Savage Tundra Champion Frostwing Windrider Name Change: Frostwing Windrider(was Jakei Frostwing) Jakei Shardmaster Upgrade Set 1: Piercing Shot 1, Piercing Shot 2 (default), Piercing Shot 3 Upgrade Set 1: Vulnerability: Fire (default) Jakei Frost Queen Default Cost to 78 Crystal Phoenix Default Cost to 44 Upgrade Set 1: Divine Favor 1, Divine Favor 2 (default), Divine Favor 3 Arctic Turtle Default Cost to 60 Lonx Ambusher Default Cost to 75 Starting Abilities: Attack: Physical, Arctic Upgrade Set 1: Assassinate 2, Assassinate 1, Pounce 3 (default) Nora Beast Default Cost to 65 HP decrease (-9) Starting Abilities: Power Store, Arctic, Healing Deficiency Upgrade Set 1: Lumbering (default) Jakei Elder Default Cost to 79 Damage decrease (-1) Starting Abilities: Attack: Frost, Arctic, Trail: Snow Snow Lerper Default Cost to 64 Snow Rhea Default Cost to 71 Damage decrease (-1) Starting Abilities: Attack: Physical, Arctic, Combat Awareness Ferpent Default Cost to 64 Jakei Snowcharger Default Cost to 71 Lonx Striker Default Cost to 65 Upgrade Set 1: Heart Strike (default) Ice Wurm Default Cost to 64 Min Range decrease (-1) Max Range decrease (-2) Starting Abilities: Attack: Frost, Arctic, Ice Veil Yeti Scout Default Cost to 59 Starting Abilities: Attack: Physical, Hidden: Arctic, Abominable Upgrade Set 1: Detection 1, Detection 2 (default), Detection 3 Upgrade Set 1: Shatter (default) Yeti Berserker Default Cost to 74 Crystal Guardian Default Cost to 69 Jakei Extinguisher Default Cost to 72 Blizzard Elemental Default Cost to 74 Starting Abilities: Vulnerability: Fire, Attack: Frost, Ice Eater, Arctic Flight Dwarven Mountaineer Default Cost to 69 Jakei Extinguisher Default Cost to 72 Glacial Titan Default Nora: 93 Starting Abilities: Resistance: Physical, Attack: Frost, Arctic, Titan, Savage Exploit, Vulnerability: Fire Upgrade Set 1: Resistance: Magical 3 (default), Ice Eater, Freezing Aura Yeti Shaman Default Cost to 71 Angel of Perseverance Default Cost to 84 Juya White-Eyes Damage decrease (-1) Lonx Adept Default Cost to 78 Damage decrease (-1) Upgrade Set 1: Frost Nova 3 (default), Amplify Frost Upgrade Set 1: Ice Front, Savage Exploit (default) Yeti Druid Default Cost to 74 Damage decrease (-1) Icesnap Default Cost to 85 Upgrade Set 1: Frost Aura 3, Amplify Frost (default), Catalyst: Frost Yeti Icelord Default Cost to 73 Yeti Sorcerer Default Cost to 73 Damage decrease (-1) Yeti Spirit Default Cost to 49 Damage increase (+6) Speed increase (+1) Starting Abilities: Attack: Psychic, Amplify Frost, Ethereal, Abominable Borderguard Elite Default Cost to 74 Defense increase (+1) Juya White-Eyes Damage decrease (-1) Snowman Default Cost to 69 Lonx Hunt Leader Default Cost to 72 Azaren the Shepherd Default Cost to 103 Yeti Avalancher Default Cost to 75 Speed increase (+1) HP increase (+2) Defense decrease (-1) Starting Abilities: Attack: Physical, Abominable Upgrade Set 1: Avalanche (default), Snow Strike Upgrade Set 1: Horrific Aura 2, Frightful Blows (default) Tusk Default Cost to 44 Ice Caster Default Cost to 73 Damage decrease (-1) Upgrade Set 1: Lay Trap: Frost 1, Ice Eater, Make Ice (default) Upgrade Set 1: Crystallize, Chill 1 (default), Iceguard Freeze Bug Keeper Default Cost to 68 Upgrade Set 1: Favor, Impair Vision, Shatter Summoned (default) Lonx Chieftain Default Cost to 83 Damage decrease (-2) HP increase (+3) Upgrade Set 1: Pull, Gravity Well (default) Upgrade Set 1: Drudgery, Improve Speed (default) Wailing Yeti Default Cost to 74 HP increase (+4) Starting Abilities: Attack: Sonic, Abominable Upgrade Set 1: Sonic Aura 2, Deafening Aura (default), Howling Attack Strig Magebane Default Cost to 76 Damage increase (+1) Speed decrease (-1) Starting Abilities: Attack: Magical, Boon of the Wind, Arctic Flight Upgrade Set 1: Distract (default), Wizard Foe Ferren Pouncer Default Cost to 65 Starting Abilities: Vulnerability: Poison, Attack: Physical, Swap, Ferren Focus Ferren Brawler Default Cost to 55 Starting Abilities: Vulnerability: Disease, Attack: Physical, Ferren Focus Upgrade Set 1: Multiattack 1 (default), Savage Exploit, Portal Watcher Ferren Master Default Cost to 75 Ferren Ninja Default Cost to 76 Frostfall Vanguard Default Cost to 75 Ferren Dancer Default Cost to 71 Upgrade Set 1: Soften , Distract (default), Dispelling Blows Crystal Howler Default Cost to 76 Defense decrease (-1) Min Range increase (+1) K'ento, First Disciple Default Cost to 75 Jakei Heretic Default Cost to 78 Damage decrease (-2) Yeti Curate Default Cost to 63 Yeti Apostate Default Cost to 69 Lonx Bounty Hunter Default Cost to 69 Keeper of Memories Default Cost to 88 Defense decrease (-1) Vallassa the Elder Default Cost to 78 Damage decrease (-2) Frostfall Icewisp Default Cost to 52 Damage increase (+6) Starting Abilities: Attack: Frost, Arctic, Arctic Bolt, Still Life Lonx Luminary Default Cost to 77 Damage decrease (-1) Starting Abilities: Resistance: Magical, Attack: Magical, Arctic Ferren Wanderer Default Cost to 71 Angel of Perseverance Default Cost to 84 K'ento, First Disciple Default Cost to 76 Jakei Elementalist Default Cost to 71 Damage increase (+7) Starting Abilities: Attack: Magical, Arctic, Recharge, Arctic Bolt Upgrade Set 1: Frost Nova 3, Freeze (default) Upgrade Set 1: Deploy Charged 1 (default), Deploy Charged 2 Ferren Windwalker Default Cost to 67 Lonx Missionary Default Cost to 72 Damage decrease (-1) Starting Abilities: Vulnerability: Sonic, Attack: Psychic, Arctic Ferren Snowspinner Default Cost to 74 Lonx Facilitator Default Cost to 64 Damage decrease (-2) HP increase (+3) Defense decrease (-1) Frostfall Dragon Default Cost to 74 First Watcher Senshu Default Cost to 74 Crystal Rimeweaver Default Cost to 66 Ferren Cloudwisp Default Cost to 59 Starting Abilities: Vulnerability: Magical, Attack: Magical, Ferren Focus Upgrade Set 1: Teleport 1 (default), Teleport 2, Flash Bomb Upgrade Set 1: Portal Walker, Portal Dancer (default) Sunset Ferpent Default Cost to 64 Crystal Slag Default Cost to 65 Wingmaster Cleric Default Cost to 76 Damage decrease (-1) Upgrade Set 1: Heal Champion 3, Cleanse (default), Cleansing Aura Yeti Magister Default Cost to 73 Damage decrease (-1) Spells Shield Nora Cost decrease (-10) Cooldown decrease (-2) Description: Area Effect 3: For 4 turns, friendly champions gain Combat Awareness 1 and Spell Resistance. Winter's Shroud Nora Cost increase (+10) Howling Wind Nora Cost decrease (-10) Cooldown decrease (-2) Lockdown Nora Cost increase (+10) Fill Nora Cost increase (+10) Equipment Frost Amulet Nora Cost decrease (-5)
I just don't understand why they can't show the Nora Cost change on champs.... like (+2) or (-1) Right now I have no clue what the defualt cost of champs are, since you have already changed them, or if like me, I've been away a long time. So all these updates and it only says Nora changed to 77, I have no clue if this is a huge -5 nora change, or a minor +1 nerf.
Boy am I glad I don't play this joke of a game anymore - people responsible for these balance patches are completely out of touch with reality. To put it clearly: some of the nerfs on ST were completely uncalled for, and some of the buffs are just way too much. But hey, its not like we knew this was bound to happen cause the freaking council of noobs doesnt know what the firk its doing.
At my first look and bg building from what's available, I don't like any of the new runes. Tanky with amp frost seems to be the way for me atm. 72 extinguisher, yeti spirit, curate, arcadon, frost lady with collossus, borderguard, etc.
As a part time ST player it doesn't effect me that much, but I probably won't use the Monk/Ferren stuff until later into the expansion. The Lonx and Fracturing Boulder I might end up using though. This expansion was extremely unique. It's gonna be a hit or miss for a lot of people. If I didn't like Wings/Strux I probably wouldn't like this expansion for as an IS main.
Firk Yeti Spirit and Ice Wisp with basic attack and 6 dmg... @Lushiris What can you tell us about this?
Champions with 0 DMG that had offensive potential were either undercosted or had high modifiers. Making them have base DMG addresses that. Also, Still Life was supposed to be buffed so it isn't dumb, but it didn't make it in.
Why canĀ“t Yeti Spirit get Ghost back instead of unflavourful and insignificant damage? While Icewisp could get some Immunity sandbag...
I said it in a different post and Sok actually confirmed what I was thinking in another post: champions with offensive abilities shouldn't be passive, simply because they will end up with a much better damage/AP spent ratio than champions with attacks, while not paying for damage or a basic attack. And anyway, Yeti Spirit was so cheap that it actually had a positive modifier - if you pay attention, he is actually 2 nora cheaper (according to Poxbase) - and I'm sure Icewisp was on a similar situation. So in the end, it's all about fairness in damage costing, so I couldn't support his decision any more than I do, despite all the "apparent cons".
The argument against passive offensive champions has nothing to do with Yeti since he was not played. It is simple. Did we want these units to spend ap attacking? At all since them were not meant to. Does it balances them? At all since them were not played and the change as a buff is meaningless. Can we live without passive champions anymore? Sure, let's kill any Spellkaiser posibility. Just don't pretend Yeti Spirit it's interesting now or it was seriously looked at.
This patch was a disaster for ST, except for Shielded, which people will realize in no time how op it is.
People normally don't like having support champions with damage abilities that don't depend on damage paying for damage; That's the whole point to this discussion. But since I already explained that Yeti Spirit's cost didn't change at all to get the basic attack, I assume that your concern is purely aesthetic since the choice of using a basic attack or not is ultimately yours. It is a valid concern nonetheless, but I don't find it too weird flavor wise for it to have a psychic attack, given its lore(purely my opinion). Balance wise, Yeti spirit wasn't being widely used simply because you could run Icesnap and Jakei Shaman for Amp and a very strong combo, instead of a walking piece of meat/ether that wouldn't do nearly as much. It is a very specific issue of which champions should have Amp, because since it is such a powerful ability, the champion with it already has a bigger chance of beng in a BG justb ecause of it. When it is given to champions that already have other utilities(and in some cases also are efficient), the choice becomes obvious. So in the end, the usage of Yeti Spirit is based on how badly you need Frost Amp in your BG, because its strong points are being hard to kill in a faction with an HP bonus, while dealing minor damage and maybe contesting a font, and ultimately dealing more damage in a nova.It's not much, but for its cost I do believe it is a decent deal. So yes, the attack does seem weird as it apparently adds very little to its package, given it has 6 base damage ; but don't forget he had abominable without a basic attack, which was kind of inefficient as he was buffing a basic attack he didn't have. And given Abominable's nature, even base damage can become something more threatening depending on how many yetis you have out. That's it, if this isn't what you wanted to know I don't know what else to say.
Yeti Spirit was used in Frost BGs. Passive damaging champs were (is) a problem and that's why they're getting phased out. Some runes like Spirit can actually do more now, while other runes like Whirling Quarry or Spellkaiser got nerfed.