Here are the balance changes included in the upcoming 11/30 update:
Important changes this season include buffs for 4 of the more under-powered spell cards. This should make them more powerful and flexible to use, and hopefully make for more engaging and competitive battles.
Also, several underperforming epic and legendary cards have been boosted, giving players more viable options during deck building.
Last but not least, very few adjustments have been made to the Alien faction in recent months because of their very well balanced use and win rates. If you have any suggestions for adjustments to Alien faction cards, please feel free to leave a comment on Soul of Eden’s official Facebook, Discord or Twitter.
- Bio-field: Range 7 →10, HP recovered per second 140→160 (+14.2%)
- Stealth Breaker: Soul Power Cost 3→2
Expanding Bio-field’s range should make it easier to simultaneously heal allies in both the front and rear.
The stats for Stealth Breaker have been felt to be a little too conservative. A Soul Power Cost of 2 should better suit her current strength and ranking.
- Goliath: HP 2969→3438 (+15.7%), regain HP when killing enemies 614→688 (+12.0%)
- Miner Mech: HP 4614→5060 (+9.6%), Attack Power 357→397 (+11.2%)
Goliath is a lethal powerhouse when facing multiple enemies, but is weaker in most other situations - as such, we’ve given his HP a big boost.
We’ve previously considered decreasing or removing Miner Mech’s 10-second deployment time, but we feared it might take away from its unique abilities. After some deliberation, we decided to buff up its HP and Attack Power and just see what happens!
- Trample: [Enrage] Attack Speed 70%→100%, [Active] HP recovered 579→695 (+20.0%)
- Call of the Wild: Soul Power Cost 2→1, Duration 12s→6s, Attack Power 33%→43%
- Salamander: [Aura] Range 8→10
- Raabid: Attack Power 194→238 (+22.6%)
Buffing Trample’s Enrage effect and HP should make it extra threatening when it hits half HP. Coupled with healing spells from other units, Trample could become a real headache for opponents.
Prior to the update, Call of the Wild’s duration of 12 seconds meant it was difficult to use it to its full potential. However, after lowering both its duration and Soul Power Cost, Call of the Wild should become an explosive technique that really knocks the wind out of its enemies while dealing a hefty dose of damage.
Both the use and win rates of Salamander and Raabid have not been the most promising lately and so we hope these buffs can go some way to remedying the situation.
- Cryonia: Range 7→10
- Astral Warp: Soul Power Cost 2 → 1, Duration of warp 9s→5s, Duration of increased damage to enemy units 9s→5s
Increasing Cryonia’s range should make it easier to control a group of enemies and ensure it’s effective on both defense and offense.
Astral Warp is a spell card with plenty of potential that, when used properly, can wreak havoc on enemies. Decreasing its Soul Power Cost should make it more flexible and hopefully make it a more common addition among Empire decks.
- Kazamaru: [Active] Invisibility duration 6s→8s
Increasing Kazamaru’s invisibility duration should enable him to make stealthy attacks on enemy defenders more easily.
(The above refers to the lowest level of the cards, and the percent values are rounded to the nearest integer. For actual content, please see the in-game info.)
◎The above changes will take effect on 11/30
The Eden Coliseum is expected to undergo maintenance on 11/30 at 03:00 (UTC). If you have any thoughts or feedback on the balance changes, please feel free to leave a comment on Soul of Eden’s official Facebook, Discord or Twitter.