That's Burnpyro's fault. Incidentally, Purified is 5, Regen 2.5 would in theory be 5 and yet Trail: self regen 2.5+purified that overrides all terrain, procs in the opponent's turn if relocated/knocked back and can be shared with multiple units is 7.
I'd much prefer it didn't exist and Bane Shift actually just paid for its stats instead of autopilot infinite scaling.
Edit: also escalation champs start with Firk all damage can vitality creation champs also start with the same sandbag if we insist on them existing?
It's 8 Nora for 2 hp on a champ deploy turn, and that's if their is a deploy every turn. @MrBadguy Also if your letting it get to the point that it's scaling that high, you probably already lost due to letting the build up take place. While the unit is building up, aren't your units scaling as well ? I'm more inclined to start nerfing damage as the scaling for that has gotten fairly silly. The game was more fun when I had to strategize to kill tanks, now most champs have 11 or 12 base damage or a way to scale their damage quickly.
For reference, 8 nora is about 14 HP. As for DMG scaling, I actually think DMG is the lowest its been for awhile, between the Commander/Stat Stacking changes, the DMG/RNG/Cost nerfs to ranged champions and the more recent adjustments to Surge it's hard to see how "damage... has gotten fairly silly."
I don't see how damage is silly. It's quite the opposite defences are at an all time high and completely fine champions such as boghopper huntmaster for example are pushed way out of the meta.
Damage has been controlled down. Defenses are still the same but you're just not seeing a lot of themes buffing each other with Defender + Battlemaster + Commander + racials and misc spells.
Except the last 2 expansions have had multiple ways for champs to amp damage with hunter, zeal, blitz, warlord, we reduced stat stacking with multiple champs out, but now are at a point where most champs just damage buff themselves. In my opinion it was harder to get 6 champs out then super buff one with zeal or kinetic impulse. If you recall I was one of the people that agreed surge on ranged was extremely overpowered, however things like zeal and blitz are just as silly if not worse because they don't require extra champs to be out. 10 champions in the newest expansion have 11 damage or higher, I understand the need for a bit of power creep for marketing reasons and even get that a lot of them are exos and legendaries. Visions of Amareth- This expansion had 10 champs with 11 damage or higher very few ways to amp that damage no champions with 13 damage, and very few out of those 10 had 12 damage. Also this expansion had 40 champions, compared to planar which had 40 not including limiteds. Visions 11 damage-8 Visions 12 damage-2 Visions 13 or higher- Planar 11 damage-5 Planar 12 damage-4 Planar 13 or higher- 1 We slowly scaled up, and this isn't even mentioning the difference in damage amp abilities on the newer expansions. Visions punish-2 strength of body- 1 preparation-1 charge-1 sunder 2- 1 pounce- 1 blood frenzy- 1 duel-1 render-1 hunter walker-1 commander flying-1 portal walker- This ability needs nerfed on every rune 1 adaptive-1 surge enemy-1 ironfist exploit-1 quest crusade- 1 truthseeker-1 Total damage buffs- 18, some of these are on the same champ just different ability lines. Planar hunter soul tapped- 1 sunder 1-1 sunder 2-2 hunter fighter-1 flanking-1 rock defiance-1 command charge- 1 aim-1 sabotage acid-1 deep wounds-1 zeal damage-4 empowered offense-4 encouraged-1 hunter crippled-2 All 3 are on thicket crawler and empowered offense, and he starts with 11 base damage. hunter poisoned-1 hunter hero-1 quest runner-1 These next 4 are all on centaur bolter, my new favorite ranged unit. hunter walker-1 blitz-1 declare hunted-2 kill sense-1 sabotage armor- 1 cull-1 pounce-2 hunter poisoned-1 warlord-2 spellswallower-1 dogpile-1 mark of al'mara-1 hunter mage-1 hunter small-1 hunter bloodied-1 escalation-1 strength of body-1 tundra awakening-1 preparation-1 ranged stance- 1 normally wouldn't include this but it's on a champ with kinetic impulse farshot- 1 same as above kinetic impulse-1 charge 3-1 logistics flanking-1 hunter meek-1 I may have missed some, I didn't put in shatter because you or your opponent need equipment to benefit from that. Again some are on the same champ but different ability lines. As you can see we have 53 new damage amp abilities in an expansion with just as many champs, yet we tripled the amount of damage amp, but I guess were not increasing damage at all. Also note that very few defensive abilities were added either, which could also be apart of the problem. I'm not saying we need more defensive abilities, but less damage amp abilities would be nice. Sure we could argue that some of these abilities weren't out yet, therefore they couldn't be on the old runes, but again that kinda just proves my point further.
I think it's interesting that we can collectively decide that stat X is absurdly high now and it's ruining balance. It's just a ratio. It obviously affects gameplay but I am not convinced that a higher damage:eHP ratio is more desirable than a lower one. What determines when this ratio is silly?
Historically, at least speaking about HP and not damage, almost anything that fields more HP(though it sometimes also applies to EHP) than the nora cost involved has the potential to be decent to game breaking. Pure HP is not necessarily useful just by itself and there's a lot of variables but it's usually when the piles of HP start doing useful stuff on top of soaking up damage that they turn into deliciously valuable ones. I think it's also worth noting that the thing that most consistently seems to break damage is when ranged units anywhere from 60 to 80 start hitting you for 15-20 damage a hit because of the way range works in Pox i.e. no line of sight, no bodyblocking, no terrain/elevation modifiers, aoe range coverage being standard and no inherent penalties for distance as well as fluid same-turn repositioning/attacking.
I am all in with line of sight and terrain mods for ranged units. Some relics should block range units line of sight if that unit is adjacent to it. If that mechanic was introduced I would think you would have to give range units some more speed or leap abilities. I actually wish that Pox would have AP for movement and AP for attacks. This way you could add speed to a unit without having that unit attack 2 or 3 times a round