Ayo.
There has been a whole whack of threads discussing balance issues related to standard death match, but I haven’t seen any pertaining to Blitz, so I thought I would throw one together. I want to make clear that I am, by no means, good at Blitz, I am rather mediocre, to be honest. Nonetheless, I have noticed some issues in Blitz that I believe could use some adjusting.
1. Ironclad Hunters + Bunker Drop
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my biggest balance issue with Blitz at the moment. Can be near impossible to break, especially if properly supported - recommend that Bunker Drop cannot be affected form the Guard trait2. Teleport (Displacement)
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way too powerful of a card in the Blitz environment - two main issues - (issue 1): Teleport opponent’s army onto Suicide Grunt. If executed properly, will result in a complete army wipe, with next to no counter play by most leaders - (issue 2): Teleport opponent’s army into friendly base. In this scenario, all friendly units will be receiving massive healing from the base (near invincible), while the opponent’s army (or armies) are completely vulnerable. Again, little to no counter play available against this - recommend making Teleport only affect the player’s units (remove displacement characteristic) and lower energy cost3. Kodiaks in base
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with the range buff Kodiaks received a couple patches ago, it allowed Kodiaks to attack objectives A and B from inside the player’s home base (constantly being healed). This is incredibly difficult to break and can be extremely frustrating to play against - recommend reverting Kodiak range to what it was pre-buff (for Blitz only). This would allow the Kodiak to still be usable, but not be able to attack most of the map from the safety of the home base, resulting in more strategic placement and players having to protect their artillery4. Specialty cards
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one of the most important type of cards to posses in Blitz, however, Banished has access to two universal rush cards (Assault Elites/Grunt Mob) while UNSC only has one (Vanguard Wolverine) - recommend adding the Rush trait to another universal UNSC card. I believe one of the anti-vehicle cards (Cylclops) would make a great option - two other important card types are the Blast and Guard cards. Banished has both a universal Blast card (Suicide Grunt) and a universal Guard card (Ironclad Wraith), offering the Banished far more diversity in deck setups - recommend adding universal Blast and universal Guard card to UNSC5. Hero cards
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from my limited time playing Blitz, one thing I have learned, is that hero cards are absolutely awful. They are far to expensive and accomplish far too little for their cost. With each leader having unique hero units, it would be nice to see these cards becoming viable to add more diversity among the leaders - easiest solution is to simply lower hero card energy costs, though, not too much, as we risk them becoming too cost effective6. Energy Collection
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one of the most important lessons I learned from Blitz, is that the player(s) who collect the first few energy drops will likely win the match - unfortunately, I don’t see any solution that doesn’t involve reworking the entire energy collection mechanic, but it’s something to keep in mind7. Starting Armies
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certain starting armies are far superior to other starting armies (looking at you Atriox and Shipmaster) - as with previous issue, I don’t see any solution that doesn’t involve reworking starting armiesAnyways, that wraps up my list. I will add more to this as I think of more and see the suggestions of others. All of this is from my own experience, so some may disagree with me and I welcome the opinions of others here.
I also understand that most of these suggestions aren’t possible (i.e. adding Rush trait to a UNSC card), but I figured I would touch on it, nonetheless.
Thanks for reading!
