バランス変更のみ記載 ソース https://blog.betadwarf.com/2020/10/version-118.html
- Perk 1 - Burn the Bridges?
Add the card Burn the Bridges to Volco’s deck.
Burn the Bridges?
Both bridges get covered in flames, dealing damage to ground Minions.
コスト: 2 カードタイプ: スペル ダメージ: 200 効果時間: 5秒
- Perk 2 - Tempers Flaring
Summon an Ember of Flame every 15 seconds on a random bridge. When a friendly Melee Minion picks up the ember, all nearby friendly Melee Minions gain Rage
Rage +50% Attack Damage
- Ember of Flame
Pickup Radius: 1 Effect Radius: 8
- Tempers Burning
Ember of Flame now gives Berserker’s Rage instead Berserker’s Rage +100% Attack Damage. Also self inflict 10% of attack damage
For a while Volco has been directed a lot by his perk 1, pushing him into this Spam Master identity. This was never really the intention, as Volco's identity is supposed to be Aggressive, brutish and very much a fighting Master. The Afterburner perk was supposed to give him a tool to put some pressure on the opponent master, allowing him to be more aggressive. However, it has proven that the effect was far too strong which resulted in him being relegated to simply dominating the bridges (with help from perk 2) and spam killing his opponent from a far - Quite the opposite of what we want Volco to really be.
Veteran users will remember the days before Rage was set to 50% where Volco was all about getting to that 3rd perk and destroying your opponent with superior brawling power. This is the style we are trying to get back to with this rework.
By making the rage dependent on the bridge we are hoping to gear Volco into an aggressive track in which the minions are far stronger in offense, rather than in defense. Adding the 100% Berserkers rage should make his perk 3 quite significant again, however the 10% self damage should help make it slightly more manageable to deal with these highly explosive minions.
Ultimately we're hoping this design will help Volco return to his true Identity, as well as removing a play style that has been very frustrating to play against.
- Arcane Bolt
コスト 4 -> 2 Mana Freeze 1 -> 3We’re hoping that this change will make Arcane Bolt easier to use on high-priority targets quickly, but have a Mana Freeze amount significant enough to still retain a significant mana cost to the card in practice.
- Armor of Light
クールダウン 12 -> 14This affects Brothers of Light, Caeleth Dawnhammer, and Shieldguard of Light. We’re mainly opting to do this change as the Brothers have emerged as a powerful frontline duo recently due to the large amounts of value they can generate, between their anti-swarm capabilities and large stat pools.
- Caeleth Dawnhammer
コスト 9 -> 8This change is mainly to compensate for the increase in Armor of Light cooldown.
- Empyrean Army
5種類の[[Empyrean]]カードが発動に必要となったThis is a change we've wanted to make for a while, as the intention has always been that a significant portion of your deck needs to meet the Empyrean theme for the effect to activate. The usage of Wild Cards would somewhat defeat this goal, hence the change.
- Healing Fireball
回復効果は味方ミニオンの間で分けられる回復は限界まで均等に分かれるが、最大値を超えてオーバーヒールすることはない。例えば、100/200 HPと100/400 HPのミニオンがいる場合、1体目は100回復し2体目は300回復する。
Healing Fireball simply provided too much value for its mana cost in push-oriented decks, exponentially becoming more powerful the more units it affected and rendering some spells completely ineffective as a countermeasure, or making trades far too valuable after the fact. Nerfing the numbers of the Spell would simply put it in a state where it's either dominant with how much value it provides or too bad to consider running, so we're opting for a rework to how the healing is applied.
- Resonating Blast Crystal?
範囲 4.5 -> 6.5
- Restless Dead
コスト 3 -> 4We wanted to take a moment to explain why this nerf didn't come sooner. We were first made aware of how explosive Restless Dead really was just a few days before the release of Version 1.17, which ended up being dangerously close to the patch deadline and would have more than likely affected the Xbox Certification process, and delayed the patch as a whole.
We weighed our options and decided against hotfixing it so we could try a new mechanic on the PTR that could hopefully be incorporated as a balancing measure in the future, but the results weren't satisfactory. We've shelved that idea for now, and while there are still interesting options for Restless Dead on the table, we're opting to go with this change for now and revisit it later.
- Screaming Scrat
コスト 2 -> 1 最大体力 100 -> 15 Barrel Shieldを持つ ダメージ 130 -> 30
ダメージ 250 -> 200
- Wreckinator 9000?
Max Health is now reduced when Malfunction occurs Health Reduction is equal to the Malfunction Threshhold Slam attack Cooldown 6 -> 4Wreckinator’s main usage was with a cheese strategy involving Glenn’s Brew, which provided a huge boost in HP at a low mana cost while bypassing the downside of the Minion disappearing at the end of its duration. While Glenn’s Brew will still be somewhat effective with this change in mind, we wanted to make it feel less frustrating to play against and enable better counterplay options. As Wreckinator wasn’t particularly powerful outside of it, however, we also wanted to buff the baseline abilities of the card, as we felt the Slam attack never saw much practical usage due to its long time requirement.
- Zeppelin Bomber
攻撃クールダウン 3 -> 2 ダメージ 100 -> 70