Happy to finally see these balance adjustments. The biggest problem was obviously Redemption, especially with multiple Weaken (+ Rust). This was a typical battle:
- -4HP from Prince Julian +Undead Priest + Serpentine Mystic + Death Elemental
- -2HP from Cursed Slimeball
- -2HP from Fire Spitter
- -2 Armor from Darkest Mage
As a result: -8HP and -2 Armor. Even strong, having high HP, self-healing cards like Gold Dragon were useless. Redemption was just devaluating all other cards and made game
PJ is a separate issue, it simply gives a big advantage, not only in low mana battles. Access to dragons for 2 mana, it's very strong. Additional weaken just made this card too OP. Someone may say that this is a small difference, but such nuances make a huge difference at top level.
PJ was the strongest summoner for the Redemption strategy which made things worse. Why the strongest?
- access to dragons for 2 mana, so Fire Spitter (redemption), Serpentine Mystic (Weaken), Fiendish Harpy (Opportunity, useful for killing cards that were not killed by Redemption)
Playing with Selenia/Camila? +1 mana cost, no -1HP
Playing with Jarlax? no Weaken, no dragons
Playing with Zintar? +1 mana cost, no Weaken, no dragons
Playing with Crypt Mancer? + 3 mana cost, no dragons
I agree with removing Redemption from Fire Spitter. Why? Because it allowed 2 Ressurect + 2 Redemption which was not fun:
I agree with removing Weaken from Serpentine Mystic too, but this adjustment is the least important here.
If I owned PJ before, I will still approve these adjustments, this card was too strong. And I still want it, but I have no luck with Mystery Potion ;-) After nerf, PJ is still strong, giving access to dragons for 2 mana.
People used Fire Spitter only for Redemption, even if it has 1HP, 0 attack, 0 armor, 1 speed it still would be used for Redemption. Happy to see that it became a normal card.
What I don't like is that it took so long to make these adjustments. The game was broken for so long time. And playing was frustrating.