Icyman2 wrote:If you want buffs on deep ones, we need nerfs on cath justice owl open.
gadu wrote:It would be cool to rework the tribe so each Deep was specialized and synergized at something and having more control over how to sacrifice your mermaids:
1. Metia could buff a single unit 20 ATT, 20 DEF, 2AGI on Start and have an action skill that debuffs enemies somehow. (one mermaid cost each)
2. Love could have an Action skill that engages one unit until end of next turn and a Trait where if she attacks, she engages the enemy she hits until end of turn. (each one mermaid cost)
3. Friendship could lose her 20 DEF buff and maybe Lance HP directly for 2 mermaids
4. Shecas, Ebreenu, and Lost One are pretty well designed
Basically, by not making Metia so polarizing, stat points could be redistributed and more exciting strategies and skills could be placed on mermaids and deep ones.
If that doesn't work, just give Slash skill to every deep one.
gadu wrote:That's because I was talking about control over using your Deep Ones skills. Deep ones and Mermaids already have decent engage control and the whole tribe is currently designed as unlimited offense which doesn't make sense since those two are opposite strategies.
That's why Love is so strange, you have no control over using her skill and if your playing unlimited offense, there is no point to engage until end of next turn becasue mermaids will kill everything this turn.
It's an awesome tribe because you lead with mermaids that are open skill oriented and transition to deep ones which are buff and control oriented, but I just think so many aspects were ill designed.
gadu wrote:I'm half ignoring the point with Miff SS for the sake of the overall picture. That bizarre start makes Deep Ones exclusive tribe playable, but it would be so hard to win without that opening.
I wish Darkrain would chime in on this since he's the only one I know with experience about the matter though.
I think it's awful design of a tribe and I think the problem lies with Metia and Angelspawns point about prenerfing cards. First, deep ones need redesign of their skills so players have more control, options, and balance. There's little reason to use any deep ones except Shecas and Lost One since the others only do harm to your cemetary without offering anything mermaids aren't capable of.
Users browsing this forum: Google [Bot] and 6 guests