Linyx wrote:We undermine the usefulness of the passive skills because it is only helpful for an auto spin team of the 20 energy mines and stomping .5 energy maps(which makes you miss out on cards). Almost all of the later chapters require you to have more hp and make the passive skill just as bad as all of the leader skills in the thread of bad cards. In order for it to be a useful card why not make it an hp stated cards so it won't simply be taking up space in our cards. A great active skill for that could be a 3 turn counter attack so that it doesn't have to eat a leader slot to be useful and wont have a repeat skill that fails next to its 6* version in anything but a leader slot. These are supposed to be hard to come by, personally I think over weighing a skill like 3x attack when most of the game is designed around hp or reduction is like telling us all that a card is good because it rolls big numbers when it doesn't matter. Since it will never get to attack a guild boss and 3x attack(race) is nowhere near as good as 2x atk and hp on a guild boss.
I agree 100% with this... late game is focused on needing high hp... 2x hp/atk is the best combo to go with since bosses have huge hp as well. how bout a 3x hp card to balanced ?