Guns
Hey all,

This thread is where the game designers will be posting the rules changes, hero, monster and magical artefact tweaks we implement prior to game launch (i.e. Kickstarter ships). This is mainly for early adopters that are currently playing the game so they can stay abreast of any changes.

To kick things off we would like to announce a tweak to Gloom, the Shadow Hound monster. Her critical damage value has been dropped from 7 to 6. Another slight change to the card text is that "Forest Walker" has been replaced by "Pathfinder".

Gloom.jpg  Gloom2.jpg 

Gloom was never meant to hit as hard as Ashtooth, the slightly reduced Crit damage reflects her size/stature in the game, and her abundance on the 3v3 maps lends itself to taking the edge off her slightly.

Guns
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Guns
Thrommel's Dwarf Toss ability now costs 1A+1F (up from just 1F).

Defender_Thrommel_All.jpg 
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Guns
Brok, like many aggressors, takes some refinement to ensure they sit in a good place. In his original form, Brok simply had too high a damage output which saw him dominate battles and drop heroes a little too easily.

We have changed Back Swing so that it cannot score critical hits, which reduces his huge damage output but still leaves it in a decent place. We also changed his Cleave ability so that it cannot trigger Back Swing.

Aggressor_Brok.jpg  Aggressor_Brok2.jpg 
Aggressor_Brok3.jpg  Aggressor_Brok4.jpg 
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Guns
We have changed the way that Gift of the Gods magical artefact works to make it more attractive and increase its game time.

GiftOfTheGods.jpg 
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Guns
Ashtooth has been buffed with a Combat Manoeuvre. This bring him in line with Inferno, who has the Incendiary manoeuvre, and makes Ashtooth a little more potent on the battle field. We also made him immune to poison.

Ashtooth.jpg   Ashtooth2.jpg 
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Guns
Skoll is a hero that has gone through a few changes since his inception. Always difficult to get the balance right when a hero brings so many new ideas to the table, and Skoll was definitely in that category. We are at the very final stages of tweaking his kit, the major thing, and something that has been a major discussion point with him from the start, was his AGI 2. After a lot of play testing, we decided it was simply too low, and despite his large amount of health, he was still too easy to take down. AGI 2 also meant he was very easy to proc combat manoeuvres and pushes off of. Switching him up to AGI 3 certainly changes this up for him and we feel brings him more in line with the other defenders, in terms of power. Another minor buff was to change his level 2 ability, Mesmerising Gaze, from a single target to an aura. The Warrior level up path was being picked far more frequently than the Mystic path, so this change is to try and balance the choice out a bit.

Defender_Skoll.jpg  Defender_Skoll2.jpg 
Defender_Skoll3.jpg  Defender_Skoll4.jpg 
Defender_Skoll5.jpg  Defender_Skoll6.jpg 
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Judgement - The 54mm scale, MOBA inspired, table-top miniatures game

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