Is there some particular reason they need to actually be shoeboxed instead of, I dunno, just nerfed normally?
Well, considering we've got people suggesting a 13-18 (or 18-28 in the following post) nora cost increase I don't think that's quite the case. Or they have a gross idea of what a small nerf is. I'm all for bringing outlier runes in line, but I don't get people who want to kill those runes outright instead of merely bringing them back to useful but not OP. *shrug*
I do understand there little op soo lets tone them down not nerf them to hell but there angels something that use to be precious to pox All im saying is lets do right by them not kill the joy of them cause people complain bout them
New ability joy. You have a long lasting pox nora match with intense combo's fighting uphill battles and exchanging witty remarks with your skilled opponent.
@Sokolov Just my 2 cents mate. When you do address the angels, which I can see is necessary to bring back a little balance and I am totally for it, please try to make sure that it doesn't die down to the point that we can't play them anymore. I think its important to make them stand out a little from the rest of the rarities and they take ages to get a hold off because of their legendary rarity.
Arbitrary restrictions like that are stupid, and the turn restriction especially as it effectively increases the chance of draw-losses. If they're too good of an early drop nerf that aspect of them, not just ban them outright. Same with having Max Angels (even assuming you're talking about ones with Intensify only). There's no reason to restrict their numbers like that for split decks. If they are over-efficient than again nerf that. If they weren't over-efficient, then they are just high-value units, and it's not like a Split couldn't find replacements just as troublesome (in theory). Bonus is, you can address both issues at the same time with the same general action.
Maybe Intensify needs to be tied to something other than the turn timer. A bit more akin to Quest: X. It would prevent their early turn power. Maybe this is getting too complex, but it would be interesting if their intensify was tied to their flavour (Intensify Heal: when this champion is healed, or heals another champion X times, or Intensify Pain: when this champion is damaged, or damages another champion X times etc.).
Intensify: suck. When this champion is not played in 30 consecutive days, it gains +2 dmg, +1 def and -5 nora.