Please Change FireAnt His own Trap hurts him and His Allies when The Enimes Set it off or At least make Him Immune to Fire Damage or Tiles because his Already on Fire.
I mean the every phobie like Fireant(Boss and Snowball) need to be immune to fire. There is no logic in that. Why Snow ball can be damaged by fire(I also mean Boss and Fireant) ? Boss is already was in hell and Fireant is already burning all of his body. Right?
Honestly think you should be required to put your in-game name and rank in here when making new suggestions (at least if itâs supposed to be useful to the devs at all, might just be meant as a ranting thread though ), balance proposals from someone in Heebie Jeebies arenât really worth a whole lot.
Iâll start:
In-Game Name: ManInYellow
Current A-Sync Rank: 15 (3481 / Sum Of All Fears 3)
Current Arena Rank: 24 (3295 / Sum Of All Fears 2)
Proposed Changes - Un-interactive Gameplay:
These are phobies who promote un-interactive gameplay (and are also just VERY strong), meaning that they tend to effectively end the game in a single turn which doesnât allow the opposing player to respond.
The big problem here however isnât just that these phobies can end the game in a single turn (there are also other comboâs that can do that) - Itâs that theyâre also way too good outside of that specific combo, which means that in almost every case where you try to go on the offensive prior to their big turn you will get wiped out.
Youâre essentially put on a clock to disrupt their game-plan, but itâs too hard to do - And when you donât your chance of winning is very slim.
Attractor: This is arguably the strongest phobie currently in the game (depending on who you ask, and how you define it). Attractor just provides too much kill-potential and feels way too hard to dive in on and kill for how big a threat itâs ability is.
Nerf: Health 900 â 800.
This nerf would simply put it in 2-hit range of a lot more phobies rather than it requiring 3 hits.
Locking itâs ability for an additional turn or giving it +1 cooldown on itâs active may also work (or maybe even be required), but I personally think they should do smaller nerfs to start and then follow them up if they donât change anything.
Gonzo Bonzo: Gonzo Bonzo is probably the phobie that promotes stalling for a big combo the most in the game. Itâs has decent defensive stats (due to it being a turret) and itâs +300 damage buff makes it incredibly hard for you to approach the opponents lineup (since the return fire will be very powerful using the buff for any phobie that can hit an opponent twice).
In addition to this it can also create big swing turns when used on the offensive paired with pretty much any AOE unit (but especially 100% damage AOEâs like the active abilities of Noxious or Boss).
Nerf (1): Ability Range 2 â Ability Range 1.
Nerf (2): Damage Buff 300 â Damage Buff 250.
Either of these nerfs would work in my opinion. The first one would make him feel less versatile since he would have to go stand next to the phobie he wants to buff, the second one is just a numbers nerf.
Boss: Boss could just as well be included in âSlightly Overtuned Phobiesâ, but I choose to put him here since heâs commonly paired with Gonzo Bonzo to create huge swing turns due to itâs active being 100% AOE damage.
Boss is however also just the best generic high cost unit in the game (and itâs not close), itâs kind of taken over Beautyâs spot of being something you just throw out there and it does well in most cases (although itâs obviously not even close to how powerful Beauty was).
Nerf: Health 2120 â Health 2000.
This could also be 2050 or something like that, but reducing itâs health a bit would bring it more in line with other phobies. Compared to Beauty right now (which is still a semi-decent unit despite being nerfed into the ground) it has 320 more starting health which is pretty crazy (since their kits are around equally good, could maybe argue Beautyâs kit is slightly better since it flies - but 320 hp is too much for that).
Proposed Changes - New Player Experience:
Snowball: Pretty much everyone knows that Snowball is incredibly good (itâs used in pretty much every high level game, and often on both sides) - It is however kind of balanced out by the fact that everyone eventually gets it. Honestly if it wasnât a stress level phobie it would probably get complained about quite a lot more.
That said however I think the worst thing about Snowball is how it affects the newer players experience - As someone who recently created a second account I can now say from experience: Facing Snowball when you donât own Snowball feels TERRIBLE!
If you go second and your opponent opens with Snowball and you donât have a fairly wide collection (or Snowball yourself) it essentially feels like you canât contest the board for the first few turns and your heart take A TON of damage.
Nerf: Active Cooldown: 1 turn â Active Cooldown: 2 turns.
This is a pretty big nerf, but I canât really think of anything else that would tune it down without hurting itâs identity (since itâs stats are already fairly low and weakening the numbers on itâs ability would just make it kind of trash).
This would mean that rather than it going:
Power Turn â Weak Turn â Power Turn â Weak Turn â Power Turn.
It would instead go:
Power Turn â Weak Turn â Weak Turn â Power Turn â Weak Turn â Weak Turn â Power Turn.
Which gives the second player a lot more turns to play around with where the Snowball is weak.
Proposed Changes - Slightly Overtuned Phobies:
Bluelien: Bluelien just feels a bit too strong in my opinion - Itâs easily the strongest healing phobie, in addition to this it both hard counters AOE poison (Sheep, Noxious or Russell for example) and itâs even good against players with no poison just due to how good the sustain is.
Facing turrets paired with Bluelien on small maps is just a bit too hard to approach outside of doing something with Gonzo or Attractor (which Iâm proposing to nerf). Essentially I think Bluelien should be weakened a bit so it doesnât become too good when the other high-power units are changed.
Itâs ability is just super good and at the same time itâs stats are really good (you essentially pay less than 1 key for the ability since itâs stats are already slightly better than that of a 4-cost).
Nerfs: Health: 1800, Attack: 450 â Health 1700, Attack: 400.
This would tune itâs stats down a bit so itâs not both a great melee fighter and the best healer in the game at the same time.
Proposed Changes - Underpowered Phobies:
I donât really mind there being ââbadââ phobies (since they will often still have some niche uses and can be fun to play around with), but these are just so niche that theyâre really closer to useless than niche - Theyâre just a bit too terrible.
Leshy: Leshy is currently the weakest UR in the game and has pretty much no uses (outside of flexing on your opponent), and so it kind of sucks for players when this is the first UR they get.
I feel like thereâs a lot of things they could do to make it less bad - They could give it range, make it heal itself and/or have a bit higher base health, or just rework it completely not really sure which way would be better though.
Rusty: Rusty is the worst phobie in the game - And itâs not close. Honestly not sure what they should do to make it useable, but it needs help.
Hmm you got a point and its True that Most of them are Fire Types and that Fire does Everything around it.
estoy de acuerdo contigo con buffear a charon pero yo creo que si usas a heart breaker con estrategia, podrĂa llegar a ser de una inmensa ayuda al menos a mi me ayuda muchĂsimo en mapas estrategicos no en todos pero creo que heart breaker estĂĄ bien asĂ como estĂĄ. En cuanto a los nerfeos estoy de acuerdo con zappy
A balance change needs to be added to Eletrocat he needs to cost 2 keys to use but he gets a base damage of 350 and it does 200 more against electric. He should have 850 hitpoints and 1 attack range and a 3 movement speed.
it is necessary to reduce the magnetize distances to 2
no one is playing this phobia, you need to increase Grabbee by 3 distances
Here are some of the phobies I think need a buff:
Attractor: Being able to pick off any phobie from half the map away sometimes just isnât enough.
So I suggest buffing the range from 3 to 4 tiles, and let it hit through walls too.
Gonzo Bonzo: Combo-ing with boss to destroy multiple phobies simultaneously just doesnât pay well enough right now, so I think you should up the increased damage to +1000 to make sure that it always insta-kills
Alastor: Being a dimensional and a undead with nether of the setbacks of the two canât hold a candle to other phobies, so I suggest upping the leech from 100% to 200%.
Another thing thatâs been bugging me is the key system. Why not just have unlimited keys? And whatâs with this phobies on the field cap?! Why not just use every single one of your phobies at once!
( April fools )
Got me on the first half, not gonna lie
Yeah I personally like to use passgeti but he should receive a speed buff since he moves really fast. He should be a three speed, which will greatly make him better.
I personally think Barzilla should get a complete rework on his moves and looks. To start his basic attack should have 1 range and an area affect doing 600 damage. It should be a stomp animation that would create some blue fire. His ability would have a 2 turn cooldown and it should be called atomic breath. It would work just like puffs ability accept it would do 400 more damage to robots. It would also create blue fire on the ground that would do 300 damage for 1 turn. His key cost should update from 8 to 9 and he should be an ultra rare. I just feel like it would make this character more fun to use and make him feel more legendary just like Legendary Godzilla. I also think his color should be black with blue spikes and a more serious face to look more like Legendary Godzilla. Well that is just my opinion to make my favorite movie monster, more legendary in this game.
You guys have level 18 Phobies ?woaaah the highest I ever seen was level 12
Why donât you guys make a mode where you can test the experimental, nerves and buffs and then keep the regular mode for all the casual and newer players?
I am thinking of adding the voice chat featureâŚand increasing the number of characters. I hope so
Yeah I agree with this noxious can do way better poison damage and has better mobility. I think they can first buff Russel by making his poison do 350 for 3 turns instead of 200 per 4 turns so the poison works faster. Then if he is still weak under this change I think he should maybe get a 2 range attack since he has low hp and canât fly, instead of a 1 tile melee attack.
Many players say that cebress needs to be nerfed I know it might seem hard to counter him early on but all you need to use is someone with a poison then you can kite him around the map since he cant be healed and is a one speed. Since everyone starts with sheeping gas i dont see why this is such a problem. If anything I think cebress needs a buff same for other 1 speed tanky undeads like Estatic. They both get countered super hard by poisons so they need to find some way to help buff these characters. The only use I see with cebress in higher level gameplay is that you can use characters that pull enemies closer like HeartBreaker who combos very well with cebress because you can pull someone thats far away right up to cebress who can the slug them with a 1000 damage hit twice which kills most of the characters. But alone I feel like cebress is not very good.
U need to buff hard or rework Leshy, is unplayble. Iâd like to let you know that I have all the healers (4, 5, 6 e 7 keys, I think my account is scripted) and with only healers I canât do nothing. So i saved up to 2000 coffee, thinking maybe to shop to support the game but I wanted to see what I would get from the pack and see if itâs worth it. So I saved up, played a lot of time, hoping to find some phobie to use with my vault full of healers and I take Leshy.
Leshy is so bad he shouldnât be in the game. It has no attack, and itâs ok for a dimensional healer. It has no health, and is nosense because he cannot survive any turn, for 7 keys is a scam (also because he has little health and even doesnât heal himself) He has normal movement (with 3 tiles movement I would justify the really low health) so he cant go to the other phobies and I have to lose the whole turn and probably lose all the health Iâve healed.
The worst thing is his ability. He has a group cure, top. But he cannot move, he canmot survive a turn, he cannot heal himself, he cannot get to the other phobies. He heals like a 4 keys rare phobie and his skill needs 3 turns to recharge.
U need to give him a rework. I was thinking to spend money bc I really like this game (I also referr the game to two my friends but I didnt get nothing⌠is a bit disappointing) but Iâm getting only healers and I cannot progress, for this itâs not worth it. Ive got a useless ultra-rare, worst than any common phobie. Ive spent so much time to get to 2000 coffee and i was excited, but I get a really disappointing pack.
For me u need to buff him, for being a real ultra-rare, giving him a ton of health (so he can survive turn and tank, helping other phobie). U need to give him more range for heal, at least two tile group (u can use it only in big maps and in big maps I cant go with my phobies around him, is useless). He should be able to heal himself and even undead phobie. U need to give him 3 movements. U need (absolutely) to make his skill to be usable in two turn, NOT 3, is insane. All of this are worth buff, because right now it make nosense to spend 7 keys for a useless ultra-rare that MAYBE heals and all the heal he make u lost it in a turn.
Pls is really frustrating to have an account full of only healers and dont have any phobie to use with them and my obly ultra-rare useless.
Thank you, I really love this game and if it get attention and good balance I will definetly shop. Iâm really not enjoing playing with this frustration, please.
Rusty is useless. If he was toughish for a small unit, like 800~1000 hp, 200-300 attack, and an ability that did 500~600 damage and locked his enemy in place without self-destruct, I would consider playing him instead of just dropping cassowary again.
Mildred is pretty lame compared to the other 8 key Ultra rares. Even so little as giving her a modest aoe attack so sheâs not completely shut down between abilities might be enough. Making her ability three range would be interesting if you wanted to keep the theme up. Making her six key would at least take the sting out of committing to one big attack every other turn with no mobility.
Bad sushi should get to step forward one movement when using itâs ability.
Greylien should be cheaper, or have a lot (like a whole lot) more HP so he can maybe survive swapping into the enemy team. Or something. Maybe flying so he can at least pit an enemy? He just lacks advantages and his ability feels suicidal for such an expensive unit.
Good afternoon.
In my opinion, I feel that phobies like Beauty are very OP due to their health and range, apart from area damage, it is very strong against phobies that must be covered (jar canon, boom, kaboom, kerbloom or rusty) I think they should lower their damage a bit and HP.
thank you for your time