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Proposed Armoury and Siege Weapon Volley change

Skvysh
Skvysh
✭✭✭
Armoury has been a quite controversial card so far, at least in my experience.
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The 1:1 ratio between cost and power is quite strong, the added gold is a small but nice bonus that puts it well enough over it's value. The 5 cost put it at that sweet spot where it's easy to pick up with Customs Seizure or Oathman/Hireling. It always gets picked up on turn 1 if it's on the table in my games, as having 10 prestige by the end of turn 4 sounds too good to pass on. I would rather used Remove on it than let it fall in my opponent's hands. They go well in pretty much any deck, as a strong power card is always good to have. The only solace is the fact that there are only 2 of them in the 100 card tavern deck.

Cards like The Dreaming Cave, which are also quite good to pick up in any deck, are balanced either by their cost, their limit, the fact that you need a combo to get it's full value - or a mixture of all 3. While I'm certainly unhappy to see my opponent pick up one, I do not feel as threatened by The Dreaming Cave as I am by The Armoury.

Personally, I feel like The Armoury should see some of its power moved into combo slot:
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We still keep the same cost and overall same value, but with some of its power shifted into a combo, it is not as deadly early on, while still rewarding in a Pelin-oriented deck. Any deck can still benefit from 3 power to help remove agents, but a deck running Crows or Ansei using their cards to bring it back every turn wouldn't necessarily get as much value out of it. Simply put, it would not longer be a turn 1 pick, unless you're absolutely certain you will pick up more Pelin cards. One could even argue that it makes sense thematically - an armoury alone is not as useful if no one is around to pick up those weapons.

Similar idea should be applied to Siege Weapon Volley:
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We again see 1:1 cost-to-power ratio with a strong combo. While it is an upgraded card, the upgrade is way overtuned:
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Upgrades generally see increase by 1 in some value - Oathman gives an extra gold, Hlaalu Councilor has 1 health more. Scatch's upgrade gives 2 power more, but it's tied to a 3-combo and it sees the price go up. Except for the hilarious example of Reinforcements into Legion's Arrival upgrade, I have not seen an upgraded version increase overall values by more than 1 without some compromise.

If Siege Weapon Volley is indeed intended to stay a 4 cost 4 power with 2 gold on a combo, it should have some of its power shifted into combo. At the very least, it should give 1 gold less on a combo. Paired with The Armoury, Siege Weapon Volley makes early Pelin deck way too strong to keep in check. While decks like that should counter late game combos like Crows+Psijic, one should not feel obligated to either buy those cards or Remove them in every single game, nor should they provide so much power as early as turn 1 with no considerable downsides.
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