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Testing: vs Green @charnel_mouse Green vs @bolyarich Brown

  • Game 1, P1=Green, Green wins T6 by MOLAC
    • This is a good time to discuss that Brown has virtually no answer currently to ugrades. (Tech 2 Swarm unit “Infestor” can steal an upgrade, if it hits a base. However that unit is only a 2/4 for 3 gold without stealth or haste.)
      • Green has a lot of answers for upgrades (Nature Reclaims, Potent Basilisk, T-rex)
      • White has an answer in Versatile Style
      • Purple has an answer in Assimilate
      • Blue has a preventative measure in Reputable Newsman
      • Black has a quasi-answer in tech 3 from Zarramomde, and additional threat from discard with Carrion Curse.
      • Red has no direct answer, but has overwhelming aggressive pressure to keep opponents from having time to actualize upgrades for value.
        - Brown is currently a little weak in this department. This could be addressed with the cards under consideration for tweaks below.
  • Game 2, P1=Green in progress

Testing: vs Purple @Nopethebard Purple vs @Archon Brown

  • Game 1, P1=Purple in progress

Faction: Zurk Collective

  • Draft 1 in post 1 was scrapped. The starter deck was significantly reworked.
  • Link above is to the most current version.

Open Balance Considerations for discussion:

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  1. Abathur’s spell "Symbiote

    • This card is currently a copy of rampant Growth, which in most situations is not strong enough to warrant teching in one of the very limited slots.
    • Current idea for a rework: rename to “Adrenaline Infusion” - Cost 1 or 2 - Choose one: Give a unit +3 ATK and ephemeral until end of turn; or Give a unit or hero +2 ATK / +2 armor this turn.
  2. Both evolution tech 1 options feel a little too weak amd slow to use. (Tech them in at the start of T2, maybe see them to play on T3, they don’t start creating potential value until T4 typically.)

    • Current idea for rework: Drop the cost of Evolve Baneling from 1 to 0 to play and gove the upgrade haste. It will still require a 1 gold activation cost and require to exhaust (to limit to 1 per turn). I would consider alternatively making the activation cost 2 but removing the exhaust requirement.
    • Current idea for rework: Leave the cost as is for Evolve Ravager, but add the following text to the upgrade, “Your Roaches gain +1 health.” This keeps Ravagers a little slower to get out (than Banelings) but also makes it a little easier to do by increasing the stat line of your Roaches to a 2/3 for 2. I feel like this may make them viable. Definitely open for discussion.
  3. I am on the fence about Ultimate Evolution (Abathur’s Ultimate spell). It does not feel strong enough. It may need to be revisited.

  4. Dehaka: as discussed in the posts above, so as not to step on Rook’s “Big Body” toes… Dehaka’s health at level 1 dropped to 3, but adding, “Attacks: Gain 1 armor until end of turn.” This gives him a slightly tankier feel and supports using him aggressively. However, this interacts with his spell Adapt Mutation. Worthy of testing.

  5. Primal Power: Dehaka’s current ultimate spell is similar to Drakk, but inferior in potential value. I may tweak it around or scrap it entirely. Another idea I had for an ultimate for Dehaka would be a spell that gives him Indestructible until end of turn or start of next turn. Just a thought.

  6. Sequence Morphology: This card is unique, but I am not sure if it is valuable enough to be playable in most matchups, as it comes online very late. This card may end up getting scrapped.

  7. Hydralisk is currently an inferior version of Huntress or Gunpoint Taxman. It probably needs a very small ability to increase its value ever so slightly. I am not sure what to do with it.

  8. Evolve Husk (primal tech 2): Considering adding heroes instead of just units.

  9. Zagara: Her statline in the most recent version is 2/2, 2/4, 2/6. That has her ending HP in line with Rook’s (though without 2 lives). I could see making her a 2/2, 2/3, 2/4 and reducing her level advancement cost, or making her 2/2, 2/4, 2/5 and tweaking her advancement costs less. Additionally, she is a Hero of the Queen unit, which at the base is a 1/3 with anti-air. I could see maybe putting her stat line more in line with Garth’s but giving her anti-air. However, as she represemts the spec of Swarm, her ability to summon Zurklings is essential. Also, giving her anti-air would take away from the potential scenarios in which you would want to use the Queen from the starter deck. This is all still being wrestled with mentally.

  10. Swarm Attack: This card is currently a slightly inferior version of Murkwood Allies. It has a lot of potential in-faction synergy… but the cost may need to drop by 1. Or an additional effect may need to be added.

  1. I want to see Cerebrate in play. It may need to trigger on arrival (due to its high cost.) It may also need a slight buff to its health.

These are just ideas for discussing, after we have seen a few games play out.

Thank you to all the people contributing to this effort!

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