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Thread: Card balances for Mal'Damba

  1. #11
    Member Recruit
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    For me Eerie Presence is a malus because it take one place in your deck and you need to spend 4/5 pts to be useful.
    Maybe Switf Spirits need a nerf, 7% --> 6% but no more.
    If you nerf all his good card Damba will have less good argument to be pick than Jenos for exemple.
    I agree with the change of Ritual Magic, Venomous Gourd and Sustenance.
    For Spirit Touch I only use this card with Damba DPS, regen 500 HP which can't be counter by caut its too much I think.

  2. #12
    Beta Player Marquess KicsitCsicska's Avatar
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    Quote Originally Posted by Pierre-Jo View Post
    For me Eerie Presence is a malus because it take one place in your deck and you need to spend 4/5 pts to be useful.
    Maybe Switf Spirits need a nerf, 7% --> 6% but no more.
    If you nerf all his good card Damba will have less good argument to be pick than Jenos for exemple.
    I agree with the change of Ritual Magic, Venomous Gourd and Sustenance.
    For Spirit Touch I only use this card with Damba DPS, regen 500 HP which can't be counter by caut its too much I think.
    Eerie Presence is useful on all of its levels. Its bonus is linear.

    Switf Spirits is his best card, every good damba player use it on high level. It can boost multiply allies' speed at the same time by a lot.

    Spirit Touch can be countered by caut if I remember well.

    Thanks for the agreement about the other cards!

    There are many nerfs for the best cards, but I also suggest to add Wekonos Cures into his base kit for let him able to defense himself.


    Anyways I reworked the Lighter Gourd, now it would deal damage by hitting any enemy with Gourd.
    Last edited by KicsitCsicska; 06-03-2019 at 12:19 PM.
    Thanks for reading my post!

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