? As the splinter doesn't have tank healer, maybe summoner could have tank heal ability ;) ... or any other ability instead the old one ).
Thank you for your work in creating and improving the game :)
All the best @yabapmatt
Peter.
I think you're misunderstanding the change to Zintar. He will still reduce the melee attack of all enemy monsters by 1 point, unless that would reduce the melee attack to 0. At high-level play this will make no difference as almost all enemy monsters will have a melee attack of 2 or more. The change is strictly for lower level play where most monsters have a melee attack of only 1 and Zintar previously brings them all to 0 making them unable to attack.
Also regarding making balance changes, every good game does this on a somewhat regular basis (Hearthstone, Clash Royale, etc) and we will continue to do it as necessary as well. Creating a well-balanced game is the most important thing for us to protect the value of the cards.
Understood - thank you :)