Proposals for altered cards follow.
Each turn, Amaya disables one of the enemy's attacks at random.
- Shadow Wrath. 40en, 2spd, 12dmg(Dark). 95hit, 100proc. Attacks all enemies. Both.
- Shadow Curse. 35en, 2spd, Dark. 95hit, 100proc. Reduces the hit rate of all enemies by 20% for 6 turns. Both.
- Ninja-Step. 30en, 7spd, 15dmg(Dark). 95hit, 100proc. If this Attack hits, Amaya slips into the shadows and appears at far range. Close
- Dark Chi Blast. 70en, 6spd, 55dmg(Dark). 100hit, 50proc. May burn foe for 3 damage each for 3 turns (12dmg). Far.
*5 en off everything but Shadow Curse. Curse is really dangerous, I don't want it to be cheap.
*This is basically what Amaya looks like with a Scroll and, like Rumiko, he works much better than way. He can chain a Port into a Blast into a Wrath. And that's enough to kill someone which is really important.
*Ninja-Step up to 7 speed. This makes it more likely to interrupt an opponents attack and makes it objectively better than Rumi's. I'd like to separate the two of them a little more since, you know, I hate duplicate skills and all.
When Higashi successfully intercepts, he deals 60 damage to the foe.
- Open Palm. 40en, 8spd, 25dmg (Phys). 90hit, 30proc. Can cause the opponent to be stunned for 1 turn. Close.
- Dashing Strike. 20en, 5spd, 20dmg(Phys). 95hit. 25% chance for a critical hit. Far.
- Sweep. 0en, 5spd, 10dmg(Phys). 90hit, 90proc. If this strikes first it takes the enemy's legs out from under them, interrupting their attack. Close.
- Chi Wave. 80en, 5spd, 13x5dmg (Light). 100hit, 50proc. A wave of energy may burn the foe for 3 damage each for 3 turns (12dmg). Far.
*Open Palm loses a point of speed, going to 8. This means it trades blows with several more skills even when it stuns. And it loses 5% hit rate as well to be a little less effective.
*The single-hit Chi Blast becomes Chi Wave. This makes a General's less of a no-brainer. And means stepping away from Higashi isn't as big of a deal for cards like Phoebe or Juju. At 13x5 it still works out to 65 damage with that chance to burn pushing it past the one-hit point but it will still do at least some damage even against moderate resistance - which will hamper it enough that, perhaps, it ought to pick up a bit more raw damage, 14 or 15x, perhaps.
Rumiko has a 55% chance to avoid intercepts when she switches out.
- Shuriken Barrage 40en, 7spd, 6x6(36)dmg(Phys). 90hit, 100proc. A rapid stream of shuriken that hits even fleeing opponents. Far.
- Ninja-Port. 30en, 2spd, 20dmg(Light). 90hit, 100proc. If this hits, Rumiko vanishes in a puff of smoke and appears at far range. Close.
- Poison Dart. 20en, 7spd, 15dmg(Dark). Poison tipped darts have a chance to poison the enemy for 5 damage each for 3 truns (20dmg). Both.
- Eviscerate. 70en, 8spd, 20dmg(Phys). 70hit, 100proc. High chance to stun the enemy for 1 turn. Close.
*Eviscerate switches its hit chance and proc chances. Why? This is something of a sanity change since you won't have to sit there waiting to find out if you've procced or not if it lands. But, also, it means that Eviscerate is hit harder by miss chances. Say you get blasted by Shadow Curse. Witht he current Eviscerate that's 80hit/70proc or a 56% chance that your target winds up stunned. My way around it's 50hit/100proc or, overall, a 50% coin-flip. That way it's a 1 for 1 tradeoff that makes each point of dodge or miss work harder. The old way, each 5 points of missing is worth only 3.5% chance of getting stunned.
*Shuriken Barrage loses 12 raw damage and, realistically, loses a lot more by getting a higher multiplier and lower damage value. But, it alo picks up the incredibly powerful hits fleeing condition that, I think anyway, makes it even stronger since that makes Rumi's Evis to Port to Shuriken combo unavoidable (Well, 70% of the time, anyway). And, to me, Rumicans is a character that shouldn't be doing a lot of damage but, instead, concentrating on disabling her opponents and destroying them that way. Giving her an "HF" skill means she's a character who's very focused on getting on and off the field.
*Finally, Evis goes back up to 70 and Ninja-Port comes down to 30. This is to keep that combo chain intact. But it also means that a Rumiko with a Scroll can't stand there and double stun an opponent - stunlock is nasty since it's no fun to play against and it really should be avoided wherever possible. I also think a cheaper Port is more flexible and, therefore, useful.
When struck by an attack, Yoshiro has a 25% chance to counter-punch for 20 damage.
- Open Palm. 20en, 9spd, 18dmg (Phys). 95hit, 25proc. Can cause the opponent to be stunned for 1 turn. Close.
- Rising Dragon. 30en, 8spd, 25dmg(Phys). 100hit, 100proc. A fast attack that hits even a fleeing opponent. Close.
- Chi Reflect. 0en, 10spd, Light. 100proc. Reflects any incoming light magic attack back at the foe. Both.
- Chi Blast. 65en, 8spd, 45dmg(Light). 100hit, 50proc. May burn the foe for 5 damage each for 2 turns (15dmg). Far.
*Open Palm and Rising Dragon switch speeds. This is mainly so that Yoshi is not a clear loser in a game of Palm Slapping with Higashi. He'd actually be a clear winner if my proposed change was implemented. To pay for that extra point of speed, though, it goes to 20 energy. Rising goes down so there's more of an option - Rising will trade with more skills that way but if you don't like that then you can try to outpace them by rolling the dice on Palm.
*For his innate, I've dropped the 90% chance to do nothing for you and, instead, changed it into something that, I think, more accurately captures Yoshi's status as the Ninja's brawler. He's a weak card but a fast one and what this innate does is not help him stay alive longer but, instead, adds to his damage, making him more lethal overall. A 25% chance to hit for 20 (Which would be untyped damage and just cut through any defenses) works out to doing 4 extra damage every round Yoshi is attacked, on average. It's not enough in and of itself to keep someone like Ashi from pounding away but it is enough to make them pay - especially if they're just trying to chip away at him. The way it is here it would work against anything at either range but if that proves too strong it could easily be restricted to a single type (Physical) or a single range (Close).
Juju has a 30% chance each turn to cure a debuff on himself.
- Hex. 30en, 4spd, 8x5(40)dmg(Dark). 100hit. Dark forces from the void rapidly strike at the enemy, knocking off a buff. Far.
- Staff Strike. 30en, 8spd, 12dmg(Phys). 95hit. A deft blow. Close.
- Healing Touch. 40en, 4spd, Light. 100proc. Heals you for +25hp. Both.
- Touch of Doom. 80en, 4spd, Dark. 100hit, 100proc. Counts down for 4 turns, then deals 99 damage (Dark). Close.
*No miss chance on Touch of Doom because, honestly, if you can get that one to cast you deserve to have it go off.
*And, finally, Staff Strike goes from being a wimpy low-priority hit to being, well, a wimpy high-priority hit. But, I think, this could be all Juju needs to really pop since it gives him something that makes anyone thinking they can just interrupt his slow skills think twice. It's not going to kill anyone in and of itself but it creates a "will he or won't he" that people trying to avoid something like Healing Touch or Touch of Doom will have to deal with.
*The only change here would be to make Spiritual Assistance a debuff that doesn't stack. That would make it kill cards in four rounds, then, instead of two - equal to Touch of Doom just a little bit different.
Tafari deals 20 damage to any enemy that switches out.
- Poison Dart. 10en, 5spd, 5dmg (Dark). 95hit, 30proc. Chance to poison the enemy for 4 damage each for 3 turns (16dmg). Both.
- Leafy Trap. 40en, 1spd, Phys. 100proc. For the next 4 turns, the next enemy using a physical attacks takes 45 damage (Phys). Far.
- Hide. 30en, 7spd, Phys. 100proc. For the next 3 turns you have a 30% increased chance to dodge attacks from all sources. Also, unlocks Ambush. Both.
- Ambush. 50en, 7spd, 55dmg(Phys). 95hit, 100proc. Can only be done after hiding. Close.
*Hide lasts longer. And Ambush costs less If Tafair had his original innate this would be criminally insane. Because the main point of Hide is to unlock Ambush and having it last longer means that Tafari has more than one round to work into position to pop it off. But, since opponents can always choose option B and take the guaranteed damage of slipping away that's no longer a problem - they can't get trapped into taking a kill shot but, instead, Tafair gets to work and move around and try to get them to take it in the chin. At the same time, the speed of both comes down from 10 to 7. That makes them vulnerable against stuns and interrupts - another way that opponents can avoid getting sliced to ribbons. Hide would also work against all attacks rather than merely the physical I suspect it to protect against now. That might be a bit much but I'd like it to have more of a purpose by itself, a reason to use it on its own. Your opponent might think you're using it for the Ambush but if it's a viable skill in its own right, that doesn't mean you have to.
*Next, Leafy Trap gets cheaper. Which, again, would be a bad thing if opponents still couldn't switch out against Tafari. At a lower cost, it doesn't stop him from changing ranges as much - although it would still be difficult to lay this down, Hide, then work into position for an Ambush - as it should be. There are, I think, two ways to go with this skill and the first is to cut the cost so it's easier to use. The second is to raise the priority so you can lay it down in the middle of a round and catch cards that have slow-moving physical attacks. Not giving them the opportunity to figure out a way to avoid it but, instead, having it go off in their face right away and leaving you free to slap down another one the next turn. I'm not sure the second option would work, though, so I go for the first.
*And, finally, Poison Dart becomes a 10en skill, losing a bit of damage and a lot of chance to poison the enemy. Now, it's largely about getting yourself out of an energy hole or helping to get off an Ambush rather than the focus of your attack.
Zina deals an extra 15% damage for each defeated card in your opponent's hand.
- Tiger Pounce. 30en, 9spd, 28dmg(Phys). 95hit, 100proc. Knocks a buff off the enemy. Close.
- Eye of the Tiger. 80en, 5spd, 8x5(40)dmg(Phys). 90hit, 100proc. Viciously mauls a single enemy at random. Both.
- Tiger Frenzy. 35en, 5spd, 10dmg(Phys). 90hit, 100proc. Hits all enemies. Far.
- Misstress's Command. 20en, 5spd. For the next 3 turns, all tiger attacks have a 40% chance to cause bleeding for 3 damage for 3 turns (12dmg) and a 40% chance to stun for 3 turns. Both.
*Frenzy goes to 35. Zina's main point is to decimate your opponent's deck but that doesn't mean it should be easy. A 30en Frenzy hits for a lot of damage and can be slathered with additional damage from Command and Deadly Poison and Ubuntu. It all adds up into a huge DOT domb that takes off a huge percentage of your opponent's strength. At 30en, Zina can use it like Ashi uses Bleeding Slice - it's cheap enough that she can use it several times even with fighting through range switching. 35en means that an opponent who doesn't want to lose a good 100~200 of their total health can prevent it with skillful switching - it's a skill she should have to work in order to use well and a higher energy cost will force it out of brainless territory.
*Eye goes to a multi-hit. This is mostly because it goes nuts with my proposed innate. Multiplicative means it gets hit harder by even light resistance and won't be such an instant death skill.
*As for that innate, well, it junks the whole "uber-buff on kill" idea but, I think, still keeps the same flavor of Zina getting better when deaths are happening - it's just she no longer has to earn them herself. 15% might be too strong, especially in 5-card and I could see it somewhere around 10%. The general idea, though, is that it turns Zina into what I call a "closer". The last card you want your opponent to slap down in the closing rounds of a match when you're down to your last card or a few severely weakened cards.
*Zina's resistances rise from their current 1/2/2 which is among the weakest in the game to a more solid 0/4/4. She's got a big chink in her armor when it comes to physical attacks but it brings her up to about average with everyone else.
Andromeda gains 10 extra energy when not resting.
- Rain of Arrows. 35en, 3spd, 8x5(40)dmg(Phys). 90hit, 100proc. Hits even a fleeing opponent. Far.
- Trueshot. 55en, 2spd, 50dmg(Light). 97hit. 25% chance for a critical hit. Far.
- Pin Down. 30en, 6spd, 25dmg(Phys). Enemy's attack is 2 slower for 3 turns. Far.
- Knee Cap. 20en, 5spd, 12dmg(Phys). 90hit, 100proc. Prevents the foe from changing ranges next turn. Close.
*Also, Kick is changed into Knee Cap which is, basically, a slightly more expensive Kick with Cripling Shot's debuff attached. With this change when opponents close to get away from Andromeda's arrows they only get to do it once (Assuming it hits, anyway which, at 90% hit it's not guaranteed to.). And the next turn Andromeda will be able to step back away from them and they won't be able to do anything about it. Giving her, in other words, that elusive something to do when she's in her off-range (Another way of going about this would be to make Kick into something like Ninja-Port. A skill that could proc a range shift, in other words, but, well, hold onto that thought and wait a few characters.).
*Because Kick's absorbed CripShot's debuff, Crippling Shot has to change. So, I've given it a priority lowering debuff that should help Andie's slow moving skills land. And ticked up the damage slightly so Andromeda has a choice between a multi-hit and a single-hit damage skill. That makes it much easier to deal with resistances. Rain is still the go-to but if your opponent has enough physical resist to ward you off, you can still deal some damage - unlike now when you just get to plink away.
When Anex's healh is below 30%, she deals 50% more damage.
- Boomerang Chakkra. 30en, 5spd, 7x4(28)dmg(Phys). 90hit, 100proc. Hits even fleeing opponents. Far.
- Power Toss. 60en, 3spd, 58dmg(Phys). 98hit, 90proc. Has a high chance to knock the foe out of the battle. Far.
- Chakkra Slash. 25en, 7spd, 20dmg(Phys). 95hit, 75proc. Has a high chance to cause bleeding for 5 damage for 2 turns (15dmg). Close.
- Magic Blade. 20en, 3spd, Light. 100proc. All chakkra attacks are light magic and work from both ranges for the next 2 turns. Both.
*Chakkra Slash loses the slow effect - which is juicy but a little off here especially since we need to tone down some things. Instead, she picks up a high proc rate bleeding.
*The big change here, though, is to Enchant. Which changes name to Magic Blade and functionality to make Boomerang and Chak Slash work from either range (As now, Power Toss isn't considered a chakkra/blade attack so it's not covered by Enchant. I wouldn't change that since having it work from both ranges would be incredibly game-breaking.). Realistically, what this change does is to let Anex use the hits fleeing Boomerang from close range (Although she does get a multi-hit and single-hit to choose from, if need be.) and that alone is, I think, worth the rounds she'll have to spend buffing up in order to get it. It still might be enough to push Anex into being the best card in the game but, you know, I'd like to see that happen.
Ashi is immune to interupts.
- Signature Slice. 55en, 4spd, 55dmg(Light). 100hit. A very damaging swing embued with holy magic. Close.
- Power Swing. 40en, 4spd, 20dmg(Phys). 95hit, 75proc. Has a high chance to knock the opponent out of the battle. Close.
- Axe Handle. 20en, 7spd, 15dmg(Phys). 90hit. A very fast attack. Close.
- Bleeding Slice. 30en, 5spd, 36dmg(Phys). 100hit, 50proc. A powerful swing that may cause the opponent to bleed for 3 damage each for 3 turns (12dmg). Close.
*Second, Sig Slice goes to 55 energy. This keeps Ashi from stepping close and swinging away with it (Which kind of runs counter to making it the skill that lets her toggle away from physical defenses but that shouldn't be easy for her). But doesn't stop her from punishing people who try to stay close by swinging away with it. Which, since most people are going to default to Bleeding Slice when playing the stepping game anyway, I don't think is a big loss.
*Finally, Handle and P.Swing swap energy costs. Axe Handle loses a bit of damage and Swing gains some because of it but, basically, what I'm worried about here is what happens when Ashi runs out of energy. Now, she can just play whack-a-mole with her opponent, knocking them back into their owners hand over and over as long as she feels like - won't always work because of the proc rate but it'll work more often than not. And this is a problem because there are some cards - especially when she's got a Valkyrie's Charm on - who can't do anything about it. Forcing someone to switch out is a big deal, it should be a pricey effect and it shouldn't be sustainable so I think it justifies raising the cost to 40. But that would leave Ashi with two 40 energy skills and nothing to do but Bleeding away - something I'd like to get her away from - so I've dropped the cost on Handle. That makes it dangerous since it's a fast skill and Ashi shouldn't be a fast character so I've lopped a bit of priority and damage off, too. Ideally, she wouldn't be killing anyone with it but she could use it as a finishing blow on those cards she hasn't quite managed to close out or as a psych out when she's up against a card like Constantine or Higashi.
Helene cannot be stunned.
- Shield Bash. 50en, 8spd, 20dmg(Phys). 90hit, 100proc. If this hits first, it interrupts the enemy's attack. Close.
- Frenzied Strike. 40en, 8spd, 8x5(40)dmg(Dark). 90hit. Slashes furioulsy, unleashing her inner demons. Close.
- Sword Slash. 30en, 5spd, 30dmg(Phsy). 90hit, 50proc. Has a chance to restore 40 of your energy from increased adrenaline. Close.
- Enchant Blade. 0en, 3spd. 100proc. All blade attacks are light magic and deal 40% more damage for 2 turns. Both.
*Shield Bash loses a bit of hit rate to make it less certain to interrupt practically anything under the sun.
*Frenzied Strikes multiplier gets dinged again, dropping to 5. This puts her base damage at 40 - not far off her value now at 7x6 - and her Enchanted damage at 55. I think that's important since a 60 hit can crit for instant death in the 90s while a 55 hit crits to *only* 82. That means a character with 85 health gets to live even before the resistance that means a lot of other cards can skate free that would others, too.
*Enchant goes from a flat bonus to a percentile one. This changes Slash mostly since 40% of 8 is 3.2 (And 2.8 out of 7) so it won't change anything for Frenzied. Slash, on the other hand, goes from getting a minor bonus to picking up enough damage (An extra 12) to make it a viable alternative to Frenzied even when your opponent doesn't have good light resist.
*Finally, all the other changes here are just shots in the dark. Tweaks for the sake of fiddling around with something that's not quite working in the hopes they change something. But the change to Slash's proc is the one that I actually care about. It goes from a 30% chance of getting 30 energy to a 50% chance of getting 40. Which is a big change - you go from getting 9 energy, on average, to a massive 20. With regeneration at the end of each turn that means you actually net energy for using Slash. But that's where it's going to have to be because the point of an energy proccing Slash is that using it buys Helene another chance to Slash. It needs to proc enough energy that Helene can sidestep the whole problem of her opponent continuing to push her away and swing away again. From a full take of energy that needs to a grand total of 60 (She spends 50 to move into range, leaving her with 50. She swings for 30 leaving her with 20 plus the 20 she'll get at the end of the turn. Now, in order to swing again she needs 30 energy, which she'll have. But to step close and make sure she can swing she needs another 40 energy. That's what Slash needs to proc. Otherwise, your opponent can potentially shove you away and that energy rather than giving you a bonus swing gets wasted.) or, to put it another way, every two swings of Slash need to be able to buy you a third (With a little extra to acocunt for movement). Because three swings is about what it'll take to earn a kill with Slash (Actually, a bit more if you're up against normal resistance. But, then, that's what Enchant is for.). And that gives a Helene player two options. They can go with Frenzied where it will take them, likely, two turns to get a kill but they'll likely also spend at least two turns cooling their heels since it costs so much. Or, they can roll the dice on Slash proccing and do it in three. Two different options, two different paths with advantages to each one. Proccing 40 does make her insane if her opponent does something weird - like not try to run away - but the skill needs to work when people are playing at the highest levels not when they're just goign to stand there and get bombed out. In the real world, people are going to shift ranges against Helene and Slash needs to reflect that.
Phoebe's attacks have a 20% chance of disabling the enemy's item. This increases by 5% each time they are attacked.
- Rapid Lashes. 25en, 8spd, 7x5(35)dmg(Phys). 90hit, 60proc. Chance to causes the enemy's attacks to be 1 slower for the next 4 turns. Far.
- Power Lash. 55en, 6spd, 58dmg(Light). 95hit, 30proc. Has a chance to stun the opponent for 1 turn. Far.
- High Kick. 30en, 5spd, 25dmg(Phys). 90hit. A boot. To the face. Close.
- Deafening Crack. 10en, 7spd, 5dmg(Phys). 90hit, 90proc. Chance to reduces the enemy's chance to hit by 20% for 3 turns. Close.
*Lashes loses the bleeding which, let's be honest, wasn't doing all that much. And, instead, she picks up a slow effect that can accumulate into a nice debilitating stack. Which, I think, plays better into the rest of what Phoebe does - she's a character that messes you up, ties you down, trips you up, and otherwise hacks away at what makes your character good.
*Kick transforms into High Kick. A cheap, mid-range damage skill that makes it risky to get in close with her in order to avoid P-Lash. The net result being a card more like a weak version of Higashi than a weak version of Andromeda.
*And Deafening loses a bit of proc and hit so that it's no longer a guaranteed attack. It gets really annoying to play against when it hits all the time and this opens the door a crack to it not working - which would be really important with the other changes here.
Ambrosia Thorn is immune to poison and burn effects.
- Vamp Kiss. 40en, 3spd, 25dmg(Dark). 90hit, 100proc. Drains the life essence of the victim and restores an amount of health equal to the damage done. Close.
- Spectral Choke. 50en, 5spd, 10x4dmg(Dark). 95hit, 100proc. Chokes even a fleeing opponent. Close.
- Bleeding Ritual. 30en, 2spd, Dark. 100hit, 100proc. Deep wounds bleed the opponent for 8 damage each turn for 2 turns (24). Far.
- Spiked Boots. 10en, 7spd, 12dmg(Phys). 100hit, 30proc. Chance to stun the enemy for 1 turn. Close.
Cain Solomon gains 1% damage for each 2% of health lost.
- Voidstream. 20en, 5spd, 6x3(18)dmg (Dark). 100hit, 100proc. Reduces enemy's dark resistance by 1 for 4 turns. Both.
- Rush of Bats. 35en, 3spd, 9x5(45)dmg(Dark). 90hit. The children of the night swarm your enemy, hitting them repeatedly - they're going to need a rabies shot. Far.
- Tantrum. 40en, 7spd, Phys. 100proc. Pitching a fit increases Cain's damage by 4 for 3 turns. Close.
- Stiff Arm. 30en, 7spd, 24dmg(Phys). 90hit, 50proc. Cain relives his days running the option, if this hits, it has a chance to set the range to far. Close.
*Solomon gains a few rounds of duration on his Tantrum which might be overkill. But the 40en cost justifies it, I think, especially when you compare the benefit of a few rounds of +dmg to what other, cheaper buffs kick out. It's either raise the duration to 3~4 or cut the cost to 20~30 and I think it works best at 40.
*Now, why Tantrum going to 3 might be nuts is because of the new combo. Reworking Tackle into Stiff Arm gives Solomon a cut-rate Ninja-port. One that's more damaging (especially buffed) and slightly faster but less likely to proc. When it works, though, it shoves the opponent away and sets them up for a Tantrum-buffed Bats chaser. And it's not that bad when you just hammer away with it, even. Or you could always just Void off. It opens up a lot of new avenues for Solomon. It might mean that the damage on Bats and even Void need to come down slightly in terms of raw damage because it gets into awfully scary "Chi Blast for 35en" territory even before Cain's innate kicks in.
*The new innate is different than Anex's while maintaining the same overall function. Anex's now becomes an all or nothing switch while Cain's becomes a gradual improvement - you won't get the full 50% until, well, you're dead but you will get more of a boost earlier in the round since each 7 health lost is 10% more damage on his attacks (Although since I don't know exactly how rounding works, it gets a litle awkward.). The basic idea being that if Cain spends a turn Tantruming off while his opponent wails on him, they're going to realize it was a very, very big mistake in a hurry.
Cornelius Constantine is immune to status effects.
Voidflow. 20en, 5spd, 8x3(24)dmg(Dark). 100hit, 100proc. Reduces the enemy's dark resistance by 2 for 4 turns. Both.
Blood Burn. 20en, 6spd, Dark. 95proc. Your target's blood boils over, reducing their resistance and damage by 2 for 5 turns and causing them to take 5 bleeding damage each turn for 2 turns (15). Both.
Pilebunker. 50en, 2spd, 50dmg(Phys). 90hit. High chance for a critical hit. Close.
Hypnotic Stare. 40en, 6spd, Dark. 100proc. If this strikes first, it reflects the enemy's move. Close.
*Minor changes here. Voidstream gets renamed to avoid confusion with Solomon's version. Other variations: Voidstorm, Void Torrent, Dark Stream.
*And Hypnotic goes to 40 instead of 30 so it can't be used as often. With 30 it's way too easy to chain it into Pilebunker, even when stepping. Now it would be a little less sustainable to stand there and toss them off without worrying about the consequences. Might be a bit much but I'd like to see how it played out before tweaking anything else upwards (Like the speed or making it work at both ranges).
*Finally, Blood Burn gains a DOT proc not unlike Thorny's Bleeding Ritual. This makes it a little nastier but the problem is that, now, dueling Constantines just stare at each other over and over since they'd both have to avoid the Pilebunker and that's round after round of doing nothing. Which is not good. This way, there's a bit of an RPS game being played. Burn beats Stare and Bunker beats Burn but Stare beats Bunker. It's a nasty little loop and you won't want to guess wrong but at least it's better than stalling the game out.
When Marquis Le Morte leaves play, he regains 20 hit points.
- Vampiric Touch. 70en, 7spd, 50dmg(Dark). 95hit, 100proc. Steals half the life it drains. Close.
- Life Drain. 45en, 3spd, 25dmg(Dark). 90hit, 100proc. Steals all the life it drains. Close.
- Teleport. 20en, 3spd, Phys. 100proc. Sets the range to close. Far.
- Blood Rush. 0en, 2spd, Phys. 100proc. Sacrific 25 health and gain 50 energy. Both.
*Vamp Touch goes back up to 70 but it gains 10 damage. This makes it hit for 50 and steal 25. Combined with Life Drain, that's a total of 75 damage and 50 healing. That is lethal. And that's what Le Morte needs in order to be a threat. If he can't destroy cards in two turns in doesn't matter how much energy he is or isn't spending. If he can, then what matters is that he blows through most of his energy to do so. Which he does here. He's a canon, he goes off and then you have to swap him out or rest up before he can go again - but it won't work unless he can carve through most of the playing field. Oh, and the hit rate goes to 95% because...well, because it keeps me sane.
*Teleport loses the damage, loses a lot of priority and drops to 20en. This way, you cannot get step away from Marquis. He will catch up to you and you will be forced to deal with his two-hit combo - you're just going to lengthen the number of rounds it takes place over. 20en is priced to move, of course, but it's really the only way it works - it cannot be any higher or else it starts encroaching on that damage combo. If Life Drain was 40 then it might pass at 25 but then Life Drain can get used like Open Palm - you can spam it over and over again for a long time before resting and, so, I like it better at 45. I think, though, at 3spd it's weak enough to be a null cast 20en skill. It's a cheap way of changing ranges but you're going to spend a whole turn sitting there while your opponent gets a free shot at your weak health bar.
*Blood Burn gets dropped - it's a stalling skill, something you do while waiting for your energy to come back that doesn't really fit on a bar for a card that wants to play fast and heavy. And, in its place we get Blood Rush. This skill lets the Marquis take advantage of all those hit points he'll be sucking up. Rather than staying on the field and being a pesk, it lets you risk getting spiked out to gain enough energy to blast away again. 50 energy is enough, with natural regeneration, to throw a Vamp Touch on the next turn. And the 25 health you'd gain is enough to wipe out what you've gambled on it landing.
*No changes. I'd like to make Feast more viable but I can't figure out a way right now.