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Winchester

Removing Amii Monument - Game Balance

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Aside from PvP I see no reason to play 3 orb units/spells/structures due to your option to simply skip that orb straight to the last one, enabling much stronger units/spells/structures.

Why risk / work hard for that last orb if you can simply build it wherever you want? (Again, this is relevant just for PvE)

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3 minutes ago, Kubik said:

did you consider how much that monument cost? Some strategies rely on 5 orbs.

It's cheaper than normal t4 because with void control you get most of the 140 activation power back and only use 250 bound power for the 4th orb instead of 300.

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"void control"? thats some ability? or you mean that activation cost get to void power that you getting back at rate 1 per long time (5 seconds or something like that?)

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1 minute ago, Kubik said:

"void control"? thats some ability? or you mean that activation cost get to void power that you getting back at rate 1 per long time (5 seconds or something like that?)

By void control I mean something like Cultist Master + Furnace of Flesh, Shrine of Memory, Shrine of War, which gives you void back faster. 

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12 minutes ago, Winchester said:

Either way, It's so much easier to build it safely in your base than raiding the 4th orb area with t3 units wasting time and card charges.

With this kind of argumentation we could also implement an "instant win" button, wich can be pressed right at the start of the game. This would save much more time and charges than amii monument.
As it is now it has massive advantages without any drawbacks which makes the card broken. And I dont blame you are anyone else who uses this card because everyone tends to use the strategy which is the fastest and easiest. But that doesnt change the fact that the advantage delivered by this card stands above every other card in Pve and that it should be changed (when the developers are at a point at which they can start worrying about balance)

Kubik likes this

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