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Earthkeeper: 
1. Back Up
   A. Remove steadfast from ability.
   B. Duration: 30 seconds --> Until interrupted
   C. Power cost: 0p --> 25p

Earthkeeper has a very powerful ability, particularly the blessed (b) affinity. By making it last indefinitely absent interruption, Earthkeeper can be used by Stonekin decks to set up incredibly durable defenses that do not need to be constantly maintained. We removed steadfast to allow Earthkeeper to be knocked back while channeling (similar to Timeshifter Spirit), requiring good positioning, and added a 25p cost to increase initial set up cost in exchange for the indefinite duration.

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Pvp based change? Something like Mountaineer Earthkeeper Tempest blob?

 

In PVE we never use this card, so I'm kinda curious if this is the case. (It sucks pretty bad in pve.)

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Surprising no one else replied. I do think the new indefinite setup will make it more appealing / differentiate it from alternatives. It does seem like a rather niche card competing against cards like Northern Keep (won't work on Stone Tempest / Aggressor / Mountaineer), Wintertide, and Home Soil (Infused Backup) but the change shouldn't hurt.

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This change was made specifically for PvE. Here is just a random assortment of Stonekin units in T3. As you can see, Earthkeeper makes them quite tanky as a group as long as you can keep the ranged units behind the unit being targeted by Earthkeeper (which should not be too difficult given the ability's long range of 40m). The ability scales well into higher tiers, with its primary limit being Earthkeeper's health. While it could be used offensively, it is mostly a component in a static defense, so its use will be limited to map which need defenses of this sort and the upcoming DRPvE. 

 image.png

If we were to make any further changes, I'd guess we would probably do something like a health buff to Earthkeeper or allowing the damage to also be distributed to Stonekin buildings, and not just units. 

Metagross31 likes this
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On 4/22/2022 at 2:06 PM, WindHunter said:

This change was made specifically for PvE. Here is just a random assortment of Stonekin units in T3. As you can see, Earthkeeper makes them quite tanky as a group as long as you can keep the ranged units behind the unit being targeted by Earthkeeper (which should not be too difficult given the ability's long range of 40m). The ability scales well into higher tiers, with its primary limit being Earthkeeper's health.

 

Oh balls, that scenario and picture you described just gave me a terrifying idea. At t2, you can just use the Earthkeeper on the Crystal fiend.

That also protects a high priority target, scales hard, and is impossible to counter.

 

Okay, yea that prolly needs to be changed so you can't keep ability switching targets and making units pseudo invincible.

Thank you guys!

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