Welcome to our not-so-short preview of Update 1.6 for Heroic Magic Duel. First, let's quickly recap what update 1.6 has brought us and after that will take a look at each map and change, one by one.
- Rebalancing of 16 minion cards
- Rebalancing of 6 spells
- 5 new minion cards
- Serpent Sanctuary - the new arena
HEROIC MAGIC DUEL UPDATE 1.6 - MINION REBALANCING
Will begin with the rebalancing of minions. Here, we'll take a look at each minion card's rebalance changes and express our opinion on it.
1. Blood tracker
- Health: 2 -> 850 (about 2% decrease)
- Damage: 710 -> 645 (~ 10% decrease)
- Health bonus per unit: 160 -> 140
I think a slight nerf to Bloodstalker is fine. It was a bit outdated before the update, and even after the nerf, a lot of gamers still use it on a regular basis, including myself.
2. archers
- Health: 200 -> 190 (~ 5%)
- Damage: 80-> 75 (~ 6%)
Archers suffered a very light nerf, which slightly reduced their damage and health, and shouldn't affect the power level of this card. I'm not sure why the Archers would need a change, but since this is an insignificant nerf, I imagine it's good.
3.alchemist
- Health: 570 -> 485 (~ 15%)
- Damage: 190 -> 130 (~ 32%)
Well, the Alchemist was one of the most used cards before the update, so it probably deserved a little nerf. I think this guy was a little too efficient compared to single targets. His health was too high for 3 Mana and when we look at his damage, we see that he is no longer capable of skeletons on a hit. Thus, his ability to fight mobs has not been seriously reduced (except against armored minions), and he is now more of a specialized anti-mob card, which can be easily removed by almost any other card that spawns a single minion. I think after the update the Alchemist won't be as used as before and will probably be replaced by the Blade Dancer, in most decks. Fortunately, I haven't updated this map.
4. Fire Imp
- Health: 670 -> 395 (~ 40%)
- Damage: 170 -> 180 (~ 6%)
- Special damage: 220 -> 160 (~ 28%)
Poor Fire Imp suffered a huge hammer blow. After such a large loss of health (I still don't understand the reason) and a slight increase in damage, he became completely useless once his special ability wore off. Well, that wouldn't be really terrible news, since the Imp was all about cleaning up crowds with his special talent, anyway. However, his special damage has also been reduced by 28% and he is no longer able to throw skeletons on a shot if their level is one level higher than his own. So here we have a card that can do one thing, and only one, and now he can't even do that reliably - and don't get me started on his ability to fight protected monsters, that sucked even before. the update… All in all, I think Fire Imp is falling out of favor quickly, and I personally don't use it anymore. The Blade Dancer is probably going to be the new best 3 mana card for the Crowd Liberation card, definitely replacing the Fire Imp and also the Alchemist, in some decks.
5. Spirit Primal
- Health 950 -> 920 (~ 3%)
- Damage 380 -> 370 (~ 3%)
This map had a very, very slight stat change in Update 1.6. Primal Spirit is a very good card in lower leagues (it's actually my favorite), but slightly underpowered in upper leagues, so this change shouldn't affect game balance.
6. tire tapestry
- Health: 895 -> 795 (~ 12%)
- Damage: 150 -> 145 (~ 3%)
In my opinion, the Goblin Shooter had a little too much health for a 4 mana minion. On the flip side, I think his damage was already lousy and although they didn't suffer significant damage, I still see no reason for this decision. Either way, Marksman Goblin will be able to perform almost as well as before the update, as damage and not health are the most important stats for a long-range shooter.
7.shadowhunter
- Health: 880 -> 830 (~ 6%)
- Damage: 195 -> 185 (~ 5%)
Shadow Huntress was a very good card, especially in the lower leagues. Slight nerve might be fine, then.
8. Viper
- Health: 605 -> 845 (~ 40%)
- Damage: 305 -> 340 (~ 12%)
- Poison damage per second: 5% -> 15% (200% increase!)
Viper has been seriously improved, and rightly so. In my opinion, this was one of the most underpowered cards, alongside the Charger. After the huge boost in health, increased damage, and most importantly, a huge boost to her special poison ability, the Viper could begin to appear on the battlefield in the specialized role of "Grand Murderer". This card can now be used to effectively counter the most powerful melee cards like the Mana Wraith, the Brute, the Juggernaut, and the Abomination (especially the Abomination), as anything it touches will die of poison in 7 seconds or less. It can also be used to eliminate Crystal Colossus.
9 Amazon
- Health: 1 -> 250 (~ 1%)
- Damage: 415 -> 325 (~ 22%)
This update was a significant nerve for the Amazon. His health was a bit high for a ranged minion so about 10% of the nerve seems fine. More importantly, his damage was also dealt at around 22%. She is therefore not as effective as before against a single target and has become a specialist in crowd control. I totally agree that her damage was too much and required a nerf, as she was capable of killing mobs and was pretty good (more than you might expect) against a single target. So it was a bit two for the price of a deal. However, around 22% is maybe a bit too much and I would say that maybe a damage reduction of around 15% would be more appropriate. Having said that, I don't think the Amazon will see a drop in popularity, as it remains one of the best (if not the best) crowd cleaners, and the damage it takes has nothing to say, even after update it. In addition, a lot of players have already invested heavily in this card and it is (still) good enough to keep its place in the decks.
10. Guardian of nature
- Damage: 960 -> 800 (~ 17%)
I think it was a good call. The Guardian of the Wild can still do a lot of damage (both against single targets and against mobs) with his Lightning Staff, and when you add his stun ability to that, this card is still one of the cards. the most powerful in the game. I don't see Nature's Guardian going anywhere, and it will probably keep its place among the most popular maps in the game.
11. Silver Ranger
- Health: 685 -> 680 (~ 1%)
- Damage: 455 -> 325 (~ 30%)
Silver Ranger, one of the most popular maps, which almost every player (including mine) has upgraded as much as he can, just took a Warhammer nerf to his head ... So his damage was- are they too important? I would definitely say yes. However, a damage reduction of almost 30% is way too much, in my opinion, and 15 or 20% would be much more appropriate. The Silver Ranger will keep its place in many decks because many players have already invested a lot of resources in it.