Storm of swords
When you are close to a target it unleashes the damage and consumes 4 IP.
When you are out of range of a target, your hearthling moves up to the target, consumes 4 IP and then does nothing. No CD, no sword of storms used, just your 4 IP gone.
Not sure if thats a bug but it sucks.
Idea: Maybe either get an error message and not use the move until you get in range or make the move ranged if out of range but reduce damage signficiantly or something.
Think
The name fits because if you are able to think then you dont use this move, ever.
3 IP within 30 ms (or whatever the relative number of the CDs is measured in) with Think
or
2 IP within 20 ms with Take Aim.
Just with this there is no reason to ever take Think over Take Aim cause Take Aim is more flexible, you can react faster and its the same gain within the same time. On top of that you need 4 IP to even use Think.
The only way to make the move worse from here is to make it give negative IP.
Idea: Give the move x2.0 - 2.5 the range of Take Aim, remove the 4 IP requirement and increase the CD to 40 but keep IP gain to 3. Now some will use it cause it got wider range means you can stack IP from further which means faster IP and you can now stack IP while kiting from afar. Take Aim still viable cause it gives more IP in shorter time in close combat.
Nobody will ever use the move with 4 IP requirement.
Artful Evasion
This move fuckin sucks is best way to describe it. The cooldown is long, the duration is bleh and the IP cost is heavy just so you can build up a simple defense with x1.0 weight for 2 colors.
The effect of this move is utterly useless since you pay 2 IP for a move whose effect relies solely on the opponent to act as you want him to. The move works like a clever Yu-Gi-Oh trap card just that the enemy can see the fuckin trap card and avoid it without a problem.
Idea: Make this move invisible to opponents. Or replace the currently useless effect with something that does not rely so heavily on your opponent being a dumbass.
Moves that seem to be pretty overpowered right now (weapon damage moves left out) are:
- Parry
- Shield Up
- Zig-Zag Maneuver
- Punch
- Take Aim
So i do not know if balance is even intended or how the variety of moves is supposed to be but i dont think all moves are supposed to be viable. some are supposed to be worse and others better. The current move list makes some moves just stand out super odd because they arent even useful for niche situations or decks. While others are always good to have.
In battle with other players you just run down their shields with punchspam and then go in with any weapon based move for the kill. Which leads me to...
Punch vs Left Hook vs Haymaker
0 Ip costs are necessary since you want to spam the move to remove enemy blocks. Something like Low Blow doesnt work for this job. Haymaker is utter garbage with 60 CD and that leaves left hook and punch. Since Parry blocks either of these two colors, you go with punch because 0.8 weight every 30 (relative) miliseconds adds up much quicker than 1.0 weight every 40 miliseconds. Yellow blocks are somewhat unrelated to blue+green blocks, okay okay. But that hardly merits 60 CD. The damage of these UA moves matters jackshit. 20, 30 or even 40 damage isnt gonna do anything for me when the purpose for this kind of move is to get the enemy block down.
Idea: Even out the damage numbers on these three moves so that you can give all of them lower CD. Do NOT base the CD on the damage of the punchmoves and the weight combined since as I said damage doesnt matter. Give each of the three moves different CDs and different weights that add up to the same amount of damage over time so that they are all different but at least also all worthwhile to take into your deck. Hell, give Haymaker 5 or 10 extra CD since it goes past the overpowered Parry as yellow move but not like its now.
Steal Thunder
With Parry and Shield Up being the most common defensive moves in use, Steal Thunder is useless in pvp.
It got great CD and a good effect but you wont get past the enemy defense to make use of it.
Idea: Just change the colors from blue+yellow to red+yellow. Moves like Zig-Zag and Shield Up will still block the move but it wont be possible for people to render the move useless anymore with a 25 CD of Parry since you can at least get past parry with it now. Its a needed nerf for parry and makes this move at least somewhat viable compared to now.
Low Blow
Whats the point? A mix of high IP costs and comparatively high damage (for a low CD move) make the move just awkward.
At least give it some sort of effect like "If this move breaks an enemy block, you gain 2 IP or something.
Thats all.