ItsSBE Gary again, bringing you some information about the upcoming card update. It has been a bit over two months since our massive update to the card pool. This update will not be to the same scale as our previous patch, but we feel confident that it will make a significant impact to the Solforge metagame. In this article, I will talk about some of the changes that are coming, reasons behind the changes, when the patch will go live and the full patch notes.
The goal for this update is fairly straightforward. Overall, it is to extend constructed game length while continuing to build upon the increased metagame diversity we have been seeing. We feel that the last update did a good job of increasing player options when building decks. We saw different archetypes and strategies emerge with great effectiveness. However, there are still issues that need improvement. Much of the upcoming patch will be to address these issues.
Adjusting cards in such a vast cardpool almost always has impact that reaches far beyond what someone would first assume. There will always be a best card, so just constantly reducing the power level of the most powerful cards would never resolve anything. Because of this, we have to take a more precision based approach that attempts to consider what metagame will exist after all the changes are in and the dust settles.
<b>Let’s talk specifics</b>
One change that comes with this update is that player starting health will increase to 120. As always, we considered many ways to go about reaching our goal of increasing average game length. In the end, increasing player starting health was something we saw as a very sure way to make games last longer.
Numerous cards are receiving nerfs, so I won’t go into specifics on each of them. Some of the most noteworthy cards on this list are Dozer, Lifeblood Dryad, Ignir and Ebonskull Knight. These are prime examples of cards that were showing up with such a high degree of frequency and potency, that we came to the conclusion that there was need for action taken against them. The cases for nerfing each of these cards vary from one another, but they did share some qualities in common. Each of these cards were incredibly strong at nearly every stage of a game, had few exploitable and identifiable weaknesses, and were causing games to snowball / end very quickly. It is my belief that even after the decrease in overall power that these cards are receiving, they will still find homes in competitive decks.
Examples of cards that will be receiving buffs are Oratek Battlebrand, Oreian Justicar and Oros. Again, the specific reasons for increasing the power of these cards vary from card to card. Each of these cards were already relevant in the metagame, so it may seem odd that they received power increases. However, because they are the types cards that help us move towards our goal, we felt that giving them buffs would be very beneficial. Each are defensive in nature and are powerful tools to extend game length. It is our hope that the minor increases to these types of cards will allow more games to last into player rank 3 and beyond.
So, with this bit of context about our approach to keep in mind, here are the patch notes…
<li>Player starting health in all formats changed to 120 (used to be 100)
<li>Arboris and Dysian Sludge adjusted to reflect this</li>
<li>Many card text to functionality fixes</li>
<li>Dendrify – Now has Overload at level 3</li>
<li>Dozer – Stat change to 0/9, 0/12, 0/15 and ability now puts in a 9/9, 12/12, 15/15 Dozer the Awakened.
<li>Dozer the Awakened now has -health equal to the damage the original Dozer took to trigger.</li>
<li>Ebonskull Knight – Stat change to 9/7, 13/11, 18/16 (used to be 9/9, 13/13, 18/18)</li>
<li>Echowisp – Stat change to 7/1 at level 1 (used to be 6/1)</li>
<li>Forge Guardian Omega – Stat change to 25/25 at level 1 and 50/50 at level 2 (used to be 20/20, 40/40)</li>
<li>Heart Tree – Now is a 0/10 at level 1 (used to be 0/8)</li>
<li>Ignir – Stat change to 4/4 at level 1 and 8/8 at level 2 (used to be 5/5, 9/9). Ability now deals 4 damage at level 1 and 8 at level 2 (used to be 5, 9)</li>
<li>Lifeblood Dryad – Stat change to 4/4, 7/7, 9/9 (used to be 5/5, 7/7, 9/9) and ability no longer pumps itself.</li>
<li>Metatransfer – Now gives -5, -7, -9 attack (used to be 3, 7, 11)</li>
<li>Oratek Battlebrand – Now deals +1 damage at all three levels.</li>
<li>Oreian Justicar – Stat change to 5/8 at level 1 (used to be 4/7)</li>
<li>Oros – Stat change to 7/7 at level 1 and 11/11 at level 2 (used to be 6/6, 10/10)</li>
<li>Patron of Tarsus – Stat change to 5/4, 9/7, 14/11 (used to be 6/4, 11/7, 17/12)</li>
<li>Scatterspore Eidolon – Ability now creates 3/3, 5/5, 7/7 plants (used to be 1/1, 3/3, 5/5)</li>
<li>Sparky – Creature type now “Robot Guardian”</li>
<li>Tendrils of Twilight (Duskmaw solbind spell) – Now gives an additional -6/-6, -8/-8, -10/-10 to creatures that share a lane with Duskmaw (used to destroy)</li>
<li>War Tinker – Reworked to replace itself with a random robot from your deck at the end of the opponent’s next turn.</li>
<li>Wildfire Maiden – Ability no longer damages players.</li>
<li>Windspark Elemental – Stat change to 5/14 at level 2 and 8/21 at level 3 and ability now deals 2 / 4 / 6 damage (used to be x / x / 2x)</li>
<li>Zarox – Ability now gives +1 attack, +2 attack, +4 attack (used to be 2, 3, 4)</li>
<b>So, when is it??</b>
Servers will enter soft downtime at 10am PST on Thursday, February 11th. No new games will be able to start during soft downtime but in progress games will have one hour to complete. Once an hour of soft downtime passes, the servers will go offline for about 2 hours. We expect to have the game back up and running by 1pm PST. At that point you can enjoy the new changes, as well as the Weekend Warrior – Guaranteed Legendary Draft!!
<b>Wrapping it up</b>
Lastly, I want to thank the community for the feedback that we have received up to this point on the rebalance. Praises, criticisms and everything in between, the amount of dedicated players that are providing us with their perspective makes this level of rework possible. We hope that this update will be a significant step in the right direction for Solforge. As always, continue telling us what you think about the changes and/or additional changes you want to see.
Stay tuned for my next update that will focus on new client progress!
SBE Gary Arant