Community Manager Ubisoft
Tuesday Card Debate - 21/08/2012 - Fate Spinner
We are pleased to announce the start of the first weekly event: Tuesday’s Card Debate !
Every Tuesday, the DoC Team will choose one card and ask you to tell us how good or bad you think this card is.
This is an excellent opportunity for you guys to help us make the game better by telling us if you think the card is too strong or not strong enough, balanced or in need of balancing, useful or useless… Share your ideas and opinions with us and tell us what changes you would like to see on this card.
This is also a great opportunity for you to discover new cards and share combos you find work well with it.
We will then summarize the feedback you give us and send the results to the developers so they may take them into account for future balancing and card redesigning.
So with no further ado, here is the first card in this weekly event: the Fate Spinner!
This is a very strong card. I can not see why you would not wan this in your 4 drop. Infect is arguably one of the most powered effects in the game as i have not yet seen a card to remove poison tokens, apart form town portal. So even a might 6 drop hulking Cyclops can be taken out by relatively weak defenders. At infect 2, so 2 pains counters this sucker can take out HUGE things.
The 7 Health synergises great with vampire embrace as that effect needs a strong life pool so the card is alive long enough to get to attack steps. So while i look down on combo decks (but they are fun to play now and then) A deck wit hcard synergies is what makes a good card game.. and this is an example of a card taht can be used with a on faction spell type to increase its power.. that is deck synergy and that is cool.
All in all I think this is a great card and I am not sure it needs modification at all. The life pool and the large infect could mean that the 2 dmg 1 retaliation is high, as a hit for 1 is really a hit for 3, so a hit for 2 is a hit for 5.. and that is pretty huge.. I think this card would be just as playable if it hit for 1 and had no retaliation at all.
The real question is what can oppose this? 7 health, 2 Infect... is there 4 drops for otehr factions that can do more than jus tchump block this ?
Last edited by jyujinkai; 08-21-2012 at 02:42 PM.
I have already said a lot on this creature in the french forum, I will repeat it there. Before the previous Patch they were 2/1/5 for the same cost, and they were really bad because other Melee creatures were more efficient in all aspects: deal more instant damage (thus don't suffer retaliation very often), have a stronger Retaliaton value and above all have way more Health. Now they fortunately got +2 Health, enough to be playable but far from too strong. IMO they could still get a small boost (+1 Retaliation or Regeneration 1 for exemple).
At the same level (4) orcs have a similar creature: the 4/3/7, so a +2 Attack +2 Retaliation instead of Infect 2. Twice more efficient against the hero, 3 times more efficient during retaliation but don't have the ability to kill creatures over time. This orc is good in all situations, while the Fate spinner is a specialist who must target big creatures to shine.
the elite version of the spider chick has regenerate on it.. I think it is a 5 drop.
I feel that Fate spinner either dominates the field completely if you can keep it alive for long enough to get an attack or two out but it also feels really underwhelming if the enemy is in control of the fight whe you throw this one out.
So basically, if youre doing well Fate spinner increases that lead by a lot and if youre losing Fate spinner wont do anything except work as a meatwall for a turn or two if lucky.
There is some sort of counter. You can use the units from the Haven type which reduce melee damage by 1 or 2. If you can reduce the 2 attack damage of Fate Spinner, then the infect also will not be triggered, and therefor rendering Fate Spinner rather useless.
Originally Posted by jyujinkai
Right, you can cast Weakness as well.
Yeah weakness and A 2 melee dmg cancel is a good thing .. but these are pretty conditional. You need those cards in hand and ready to cast... comparisons need to really be made to 4 drops of equal rarity i feel. The thing is that i can see how this card would frustrate players.. as with 2 infect meaning it is basically hitting for 5 at a 4 drop with 7 health.... i mean that is pretty full on and will dominate teh board... even with just retaliation.
I really love this card and the infect effect. The only deck I currently have is a Necro deck so naturally this is one of the mainstays of the deck. The card itself is great but I think that infect needs some slight tweaking to help improve synergy overall within a deck, such as a card that increases infect tokens on creatures that already have them, or instantly causes damage = to infect tokens (apologies if they already exist but I have not seen any yet).
As for the card it's great - just the right amount of balance for an uncommon card IMO - and should be left as is.
there is a enrage fortune that doubles the counters... not sure about the necros.. I really went to build a necro deck but have yet to open a hero. I have opened like 5 hero packs and still only have 3 heroes including my original inferno guy... yes that si right.. I opened 5 hero packs and only got 2 heroes.. the rest were doubles... (apparently there are 20 heroes so this really sucked)\
I'm not sure infect needs more stuff though, i believe it to be one of teh most powerful effects in the game. I hope to open a stronghold hero with acess to moon magic, as those massive beaters they can summon with infect enchantment.. would be brutal!