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First off let me start off by saying thank you to the developers of this game
cause without you I would have never gotten a headache this big. Let me also say thank you! For the balance changes you made to blitz AFTER the card adjustments. Those nonexistent patch notes you gave us about some new mechanics were quite informative. Some problems with those changes though make some of the leaders quite useless compared to the new king of blitz shipmaster (again thank you for that lengthy teleport range! it’s quite stupid in my opinion) because of the changes it’s made starting armies such as Arbiter completely useless. You can start off with his phantom army but it’s way too slow. Since units cannot use their Y ability when they spawn it really makes the arbiter useless because you would use his rage to run to the enemy side so you can have a chance to steal the enemy energy but the devs doing what they do best (not thinking anything through) eliminated that possibility. I’m using Arbiter as an example but there is soooo many things that need to be fixed. I’m going to break down some tactics and point out some costs and I’ll be using arbiter and chip master as examples.
Shipmaster starts off with 2 marauders and 1 reaver (all invisible) with a combined energy return of 130 energy (cause who wants to keep their level 1 units in an open blitz match)
arbiter starts off with the arbiter (no Y ability) and has an energy return of 120
shipmaster can cover virtually cover all of his own starting energy points and even send a marauder to the enemy side for the chance to steal theirs where as the Arbiter has 1 unit to cover 3 points (can’t detect invisible units) and hope they get lucky to even have a chance for his own energy. They could spawn a unit to get the energy but that costs energy and you need to get lucky that you’ll spawn a cheap unit and the return is 10 less than Arbiter. Please if you’re going to keep this dumb mechanic of no Y ability for starting units, give him a chopper.
Card costs for shipmaster is just plain stupid. 140 for spirit assault isn’t game breaking but without having the need to waste energy to get core units (anti infantry anti tank) and cycling through shipmaster can can get 4 sets of elites and and 3 sets of hunters before going through your whole deck where as Arbiter can only get 2 sets of elites and 1 set of hunters when you go through the whole deck. That’s just one example. I got bored halfway through this rant so I’ll leave it at that for now.
on a serious note I do really like playing this game and I just want to see other leaders being played instead of the same 2. There have been a lot of questionable decisions the devs have made but ultimately I do support what they are trying to do. Obviously no one wants to make a terrible game but I really do think some of the recent changes deserve a second look into it. Maybe it wasn’t intentional or maybe it was but personally I don’t think starting units should have to wait for their Y ability to charge. Please keep up with the patch notes cause people do notice these small changes like Atriox’s shockwave now having a visual delay. These small things really change up the way you play the game and it’s extremely frustrating when you can’t ANY information about these changes so please give us the patch notes. Thank you
You seem to be complaining about Shipmaster a lot but Atriox is the king of blitz for instance he has a way better starting army to grab his own energy with the marauder and steal his opponents with the chopper and banshees and you know yourself that whoever controls the energy usually controls the game despite card lv after the 2 drops he can go into an unkillable guard hunter army and win the game,lets also talk about spike turret since most champs do not run locust this thing is very bulky with the ability to kill the sprit assault troops and is also unable to be teleported sure you can use a blast unit but it still wont kill it on top of that it shreds bunkers (Probably to avoid bunker rushes in DM)
Kind Regards
Portal
<mark>This post has been edited by a moderator. Please do not create alternate accounts to bypass forum bans. Alternate accounts will be permanently banned, and offending users will be subject to both temporary and permanent bans.</mark>
*Original post. Click at your own discretion.
You’re a Johnson main and you’re not being constructive here. I’m not tyrell asking the devs to nerf shipmaster I’m just pointing out some extreme disadvantages arbiter has thanks to the questionable decisions of our beloved developers. You’re bashing on Atriox as a joke. He already got nerfed and it’s not funny it’s just annoying. About the spike turret it’s completely situational and no one runs that unless they’re looking for a Johnson, I don’t even run that in my deck. Atriox is tough but not unbeatable. I’m using shipmaster as an example cause he’s clearly the best leader for blitz
You want to talk about Arbiter fine lets talk about arbiter and some of his good points still making him good and not a “Balance Issue”
- StasisThis Leader power allows to counteract most other leader powers and blast units usually getting a better trade off with the card only costing 70
-
Conduit of Rage
This is one of the best buffs in Blitz outclassing Hell Charge as well as getting a decent number of units within the circle
-
Mass Cloaking
This Ability is broken to hell Yes it costs 200 but You get a speed buff for chasing invisibility meaning most units can’t kill your units and the best part siphon this litchally makes your units unkillable this is all in a time frame that allows you to wipe a large army
-
Phantom
Lacking in death match but good in blitz This unit sets you up for point cap,raids and energy capture all with the ability to easily go back to base for a heal
You mention energy grabbing with the starting army but be honest no champion ever has used the hero outside of stealing the foes energy and yes you do spawn a unit to grab your own such as jump pack or/and chopper also you don’t have to worry about your energy in team games which arbiter saw play in.
But at the end of the day Arbiters hero ability was being exploit to steal energy unlike a scout unit it can not be easily be killed with powerful starting Army’s such as Johnsons bunker down you can’t be serious that a hero unit Charging into your energy crate is balanced and grabbing your own energy will determine if you can afford more units at the 2nd contestable me I as a Johnson main is forced to create a fair game until the 2nd drop I think an unkillable steal unit is unfair and can win the game if you get lucky and collect 0.60 at the start of the game.
On a side note calling be not constructive is ironic as you are messaging from an alternate account to avoid a permanent ban smallreddude1
Kind regards
PortalScience27
I have always been right with Shipmasters Glassing Beam costing only 110 and his teleport costing only 60.
The developers recognised that too, but the teleports range currently is insane.
> 2535452016628224;4:
> You want to talk about Arbiter fine lets talk about arbiter and some of his good points still making him good and not a “Balance Issue”
> - StasisThis Leader power allows to counteract most other leader powers and blast units usually getting a better trade off with the card only costing 70
>
> 2. Conduit of Rage
> This is one of the best buffs in Blitz outclassing Hell Charge as well as getting a decent number of units within the circle
>
> 3. Mass Cloaking
> This Ability is broken to hell Yes it costs 200 but You get a speed buff for chasing invisibility meaning most units can’t kill your units and the best part siphon this litchally makes your units unkillable this is all in a time frame that allows you to wipe a large army
>
> 4. Phantom
> Lacking in death match but good in blitz This unit sets you up for point cap,raids and energy capture all with the ability to easily go back to base for a heal
>
> You mention energy grabbing with the starting army but be honest no champion ever has used the hero outside of stealing the foes energy and yes you do spawn a unit to grab your own such as jump pack or/and chopper also you don’t have to worry about your energy in team games which arbiter saw play in.
> But at the end of the day Arbiters hero ability was being exploit to steal energy unlike a scout unit it can not be easily be killed with powerful starting Army’s such as Johnsons bunker down you can’t be serious that a hero unit Charging into your energy crate is balanced and grabbing your own energy will determine if you can afford more units at the 2nd contestable me I as a Johnson main is forced to create a fair game until the 2nd drop I think an unkillable steal unit is unfair and can win the game if you get lucky and collect 0.60 at the start of the game.
>
> On a side note calling be not constructive is ironic as you are messaging from an alternate account to avoid a permanent ban smallreddude1
>
> Kind regards
> PortalScience27
Seriously…? One thing is arguing portal and the other one is getting so pissed and attacked by someone others comments that you go directly below the belt… very nice.
I stopped playing blitz a long time ago…
<mark>This post has been edited by a moderator. Please do not create alternate accounts to bypass forum bans. Alternate accounts will be permanently banned, and offending users will be subject to both temporary and permanent bans.</mark>
*Original post. Click at your own discretion.
> 2535452016628224;4:
> You want to talk about Arbiter fine lets talk about arbiter and some of his good points still making him good and not a “Balance Issue”
> - StasisThis Leader power allows to counteract most other leader powers and blast units usually getting a better trade off with the card only costing 70
>
> 2. Conduit of Rage
> This is one of the best buffs in Blitz outclassing Hell Charge as well as getting a decent number of units within the circle
>
> 3. Mass Cloaking
> This Ability is broken to hell Yes it costs 200 but You get a speed buff for chasing invisibility meaning most units can’t kill your units and the best part siphon this litchally makes your units unkillable this is all in a time frame that allows you to wipe a large army
>
> 4. Phantom
> Lacking in death match but good in blitz This unit sets you up for point cap,raids and energy capture all with the ability to easily go back to base for a heal
>
> You mention energy grabbing with the starting army but be honest no champion ever has used the hero outside of stealing the foes energy and yes you do spawn a unit to grab your own such as jump pack or/and chopper also you don’t have to worry about your energy in team games which arbiter saw play in.
> But at the end of the day Arbiters hero ability was being exploit to steal energy unlike a scout unit it can not be easily be killed with powerful starting Army’s such as Johnsons bunker down you can’t be serious that a hero unit Charging into your energy crate is balanced and grabbing your own energy will determine if you can afford more units at the 2nd contestable me I as a Johnson main is forced to create a fair game until the 2nd drop I think an unkillable steal unit is unfair and can win the game if you get lucky and collect 0.60 at the start of the game.
>
> On a side note calling be not constructive is ironic as you are messaging from an alternate account to avoid a permanent ban smallreddude1
>
> Kind regards
> PortalScience27
No you clearly weren’t constructive because the first time you responded to this thread you outright said “I didn’t even read it, I just saw the first part about shipmaster and started bashing Atriox” that’s literally what you told red and your argument is completely invalid because NOWHERE do I mention that Arbiters abilities aren’t good. I’m just pointing out that Arbuter has the weakest early game in blitz. Your argument doesn’t take 1v1 into account at all which is how all balance tuning is done in this game (and like 99% of games) and no i don’t believe that arbiter rushing to the enemies energy core is broken because it’s 1 unit rushing to enemy side to get a CHANCE to cover 3 energy spawn points and I say “chance” because that is what it is. It’s not guaranteed that you’ll pick the right one and while you’re rushing the enemy you should always expect to be rushed. Having to spawn a unit early game to get your own energy already puts you at an energy disadvantage and you can forget about dropping a rush unit cause you can’t afford it. How can you think it’s fair for a single unit to cover their own energy core when the enemy is rushing with all their starting units? Johnson has a way better chance (and there I go saying “chance” again because it’s not always guaranteed) to cover their own energy just cause of the ground he can cover. Starting armies are meant to have a strong start on capturing the points or stealing energy and Arbiter is only strong early game at capping points. Every starting army is rendered completely useless once anyone starts spawning units and your whole argument that you can just spawn a jump pack brute or chopper in the beginning to get your own energy is stupid because what are the chances you’ll get one in your starting hand? This is another thing that proves Arbiter is just a more inconsistent leader compared to every other leader. It’s all a GIANT “if.” Going back to Arbiters abilities I never said they were bad or imbalanced. It’s funny cause you’re trying to defend Arbiters phantom right now even though you were talking -Yoink- about them last night about how easily they can be taken out. Arbiter can’t produce units the way shipmaster can (again it’s not game breaking that shipmaster has access to core units) and he has the worst early game so it’s not like he can get an energy advantage over anyone. So that leaves him with phantoms which are great but easy to counter. Maybe if you ACTUALLY took the time to read what I posted you’ll contribute something constructive but so far you haven’t.
Btw it is against Forum rules to post other people’s gamertag so please refrain from doing so. Thank you