Some food for thoughts : There were never "5" nerfs for the Spark.
* Seal of Dellar'n cast frequency reduction for the magician can hardly be considered a Sparkling nerf. It's not even in the Sparkling tree, guys! Seal is very effective on Sparks, true, but that is still the case now. It is also very useful on Knights, Chimera, Valks, Swordsmen, Lions... just about anyone, really. You really don't need 3 Sparks for the Seal to be an useful skill.
* Sparks were never -ever- intended to cost 17 AP. It was a mistake due to their status ingame that made them pay less for the "Flight" attribute than what they needed to. 21 was their original cost, so stop asking us to revert back to their original AP cost, because we did (and it was not a nerf per se - just a bugfix).
* Devotion and Martyr are general mechanics. This will not (in the future) concern only the Sparks but just about anyone that can support magic users. Same comment for Faithfuls (by the way, this change affects the Ram too). Again, not a Spark nerf per se, though I recognize it does hurt the spark (by a bit only, but still).
* The Heal was a nerf, true. But the heal on the Sparks was completely off limits. A 10 HP heal that costs nothing, have no cooldown, succeeds all the time, and can't be prevented in any way... this was not right. Our error was not to fix it, it was to put it there in this form in the first place.
We reduced the healing ability to 5, tested it, and found it useful while not imbalanced. 3 sparklings could heal an actual Knight or a Chimera for 30 HP in one turn, that was just.. stupidly powerful. Now they can still do it for 15 HP, which is OK with us. Especially when the Chimera can heal them back for 20 HP each in the same turn.
* -1 MOV was also a nerf. It was needed, because of the Seal abuse but also because 5 MOV is more in the MOV range of the Lion army "philosophy" than 6. There was a mistake on our side here, though : this -1 MOV should have made the unit cost a bit less. We are looking into it.
So... 2 nerfs for the Spark, not even major, 1 bugfix, 1 nerf of another spell completely unrelated to the Sparkling (and still doing fine as far as I know), and 1 change in a mechanic - that also affects the Ram, by the way.
About the Valkyrie... the initial healing wasn't there in the first place. It was added in closed because we had a technical issue with how we wanted it to work, and we thought that we fixed it for this patch, but it didn't work. However, it is now fixed on our side, and the "3 turns" regeneration will work as intended with the next patch. This spell is a "Healing over time" ability, not an emergency heal that you cast on someone that is about to die to save him - it was never the point. Buffing a knight on turn 1 with a 3-turns regen before sending him in the heat of battle seems ok to me for that price - and still the same amount of HP will be healed (15), only not "on cast". Anyway that will work the way we intended it to work with the next patch, so it should be okay.
The Chimera healing itself, as well as the Necro healing itself, were not intended. We fixed that.
The Lion was the "healing" Faction, true. It still is. They still have the most powerful healing spell of the game; they have both healing abilities (not spells or miracles, but abilities) and healing over time that can be casted on just anyone in their team each turn. It is actually possible to put more than 6 units with healing abilities (amongst other things) on the Battlefield, right now, with the Lion. Try to do that with the other Factions.
"For the Light!" is the tool we wanted the Lion to have against Legendaries, because the Ram and Wolf had it, but the only hard-counter the Lion had against Legendaries were leveled Valks (you know, this useless unit that can deal 30 damage in one turn to any Golem, Skull, or Knight in one turn), and it didn't feel right. Also, "For the Light!" is an excellent way to deny Pursuit Movements (while dealing steady damage) to your opponents when your swordman is about to die.
About the Golem Insensitive ability... at the time, it was the only way to prevent stupid things like 2 lvl 1 Priest killing a golem on their own, while the Golem player could only watch his unit die. Not so fun, really. The RNG part of it is a whole other matter, and I will certainly post my thoughts on it on the other thread in due time.
What startles me, is how a Worg or a PoB can have the exact same ability always on thanks to a low level unit in their faction, but for these cases it seems okay for you guys. Just, not for the Golem. Also, raw damage of the Worg can go higher than that of the Golem (and it can be buffed in many ways), and it can actually use its pursuit movements, but the Worg is universally considered like crap while the Golem is perceived as overpowered. I get the high TOU / HB part, but in a meta where every basic unit can have the Ferocious attribute, it seems a bit unfair.
Well, we can still see the problems with the Golem and we will try to fix it, but we want to take a slower pace for balance changes now, so we'll need to ponder much more on these than before - plus, I'm getting tired of the uproar that comes with each patch; when we patch the game, it is usually to put all the hard work we did in it for you guys to have fun with it, and not read a litany of "That's it! I'm quitting" or "This patch killed the game!" because of balance changes that were in fact, unrelated to the patch in itself (which should fix bugs and add new features if there are any).
Our pipe didn't allow for the balance changes to be independent of these, but it should be.
And we will be working in that direction too from now on, in order to avoid what happened with the last three patches (according to the last patch first comments, I should have lost my job thrice because of what we did with the Lion

).
All in one, the fun fact here is that the Ram didn't even get a single buff, except for the Elite and Legendary AP cost reduction (which happened for
every faction), but as far as I know, there were none in the Top 10 (it might have changed, though), so it's hardly a factor.
In the meantime, they got their fair share of nerfs; with the Curses, but also because their philosophy is to have the cheapest units of the game, so when we increase their cost, it's a very effective nerf.
But still we do not hear about it. All we hear about is the Sparkling getting a +4 AP cost at level 1 (now look at the AP changes for the skelettons and tell me why nobody complained about it).
Also, I still have to read anyone here complaining about the Wolf being "overnerfed" - even when they were hit the hardest.
But don't worry, Lion players. We did read what you had to say about the patch, and it will be taken into consideration. The "Philosophy" of the Lion army implies that they lack physical punch compensated by high magic prowess, discipline, and the most steady rolls of the game (favourable auspices and divine favor are here for that, to name a few), and because of that, their special is not a total badass unit compared the two others.
Those are valid concerns that we will look into (but then again... slower pace).
Deep Blue wrote:I do not like this idea. While cool on paper as the player suggested it might be problematic. So could it be a 300 AP vs a 400 one? then the 300 AP player should have a comp that manages to adapt itself to the 300 AP and i can image already the whines (omg i can't play my comp as i have to cut down this and that!). An interesting solution might be: 400 ap vs 400 AP with one team having all units buffed (ie: +1 to all stats). The problem is that this scenario should be played twice by the same players in order to be considered "fair".
Well, I never said we would use a 400 vs 300 AP army. This part does not sound like a good idea at all.
But the rest is. Usually, this kind of idea needs to be tested extensively before you guys can even see it.
So it won't happen for a while. In fact, you might never see it, depending on whether we like it or not with our intern tests (like many other features you never heard about).