K'thir Forest Champions Oaken Defender Default Cost to 52 Avenging Angel Default Cost to 77 Upgrade Set 1: Divine Favor 1, Divine Favor 2, Divine Favor 3 (default) Great Eagle Default Cost to 60 Nymph Default Cost to 83 Wild Elf Default Cost to 63 Winged Lerper Default Cost to 53 Avenging Angel Default Cost to 77 Upgrade Set 1: Divine Favor 1, Divine Favor 2, Divine Favor 3 (default) Apprentice Mage Default Cost to 65 Gnarlwood Lifegiver Default Cost to 61 Starting Abilities: Attack: Magical, Healing Deficiency, Take Root Upgrade Set 1: Weighty (default) Forest Giant Default Cost to 83 Sapling Default Cost to 45 Ancestral Avenger Default Cost to 92 Woodland Jester Default Cost to 72 HP increase (+5) Starting Abilities: Attack: Magical, Divert Upgrade Set 1: Leap 2, Resonance (default) Wilderkin Default Cost to 78 Timber Wolves Default Cost to 93 Forest Lerper Default Cost to 78 Queen Anaru Default Cost to 86 Aspect of Life Default Cost to 86 Garu Den Mother Default Cost to 82 Guardian of the Circle Default Cost to 68 Speed increase (+1) Starting Abilities: Attack: Frost, Shatter, Cold Snap Upgrade Set 1: Tough 1 (default), Tough 2, Devotee of De'lim Light of the Circle Default Cost to 78 Upgrade Set 1: Burn 1, Burn 2 (default), Devotee of De'lim Upgrade Set 1: Detection 3 (default), Illuminate Light of the Circle Default Cost to 78 Upgrade Set 1: Burn 1, Burn 2 (default), Devotee of De'lim Upgrade Set 1: Detection 3 (default), Illuminate Light of the Circle Default Cost to 78 Upgrade Set 1: Burn 1, Burn 2 (default), Devotee of De'lim Upgrade Set 1: Detection 3 (default), Illuminate Rage of the Circle Upgrade Set 1: Reckless Teleport 1, Storm Acolyte (default), Devotee of De'lim Enforcer of the Circle Default Cost to 81 Upgrade Set 1: Balance 2, Balance 3 (default), Sacrifice of De'lim Upgrade Set 1: Immunity: Magical, Resistance: Magical 3 (default), Devotee of De'lim Civilized Wilderkin Default Cost to 69 Flamemage of the Circle Default Cost to 74 Damage decrease (-3) Seeker of the Source Default Cost to 74 Pox Renovator Default Cost to 77 Damage decrease (-2) Solstice Marksman Default Cost to 69 Speed increase (+1) Starting Abilities: Attack: Fire, Freezing Strike Aurora Inspector Default Cost to 70 Warden of the Path Default Cost to 73 Fae Dreamer Default Cost to 51 Starting Abilities: Evasive, Fairy Flight, Shatter Summoned, Gift: Future Sight Heart of the Forest Max Range decrease (-1) Starting Abilities: Resistance: Physical, Attack: Physical, Verdant Force Upgrade Set 1: Defender, Plant Regeneration 3, Scale Armor (default) Spells Overgrowth Nora Cost increase (+5) Cooldown increase (+1) Relics Slipstream Fulcrum HP increase (+5) Sporedrop Mushroom HP increase (+1) Defense decrease (-1) Dragonbark Tree HP increase (+1) Defense decrease (-1) Spellsurge: Spontaneous Growth Icon has been updated Summon: Path of De'lim AP Cost increase (+2) Sacrifice of De'lim Nora Cost increase (+4) Cooldown increase (+1)
Heart of the Forest looks super tanky with Scale Armor and Resist Physical. It makes his role as relocating tank (or just tank if you choose) better defined. Lifegiver made some interesting tradeoffs. Being able to move more easily will be nice. Love the new choices for Delim. (Guardian even got Attack Frost! Yay!) Guess I need to scrounge up a second Enforcer of the Circle...
Yeah delim changes are great, theme is actually in a very good spot I think, and wont need any more development for a while after the Delim comes out (maybe some more archers/garu next). Enforcer is super legit now, in meta and in the various themes he fits into. Not sure why aspect of life was nerfed, didn't seem that problematic. Like the woodland jester change. Overgrowth and fae dreamer nerfs were expected and fair, the runes are still strong. Warden of the path nerf was fair, getting its ability to fit the norm for relic summons. Don't really like the marksman change tbh, doesn't really need 7 speed (imo), but haven't played around with it yet. Fulcrum still seems underwhelming, I can see @Xirone using it but I am yet to put it in any of my bgs. Lifegiver changes, mixed feelings - I like how its now over 50n for devotee, but it sucks it lost vuln fire (for flame siphon). Yay for anaru buffs, might actually be runnable now?? I still won't include it, but I could see some people running it for fun.
I liked the Marksman change because I like playing splits with KF, but not FF KF and this gives me a nice ranged option. Esp. for a KF/UD split I'm working on atm (stay tuned).
Think Charged Heal was fine on AoL, since it's such an expensive support. It was out of line on cheaper units. But the Supercharged (2) must go to (1) to not create more charges than can be spent. @Sokolov
The champ is pretty expensive but should keep Supercharged 2 as long as it is paying 6 Nora for Boundless Vitality. It is rare that Boundless Vitality will ever trigger in an actual game but with Supercharged 1 it absolutely would never trigger.
@Tweek516 I really don't know why others don't use Slipstream Fulcrum. +3 AP for all nearby champions and global Mobility can be the beginning of a great power turn. It is pricey but can definitely be worth it. It is at least as useful as Horn of Order, if not more so.
@Xirone one Eh, but horn of order is consistent, boosts damage, can grant ap for attacking not moving, your opponent can't use it, and fits so well on the good passive champs we've been getting. I think I'd use it if it didn't trigger for your opponent too.
If I use Fulcrum to get me closer to the opponent... and the opponent decides to also come closer, I'll be sure to thank him. That should be the philosophy of a bg running that rune, imo.
I am looking at the patch and seeing mostly KF nerfs. A couple of them are certainly fair. But they actually put in several nerfs to the delim theme at the same time. Shame they went through the trouble of changing Light of the circle and it still wound up being a 78 nora archer. The solstice archer makes her look terribad in comparison. Big nerf to Nature's Blessing seems really random. Nymph@83 nora is a bit lol-worthy. Buff to Ancestral Avenger...it is pretty dang playable at 92 nora....KF has a lot of AOE stuff that gets around Pariah. ~21 damage 8 spd 2def 70HP, boatload of immunities. 93 nora You just aren't gonna kill Heart of the forest with physical damage....16 damage attack does 6 damage. Pretty nice sandbag.
Point taken. Haven't played AoL, have always found it a bit too expensive and ended up using cheaper alternatives.
She can be had for 75 outside of Delim. Bear in mind the 78 Nora Delim build means she can ramp damage and health, so she has Outcast's range without Dissipate and +1 Speed for 3 more Nora.
Without the sandbag of boundless it would be really good. As it is, it might still be runnable, would like it to drop a couple of points of nora though. Note: Just specifying, I don't think boundless vitality should be removed, just perhaps be changed - e.g. when this champion has 10 or more charges, all it's cooldowns become 1? Might be too good, maybe it halves its cooldowns? @Xirone
Naw, I don't want to hate on AoL too much. If the champion were simply given Ripples instead of Boundless Vitality it would essentially work the same but be far more functional. It should be somewhat pricey for that amount of healing though. Edit: The thing about Boundless Vitality is that it is so powerful once triggered that it is meant to not trigger. Using Lay Hands every turns is OP. The champion pays for something that is not supposed to trigger, which seems odd.
Exactly, I definitely don't think she needs a change atm (priorities), but for long term I think boundless vitality should be changed. I don't think I've seen it triggered once since it's been released. How much nora does ripples cost?
Poxbase is out of date but if it is correct Ripples is 6 nora while Boundless Vitality is 6 nora. Boundless Vitality is cool an all but if it is too strong to ever trigger it probably should be changed (or deleted). Not a huge priority right now, though.
I find it quite useful to drop near the shrine or a safe owned font where champions are being deployed. The opponent will usually position so that champions won't be able to attack much if they run all the way over. Having +3 AP on all of those potential attackers allows them to, well, attack. The relic is then left behind in a safe place so that future deployed champions can get to the battle quicker, too. It also pairs nicely with Initiative champs as they can move up to 10 spaces. I wish I had a KF Harbie. Edit: Then again, Elves (not other decks) can do a similar thing with Epochal Oasis but for +2 spaces moved per champ for 25 nora instead of +3 spaces for 45. So I'd say in an Elf deck, Epochal Oasis is more efficient than Slipstream Fulcrum.
Getting back to the patch, did anyone else notice Spellsurge: Spontaneous Growth got its icon upgraded?
I did. Was wondering if I missed whatever champ had that? Or is that something yet to come? Either way, the spell is pretty bad... Spellsurge isn't likely to make it or the champ its on any better.
Unless they make better vegetation-based abilities, spontaneous growth is pretty bad. Domain: vegetation and camouflage ain't gonna cut it. God I hope Delim doesn't have that ability.