Returning the HoT to Telluria is probably something that everyone in beta wanted, and I am glad they listened to the testers. About Vela, I am still not sure though.
Btw, for those who are intrested, these were my beta feedback on the first adjusted versions of Telluria and Vela:
Telluria feedback
Click here
First of all, I would like to thank SG for considering this much needed balance change. I am a F2P player and luckily I also have a maxed and emblemed Telluria. My testing was solely based on fighting the new version of Telluria using a very average roster of 4/5 stars, who are widely available to the majority of the player base. Keeping in mind that only 0.2% of the player base has a highly developed roster consisting of all the special Telluria counters, and compared to my previous experience of facing him, imho this balance change is very well done. Here’s why I think so:
Mana debuff:
The -24% debuff is still potent, yet not as dangerous as the -34% debuff. In fact, one of the biggest differences in the new version is that a costumed Rigard with level 29 mana troop (or level 23 mana troop + 2% class node) can still charge with 9 tiles, if 6 tiles were fired before the Telluria debuff. This itself is gamechanging as this helps attackers to strategize their moves and still able to counter the debuff with enough board manipulation skills. Even a fast cleanser hero like Zimkitha can now fire off in 8 tiles, if 3 tiles were fired before Telluria debuff. Both scenarios were not possible in the previous version and in line with the Alasie’s mana debuff.
Minion HP:
Telluria already has a base defense and health stat of 832 and 1425, and a +20 Telluria with the shield path has a defense and health of 991 and 1539. With a level 30 crit troop and 20% hidden boost for defense team, these numbers are further inflated to 1486 and 1677, respectively. With the new 13% HP inherited by the minion, it gets an HP of 218. This is still a significant number. A GM+20 with level 30 mana troop does 207 burn damage per turn, so even with the new minion HP it is still comparable to one turn of GM’s DoT, which is usually what a minion should be able to do at the least.
HP Regen:
This is also good change, which makes her great and not OP. One of the main reasons which made Telluria such a frustrating tank was that in case the attacker starts with an unfavourable board, Telluria will surely fire once and slow down the attacking team for 3 turns and then heals a significant amount of HP (411 over 3 turns) on all allies. Once these 3 turns are over, it is almost like going back to square one with the defense team back at full health, while the attack team takes significant damage through slash attacks and flank heroes firing in case of cascades due to removing bad tiles to work the board. This made it almost impossible for a comeback scenario. But with the new HP regen (243 over 3 turns, or 81 per turn) it will be mitigated to some extent (especially in field aid and arrow barrage wars). Plus the new HoT is well in line with other heroes who also have a secondary healing to all, like Tarlak (also 81 HP per turn).
All in all, these are some excellent changes. Previously, it was almost impossible for a player with average roster to win against a GM/Telluria/Vela combo with a bad starting board. But, I now feel that at least the attacker has a better chance for a comeback. Which is exactly what a good game should be based on - board skills and strategy making; and not on pure luck or spending habits. The changes still make her one of the best tanks in the game, and in line with all the other great tanks like Kunchen, Guin, Heimdall, Ursena, etc. (I did 25 raids against 4600+ Telluria in beta, and won only 13 of them, which is still around 50%)
Thank you for listening.
Vela feedback
Click here
Imho, the new balance change is a little bit overdone. From this post, it is very clear that you guys had decided to introduce green tanks in the game to shift the meta, and Vela was strategically released in Jan as a flank hero to the said green tanks. But, in my opinion she proved to be a little too OP (mostly due to her extra damage to fire). So before I go into further analysis I would like to compare her current live version with some other 5 star heroes who does “extra damage” against certain elements.
Click here for full chart
Name, Element, Extra damage | Mana speed | # of targets | Damage Stat At +20 | Skill 1 | Skill 2 | Skill 3 |
---|---|---|---|---|---|---|
Athena, ![]() |
Average | 3 | 2635 | Deals 305% damage to the target and minor damage to nearby enemies | The target and nearby enemies get -41% defense | N/A |
Clarissa,![]() |
Very fast | 3 | 1119 | Deals 135% damage to the target and nearby enemies | The target and nearby enemies receive 224 Poison damage over 2 turns | N/A |
Gravemaker, ![]() |
Very fast | 3 | 1131 | Deals 135% damage to the target and nearby enemies | The target and nearby enemies receive 298 damage over 2 turns | N/A |
Hel, ![]() |
Average | 3 | 2768 | Deals 315% damage to the target and minor damage to nearby enemies | The target and nearby enemies can’t gain mana for 3 turns | N/A |
Ursena, ![]() |
Average | 5 | 1114-2228 | Deals 130% damage to all enemies | Deals 260% damage if the target has more than 50% health remaining | All allies reflect all status effects and 115% from enemies’ Holy Special Skills |
Zeline, ![]() |
Fast | 5 | 1285 | Deals 143% damage to all enemies | All enemies get -34% attack for 4 turns | Dispels buffs from all enemies |
Vela, ![]() |
Fast | 5 | 1260 | Deals 150% damage to all enemies | All enemies receive 208 Water damage over 4 turns | All Fire enemies get -54% attack for 4 turns |
Here, damage stat = Max attack stat at +20 emblem multiplied by the percent damage
As we can see from the chart, in terms of speed and damage she is most comparable to Zeline, but her extra damage is way out of the line. Both heroes have three parts to their special. In fact, Vela’s hit is a tad bit weaker. So based on this analysis my suggestion for a more well balanced hero is as follows:
My personal suggestion:
- Skill 1: Deals 155% damage to all enemies (thus making her a little bit stronger than Zeline)
- Skill 2: Can remain the same
- Skill 3: All Fire enemies get -44% attack (comparable to Athena & Zeline)
-
Extra Damage against
: Reduce it to something around 25-40% from the current 70%
I feel that these changes will still make her a fantastic flank to green tanks without being too OP.
Thank you for listening
Please remember, that these are my own personal opinions based on my own gameplay experience. It does not need to match with someone else’s and I am totally aware and respectful of that fact.