v13.0
- Made a rule that you cannot damage allies, unless an attack specifies that you can.
- This is for consistency purposes, and to prevent players from throwing matches.
- Made a rule that you cannot attack on the first turn.
- This is due to Destiny and Sigil being able to exploit the starting positions to get massive damage off immediately, without the opponent being able to do anything.
- The Hero
- HP increased from 110 → 120
- The Hero certainly struggles to get into the thick of combat due to its poor area of effect on Dream Blade, thus the health buff should help it on the front line while it aggresses.
- Impervious
- Gravitation is now a regular ability with a use cost of 2.
- Impervious has proven to be an extremely oppressive Conjure, so I have opted to make it harder for Impervious to utilise its kit. It can no longer mindlessly wander into enemy lines and have its abilities activate, it now has to consider the use cost of doing so.
- Core Collapse now deals damage PRIOR to Conjures being pulled closer.
- Since Impervious is already so difficult to escape from, this makes it easier for enemies to cope with Impervious’ massive influence on the game, giving them a more forgiving matchup against it.
- Belief
- Divine Intervention has been reworked
- It now deals 20 damage to whoever eliminates Belief
- Divine Intervention wasn’t particularly useful since the threshold meant that, if it was active, the Conjures benefitting from it would barely get a chance to use it before potentially being eliminated. Increasing the threshold simply would have made it too strong, thus it has been changed.
- Destiny
- Chronal Rift and Continuity Error damage decreased from 50 → 40.
- In testing, Destiny proved to be too strong and oppressive offensively. 50 damage was a 2-shot on all 100 health Conjures, thus making it incredibly hard to survive its attacks if it was played correctly and/or there was a Conjure like Impervious on the field. Since Destiny can also use these attacks to defend itself, it also makes it slightly less risky for a player to put itself in danger of Destiny’s attacks in order to damage it.
- Spectre
- Health decreased from 120 → 100.
- Since Spectre is already so good at manoeuvring away from danger, it feels as though Spectre’s 120 health is actually more like 200, since it rarely ever gets hit. The nerf should help Spectre feel a bit easier to deal with.
- Construct
- Fated Snare has been reworked.
- It is now a 10 base damage attack that deals 10 additional damage per enemy directly adjacent to the target. 7x7 area, 3 usage cost.
- Fated Snare was extremely powerful before, and pretty much had no reasonable counterplay, since the best counterplay was not attacking Construct, which opposes the whole point of the game. Even with the counterplay in mind, Construct could still deal large damage from range, which was unreasonable. The rework should still command positional respect from opponents, while not being quite as oppressive.