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| View Poll Results: Does Nomad need an adjustment? | |||
| Yes, definitely! The card is way too strong, please nerf it! |
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192 | 41.92% |
| Nope, I think the card works fine the way it is. No changes needed. |
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235 | 51.31% |
| Yes, the card is way too weak. Please make it stronger. |
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31 | 6.77% |
| Voters: 458. You may not vote on this poll | |||
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#1
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This is the official discussion thread for the Nomad card. Please do only post your feedback on this specific card in this thread, please DO NOT post anything about other cards here. All posts post must be related to the Nomad card. Off topic posts will be deleted.
You may make use of the poll, however, we prefer statements in the thread that further explain your thinking. ![]() soul
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former BluePoster here - currently Online Marketing Manager at smava.de ››› check out soulwarrior.net ‹‹‹ |
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#2
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It doesnt need a nerf, perhaps a change so it keeps it usability and not be too strong in PvP.
I like to idea of changing it back to L damage type most. Edit: Voted middle option since top one says to nerf, while I dont want to nerf but change it slightly. -.-
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IGN: MindFlaw Server: Overlord Upgrade farming..... Fix how the loot is rolled, not just the location. |
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#3
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it needs a nerf 1 nomad rush can destroy anything early game.
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PvP Rank 21 (Battlemaster) Pve Rank Rank 10 (High Lord) Deck: Darkwood Forest _______________________ Can we pretend that airplanes In the night sky are like shooting stars I could really use a wish right now wish right now wish right now |
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#4
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Nomad just needs a plain old damage nerf. Having self-regenerating units able to deal so much damage to wells so early in the game is gamebreaking.
If you DO want that kind of damage output, look there's an infused version of the card that lets you deal an extra 50% damage! Bottom line is for such a versatile T1 card, it needs to have more drawbacks than just low HP. Right now it's a swift, air-killing, self-regenerating, insane damage-dealing, killing machine!!! Decks that lack direct damage at T1 (such as Frost) don't have a decent way to counter these guys. 25% damage nerf all the way (a little less than scavenger)! |
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#5
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Quote:
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PvP Rank 21 (Battlemaster) Pve Rank Rank 10 (High Lord) Deck: Darkwood Forest _______________________ Can we pretend that airplanes In the night sky are like shooting stars I could really use a wish right now wish right now wish right now |
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#6
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#7
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Not to me in PvE. :P
In PvP Ive never Nomad rushed though I have used it often, I prefer Scavanger in many cases. And its a tradeoff, my nomad would be better at killing warbirds, buffed skyfires, etc.
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IGN: MindFlaw Server: Overlord Upgrade farming..... Fix how the loot is rolled, not just the location. |
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#8
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Nomads dominate Tome matches, even i defeat them easily with windweavers+Root, T1 is mostly fire because of this card and this is totaly boring!
In non-tome games i also have not much problems with shadow but i can see other colors have it problems. The unit bonus (both afinities) is very strong AND the units have swift which means the nomad player controls when they are in battle and when not. So i vote for a slight nerf! |
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#9
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I think without Mine they are fine. So again it depends on the Mine-change.
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#10
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As others have suggested, I don't think the problem is with Nomad, but with Mine.
Nerf mine slightly and change Nomad's damage specialty to Large, instead of Medium. You might even remove its trample effect. |
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