New Champions Elven Bureaucrat Fae Bloomwalker Fae Advocate Aurora Lancer Elven Vindicator New Spells Noraweave New Relics Dreamblossom New Equipment Amareth's Lexicon Champion Changes Oaken Defender Upgrade Set 2: Defensive Stance 3, Entangle (default) Centaur Interceptor Upgrade Set 1: Hinder Movement, Opportunistic Assault, Phantom Dash (default) Spirit Singer Upgrade Set 2: Cleansing Aura (default), Weaken Spells, Soothing Serenade Falconer Starting Abilities: Camouflage, Attack: Physical, Hawk Attack Elven Strategist Upgrade Set 2: Relocate: Ally (default), Swap 3, Relocate: Relic Rascal Fairy Starting Abilities: Attack: Arrow, Shadowspawn, Knockout, Fairy Flight Elven Bard Starting Abilities: Heal Mass, Attack: Sonic, Battle Hymn Upgrade Set 2: Tempo, Distract (default) Sapling Starting Abilities: Vulnerability: Fire, Attack: Physical, Opportunistic Assault Tree Spider Starting Abilities: Attack: Physical, Windstriker, Habitation, Mountaineer, Omnivore Upgrade Set 1: Entangle, Cocoon, Widowmaker (default) Ancestral Avenger Starting Abilities: Attack: Physical, Titan, Pariah, Ethereal Being Damage decrease (-1) HP decrease (-1) Defense decrease (-1) Wood Elemental Starting Abilities: Attack: Physical, Surge: Plant, Transplant Wind Sprinter Upgrade Set 1: Portal (default), Pace, Mountaineer Outcast of the Flame Upgrade Set 2: Fire Aura 3 (default), Flamestrike 3, Cleansing Flame Bliss the Muse Upgrade Set 1: Hawk Attack (default), Forest Walker, Magic Acolyte Angel Singer Upgrade Set 2: Cleansing Aura (default), Weaken Spells, Soothing Serenade Gnarlwood Tanglefoot Upgrade Set 2: Constriction, Mountaineer (default) Vashal Eremite Upgrade Set 1: Execute (default), Channel: Damage Dugon, Garu Stalwart Upgrade Set 2: Battle Harden 1, Battle Harden 2 (default), Battle Harden 3 Conclave Warden Upgrade Set 2: Entangle (default), Book Burn Dugon, Garu Stalwart Upgrade Set 2: Battle Harden 1, Battle Harden 2 (default), Battle Harden 3 Dragonbark Protector Starting Abilities: Attack: Magical, Magic Beam, Dragonbark Equipment Changes Frostcall Quiver Nora Cost increase (+10)
So what's everyone's thoughts about these, wonderings on the new champions and of course the many ability changes listed previously.
Honestly this list is WAY to short. After going through the MASSIVE amount of ability changes, just about everything KF got some kind of touch. Elemental Warspirit got a nice buff Excited to play him again. EDIT: 3 favorite KF changes: Fairy Flight Description: This unit has Flying and 2 ranks of Sentry while it has at least 15 HP. When this unit has less than 15 HP, it gains Defenseless. Dragonbark Nora Cost decrease (-7) Distichous: KF/FW Nora Cost decrease (-6)
I know, I know. Didn't have it in me to track down every change to any KF champ and include it in the list, so I went the lazy route and grabbed the specific KF changes .
Relics and Champions Relics and champions not from the runedock should be Summoned, not Spawned (this is an on-going change as we catch all instances of this) Dampen Removed Replaced by Starshine Entangle Replaces Web, Flame Web, Mental Net, Bola Attack, Ensnare etc. Climb Removed Replaced with Mountaineer Clear Removed Replaced with Mountaineer Mountaineer Nora Cost decrease (-1) Leverage: Garu Nora Cost decrease (-6) Ethereal Being Nora Cost increase (+5) AP Cost increase (+2) Cooldown increase (+1) Fairy Flight Description: This unit has Flying and 2 ranks of Sentry while it has at least 15 HP. When this unit has less than 15 HP, it gains Defenseless. Drive Nora Cost increase (+5) Blinding Nora Cost decrease (-6) Dragonbark Nora Cost decrease (-7) Logistics: Range Nora Cost increase (+4) Distichous: KF/FW Nora Cost decrease (-6) Spontaneous Regeneration Nora Cost increase (+4) Battle Leader Nora Cost decrease (-2) Flash Bomb Description: All enemy champions within 2 spaces are Blinded (This unit's attacks automatically miss) for 2 turns and this champion becomes Stealthed and is relocated to target space within 3 spaces. Sword Breaker Nora Cost decrease (-6) Pistol Shot AP Cost increase (+1) Cooldown increase (+1) Weaken Spells Nora Cost increase (+2) Evasive (rank 3) Nora Cost increase (+2) Evasive (rank 2) Nora Cost increase (+1) Domain: Vegetation Nora Cost increase (+2) Arrowshot Nora Cost decrease (-1) Tempo Nora Cost increase (+2) Hawk Attack Nora Cost increase (+2) AP Cost increase (+1) Cooldown increase (+1) Description: This unit makes a Physical attack at Range 3-6. If attack is successful, the target is Eviscerated for 3 turns. Entangle Name Change: Entangle(was Bola Attack) Nora Cost increase (+2) Cooldown increase (+1) Healing Breath (rank 2) Description: Area Effect 2, Range 3: Other champions are Cleansed and healed 25 HP divided by the number of targets (rounded down to a max of 12 HP per target). Healing Breath (rank 1) Description: Area Effect 2, Range 3: Other champions are Cleansed and healed 18 HP divided by the number of targets (rounded down to a max of 8 HP per target). Relocate: Foe Nora Cost increase (+2) Shadowspawn Nora Cost decrease (-2) Stealth Nora Cost decrease (-2) Pummel (rank 3) Nora Cost decrease (-2) Pummel (rank 2) Nora Cost decrease (-1) Barrage (rank 3) Nora Cost decrease (-1) Barrage (rank 2) Nora Cost decrease (-1) Barrage (rank 1) Nora Cost increase (+2) Flight Description: This champion is Flying and has 2 ranks of Sentry. Sacrifice of De’lim Fixed an issue where this ability would not cost AP or go on cooldown when used. This should be most
First things noticed: Dragonbark Protector's cost went up by 2 when Dragonbark ability was reduced by 7. Huh? Oaken Defender has a psuedo-ranged attack. Nice. =) Wood Elemental trades several resistances for reduced cost. No more Greenhouse font capture. =(
My Bubble ability was made into a real ability (slightly changed) so I'm stoked! http://forums.poxnora.com/index.php?threads/bubble-fairy-kf-champ.9277/
I already put out a thread on why the current proposals on AA would not work. Now, they nerf it according to those ideas, and it does not work. AA is still a relatively low cost superchamp, and we do not even need Ethereal Being. We can still run behind him because he hits for 19 base damage with a 15 damage DOT and 80 HP and we now have 3 sources of Heal Mass 3, 2 sources of Healing Breath, and Petrichor, all of which bypass Pariah and keep AA bruting on. The "fixes" didn't. Oh yeah, not to mention, we have Dreamblossom and still Catharsis. The Strats and WOTW can just move around Blooms and Blossoms for more healing.
Also, Bliss should not have Acolyte and Enlightening. That is a 9-point recovery for every magic hit. Equip her with a Covenant, and she will auto heal an additional 11 at the beginning of each turn with a 10 HP added on. Really?
The goal wasn't to make AA completely useless and non-interactive. He's still a huge bag of stats, for sure. But the combinatorial effects should be somewhat less. We'll see where to go from here, if anything.
Yeah, I get you. I think you succeeded in complicating the current Superchamp strategy with Protection and a few other spells, but it will morph into something else with a lot of healing, and you know KF has a lot of healing. The problem is that AA's kit make it too super for superhamping. The kit set needed to change so that it requires more to superchamp it or shifts into on onslaught build with heavy damage and little defense.
Dude, relax, I am just critically thinking about the release and giving him feedback. I'm not attacking him, Pox, or DOG.
I doubt AA or Dugon will ever see play unless some newbie happens to fumble. To say AA is playable now is just plain stupid. 1. he has basically no defence now, not like other superchamps 2. The whole idea with superchamp, especially in kf is to be able to cast spells on him Same goes to dugon, total worthless now