Right now, Skeletons have 4 sources of Boost: Tomb Lord, Bonewing, Tormented Priest, and Necromancer. I thought @Sokolov wanted to cut down on multiple sources of in-theme stat buffs, but I guess Skeletons were overlooked? I know Tormented Priest used to have Defender, but for some reason it was replaced with Boost. I don't really think Skeletons rely on Boost THAT much, and a source of Commander would be very welcome in the theme, which (outside of Surge) often boasts low damage units.
That was the point of Sok's changes; most themes will have access to one of boost/commander/defender with very few themes having access to two and none having three. Boost is skeletons' stat bonus ability, and if that isn't enough you can run boner mine and/or altar.
Just to clarify what davre said, no, Sok wanted to cut down on multiple different in-theme stat buffs -- that they all provide the same buff was exactly his intent.
Oh. Well that's sort of..........ok. I guess it just hit Skeles harder than other themes, since they used to have access to all three.
Im fine with not having commander but having 4 boost units is excessive 2 or them should get reworked in my opinion to do something else for theme. Bonewing has always felt a lil lackluster to me, except the on release version which was stupid good. Lol
Why did sok do this though? I feel it will push decks into being meta and less balanced around theme. @Sokolov . Could you reexplain the reasoning behind these changes?
It'd be great to see some units with boost/commander/defender on both upgrade lines rather than r1/2/3 in one. These units also seem like stronger candidates for 3 upgrade lines if that gets implemented. Race/Class specific mechanics are great because they effect all rarities and most runes in a given theme which is why I think making those type of units more Hero like would be good for bg arrangement. Perhaps implementing x1 deck limit on some runes that go excessive on what they can do is something that could be looked at more.
I think that is a good idea if certain or new auras were made weaker, but longer range. It would make the obvious strategy to kill the hero, but also wouldn't be completely game losing if that was impossible. Could also balance the game towards less abusive decks, ala split Hero's giving auras. It shouldn't be auto win with an aura, but it should be always a strong choice. Since FF can have more auras (heros) at the cost of rune choice, would be interesting. Max 2 Hero vs Max one. I already run xulous with tariff and vitality creation with statue, because I like to use him as a leader of skell bg. I'd run Morgan the lost if she didn't have zombie apocalypse as well.
Giving Commander back to TL wouldn't be much of a buff, they did just get heavily nerfed. Not that I think TL should have commander, as stated in the topic, im personally in favor of the aura esque idea suggested by the cyclops avatar guy
Demon Lich, Mysian Necromancer, Necromancer, Bonewing, Tormented Priest and Tomb Lord have it. U missed 2 of them. First three are little played in skelly theme.... no idea why they have boost for so long.
Is necromancer a garbage rune in all themes? Kind of dissapointed, since the rune is actually really unique and cool feeling. Perhaps give necromancer horrific aura or something... probably would still be garbage though.
I think so, it is a witch but it is pretty weak when compared with Accursed Scrofula and Forsaken Follower. I would never run it in any of the themes even in cheap witch deck.