Fire is almost impossible to beat from second because of spells like fire beetle, burning rampage, and efreet. Something needs to be done either giving the person going second an extra 15% resist, or putting turn based in pvp. Fire beetle for example is way way too good. Its 2 pips and does damage to break shields while leaving 3 35% traps on the target. This spell is way better then fuel because fuel is the same amount of pips, doesnt do damage, and leaves weaker traps on the enemy. Fire beetle is an unbalanced card and almost game breaking when someone is second. To make matters worse there are many different types of fire beetle tc, each leaving 3 35% traps on the target and for some reason they stack with one another. This means that someone can go second to a fire, shield, the fire wizard fire beetles leaving 3 traps, then the person shields again, while the fire uses another beetle that removes the shields and puts on different 3 traps that stack. The traps are 35% and are already more then normal fire traps but to make matters worse since they stack they make the fires next TWO hits do +70% damage. (35+35=70) This is literally better then a feint. With zero repercutions to the fire wizard unlike feint which has a 30% trap to self consiquence. Plus feint can only buff the next one hit while this fire beetle strategy buffs two. To make matters worse fire has the burning rampage spell which is literally not counterable from second unless you can see into the future. Someone can rampage into fire from above from first in shrike and the person going second will have no time to react at all. This combo does about 7000 damage not to mention if fire beetle traps are in play. Then the last spell is efreet. This spell is crazy. It hits and puts on a 90% weakness. This will make your next hit do nothing at all even in shrike. Efreet makes abomitable weaver's defensive attribute (the shield) look like a child's toy. The Efreet weakness can't be pierced, and makes your hit do nothing at all. Fire also has insane stats. they can get 6500 health, 145% damage and 56% resist. This would be much more manageable to beat if turn based was in pvp. Fire right now is unbalanced and insanely hard to beat from second. Thanks for your time reading.
Re: Fire is unbalanced & needs changing (overpowered)
Fred Frost on Apr 24, 2019 wrote:
Fire is almost impossible to beat from second because of spells like fire beetle, burning rampage, and efreet. Something needs to be done either giving the person going second an extra 15% resist, or putting turn based in pvp. Fire beetle for example is way way too good. Its 2 pips and does damage to break shields while leaving 3 35% traps on the target. This spell is way better then fuel because fuel is the same amount of pips, doesnt do damage, and leaves weaker traps on the enemy. Fire beetle is an unbalanced card and almost game breaking when someone is second. To make matters worse there are many different types of fire beetle tc, each leaving 3 35% traps on the target and for some reason they stack with one another. This means that someone can go second to a fire, shield, the fire wizard fire beetles leaving 3 traps, then the person shields again, while the fire uses another beetle that removes the shields and puts on different 3 traps that stack. The traps are 35% and are already more then normal fire traps but to make matters worse since they stack they make the fires next TWO hits do +70% damage. (35+35=70) This is literally better then a feint. With zero repercutions to the fire wizard unlike feint which has a 30% trap to self consiquence. Plus feint can only buff the next one hit while this fire beetle strategy buffs two. To make matters worse fire has the burning rampage spell which is literally not counterable from second unless you can see into the future. Someone can rampage into fire from above from first in shrike and the person going second will have no time to react at all. This combo does about 7000 damage not to mention if fire beetle traps are in play. Then the last spell is efreet. This spell is crazy. It hits and puts on a 90% weakness. This will make your next hit do nothing at all even in shrike. Efreet makes abomitable weaver's defensive attribute (the shield) look like a child's toy. The Efreet weakness can't be pierced, and makes your hit do nothing at all. Fire also has insane stats. they can get 6500 health, 145% damage and 56% resist. This would be much more manageable to beat if turn based was in pvp. Fire right now is unbalanced and insanely hard to beat from second. Thanks for your time reading.
Sounds pretty (Balanced) to me get it? cause balance is broken . The K I favorite schools how can it not be so broken trust me if you can remove that -95% weakness off efreet and hot fix burning ramp into a reg dot your gonna start seeing fire not much of a threat as they are now. Aside from this going second will always be a major disadvantage and i still don't get how turned base pvp helps with anything besides starting both players at 5 pips? Your still technically at an advantage going first. Damage over time runs pvp because it acts as a free shield displacement.