CHANGES TO CLAN MECHANICS
This version introduces only some of the changes planned for upcoming updates. The second part of the changes, aimed at resolving the time zones issue, is under discussion, but will not be implemented in Update 19 or 20, as a significant amount of time is required to make these changes.
Let's take a look at what's waiting for you today:
Epic Card Request
The latest changes to units have significantly increased the Cultist's win rate and popularity, allowing for win rates of over 55% for level 7–8 units even before getting talents. For this reason, we decided to decrease this unit's damage at lower levels. However, this unit is still a confident fighter at high levels, so changing the base damage will affect its performance at level 15, but not as much as at lower levels.
This unit currently has one of the highest win rates (up to 70%!) both among units with talents, regardless of Ascension, and among level 7–8 units prior to getting talents. It's the strongest unit at lower levels aside from the Banshee, which we'll discuss below.
The changes to Earthquake damage are intended to affect the effectiveness of this unit overall, not just its individual talent.
In later waves, these units rarely receive a charge, and after we changed the wave balance, they have started suffering more from bosses and the Bannerlord. These changes increase the effectiveness of the latter talent against targets with high health levels.
The Robot became noticeably inferior to other legendary units after we introduced triple bosses and changed monster waves. We put the Robot through some maintenance and upgrades, and now expect this unit to run like clockwork! Other solutions, such as weakening decks or mechanics that play with the Robot (like the Clock of Power), would have significantly reduced the unit's effectiveness.
The Banshee has the highest win rate for players with low critical damage but isn’t as good among players with high critical damage. By increasing attack speed, decreasing unit damage, and improving orb collection, we are allowing players to reach maximum power a bit later, at the cost of reduced starting damage. This will help balance out unit strength for new players, compared to other damage dealer units. To compensate for the lower effectiveness at lower levels, we have strengthened the talents for level 9 units.
The Circle of Curses talent is significantly more popular than the Magic Circle talent. With this change, we are increasing the popularity of the latter.
Clock of Power
Not only is the Clock one of the game's strongest mechanics for applying negative effects, it also has the ability to simultaneously remove multiple protective effects from opponents. To keep this effect occurring at random and reduce the overpowering impact on the opponent's field, we decided to cut down the number of negative effects applied.
With the latter talent, this unit makes life too difficult for your opponent during the first wave. This can create situations where the opponent has bad luck with their initial units and spends 30 or more seconds without receiving mana, which leads to automatic defeat. We are happy to see our players trying out different victory strategies and experimenting, but the current mana limit is too frustrating in a battle where a player can't do anything. For this reason, we decided to reduce the Frost King's control over this effect, while still allowing the player to win due to the randomness effect and tactical Frost merging.
The Meteor is a strong unit that requires skill to use. At maximum Ascension, it has a very high win rate, on par with the Minotaur. This is not a coincidence, as these units are often used in the same deck.
We are tweaking the unit's level 11 talents to balance out the talent selection, and nerfing its level 15 talent so that players can still have a chance to counter Meteors even during later waves. Destroying a unit in one go is super cool, but a drop from rank 6 to rank 3 during the 10th wave will also keep your opponent on their toes.
Attention! The following changes have not made it into this version and may never even see the light of day. However, we are still making various tweaks to make your gaming experience better, and have decided to let you know why these changes made it onto our list.
Monk: This unit has a very high win rate at the maximum upgrade level, but at levels 7–8, its performance is average or even slightly below the desired parameters. We are discussing possible ways of making this unit a little stronger at lower upgrade levels and less overpowered at the maximum level. Since testing at all levels takes time, these changes did not make it into Update 19.0.
Spirit Master: Spirit Masters are just as good as Monks at higher levels and have a unique Mana Power-up mechanic that they can use at more levels than other units. The unit's mechanics at high crit levels give you huge damage values. We are looking into moving unit forms to level 9, in order to showcase unit changes as early as possible. We are also discussing a way to reduce the crit impact on unit effectiveness. Otherwise, there will be no alternative ways to play if crit increases further. For the same reason, we haven't added shield mechanics to this unit, and there's a chance of triggering Cleansing.
Enchanted Sword: Currently the most popular supporting unit, along with the Dryad. We are also discussing various tweaks for this unit, in terms of both usability and popularity.
Boreas: One of the oldest units in the game and one of the first to get talents. Simply changing talents is not workable, and increasing the chance of transitioning to a given phase will just break the transition mechanics because the unit will always be in one phase or another, which doesn't look right. Because of this, the unit needs a major change, which is scheduled for a later update due to its complexity.
As we've said before, all units will get talents with time. We already have plans this year for one of the most popular offerings, the Demon Hunter.
It's no secret that equipment items are used unevenly, with some items valued much higher than others. We want to fix that and make equipment selection more extensive and situational.
Other changes to equipment
One-button item upgrade
Items can now be upgraded by several levels with a special button in the item window.
The new Stats window now shows Enchantments and their final bonuses for different factions.
NEW WEEKLY BLESSING
Tempering the Victors
When a boss or a mini boss is killed, all negative effects get removed from a random faction unit, while its damage and attack speed temporarily increase. Killing mini bosses provides this buff with a certain chance, and killing bosses guarantees it. The lower the merge rank, the higher the bonus!
Several new Enchantments have been added:
Pocket Exhaustion (common)
Morally Gray (epic)
Some Enchantments have been reworked:
Counterspell (epic and legendary)
Pocket Curse (legendary)
Enchant your items and defeat your enemies. Don't forget that as the rank of an item grows, the chance of obtaining a higher enchantment rank grows as well!
TALENTS FOR BRUISER UNITS
Brawl at the Hero Tavern! The toughest troublemaker of Rhandum now has talents! Let everyone feel his rage!
Changes to unit mechanics:
The referral program
A Royal Duck for the big company! Invite 10 friends to the game and get heroic items when they reach Arena 5.
The Royal Duck is a versatile heroic item and is suitable for any hero, increasing their morale rate by 5 units! It cannot be upgraded and does not drop from chests with heroic items. The Royal Duck will improve hero morale and help you stay afloat!
In the following versions, there will be significant changes both in morale accumulation mechanics and in heroes' abilities. Therefore, the item's stats may be adjusted.
Battle records will become more varied. Use them to promote your ranking and receive new rewards. Try new strategies to win!
You have a chance to pick up epic cards for free at the Daily Store on the weekend!
Returning Heroes of the Week
Heroes of the Week are back! Getting an epic hero has never been easier! Here's what you should know about it:
In Update 19, we have significantly changed the way calculations are made in combat, which should positively affect the following factors: