Thank you for severely gutting the theme I worked so hard and campaigned so long to be meta-viable. We're back to being next-to-immobile speed-wise, with no equipment synergy, no inter-unit synergy, and reduced defensive capabilities. And you also removed the only thing that was keeping the original Tinkerer runnable, her Spell-charged/Recharge combo so she could stay back and Tough up and perform heavy field repairs. Other issues. * Primarily 5 speed now, with the loss of speed upgrades and Improve Speed on Armory. Constructs are now going to constantly be a font down or worse. *Range is no longer a thing. Robodog is too expensive to run, and Turret Team can't carry everything on its shoulders like Robodog tried to. Please keep in mind, these are all Kneejerk reactions upon just LOOKING at things. I am going to go play some games now and see how things turn out, and will update.
The improve speed was needed and shouldn't have been removed. Moved to a different champ possibly but still available. The rest... it's too early to make those statements. Champs suck everywhere.
That was your plan all along, right? Good thing MY champions went unchanged too! FW shall reign again!
I suddenly feel good, when the only 2 things that got hit in my decks were Aspect of Life and Woodland Jester. One became a tad bit more expensive and the other no longer has the thing I used it for....yay me?
My favorite change so far has been klub getting heavy charger with the only access to charge being on the same upgrade path.
I get the odd impression that people saw them saying champions will be more fairly costed and assumed everything would get buffed.
The clear aim of the revamp was to make the game more friendly to "f2p casual." A lot of commons and uncommons made out like BANDITS (or cannoneers, as it were), while almost all Exos and LEs -- and the themes that relied upon them -- are shadows of their former selves (or shadows of shadows). Not cool.
They did say rarity would not equal power. Which I like. Mostly because I like the idea of new players.
I get the impression all the "timmies" and "spikes" feel like they have been hit in the face with a brick after looking at their favorite champions. After taking an objective look at alot of champions I find the new upgrade paths interesting. I particularly enjoy using the upgrade paths to lower the nora cost by upgrading negative abilities. It is also nice to see some of the upgrade abilities moved to base abilities. On the negative side there are some things that don't make sense like giving the ability mark to Forsaken Waste Executioner who does not possess stealth abilities.
He has to give up Perseverance to get it, though. Second thoughts after a game. Tink still feels like a wasted slot on her own, since she's limited to maybe two abilities a turn. Which sucks, because she's finally a 6spd unit and has some AP to use. GRE feels about the same; though I do miss the extra tanking from his slew of resistances. I am glad he doesn't cost an arm for having them. WEG doesn't feel too terribly different, though using him with Council Spells and Nora Vitality felt strange. Dragon Engine seems to have come through okay. Multiattack is an interesting upgrade option for him. Invigorate on Silv Tink is great, but I'm not sure if it's going to be enough to keep Constructs going with all the other changes. Seriously, why are SO many Constructs Unequippable now?! Including one that's Equipment THEMED?!
he does not need to give up perserverance for preperation. Also, dwarven handler has rev em up now, not sure if he's worth running
Its not the changes or the nora or the stats. Its the fact that a lot of themes has been gutted for synergy and flavour. It looks and feels like for 90% of cases you have to play good stuff or lose. Then there is the downright faulty upgrades. Upgrades that are entirely useless (Mark on Executioner) or allready is part of the champion (Warding on Dark Knight) How such things got through is baffling to put it mildly