Hi there!
The launch of Season 3 introduces a new balancing strategy for Cosmik Battle. Starting now, a new wave of balancing will occur at the beginning of each month, coinciding with the launch of monthly events and the leaderboard reset. This approach allows us to constantly invigorate the meta, rediscover underutilized cards, adjust those that may have become too powerful and cancel some of our choices if need be. Nothing is irreversible!
Embracing a Test and Learn approach, we will leverage our expertise and listen closely to player feedback to implement changes that enhance the experience for all players, whether they are seasoned competitors or newcomers. Additionally, we will exercise caution to minimize structural adjustments, considering the high value and effort players invest in acquiring cards.
Season 3 Olympus kicks off with the first wave of balancing, including 50 changes, focusing on several aspects:
Defenceless : Now reduces 100% of opponent shield instead of 50%.
Blind Shot : Now costs 1 instead of 3, let’s have some fun!
It’s Our Project : Now also adds 1 War Recruit to your deck
Unstable shield : Now gains 6 Shield instead of 7
Anti Matter Capsule : Now applies Overload 1 instead of 2. Anti Matter was way too powerful for a Common.
Shield Priority : Now gains 6 Shield instead of 7.`
Shield Core Mk2 : Now gains 3 Resistance instead of 2.
One More Thing : Deals 3 damage instead of 2, now costs 2 instead of 1.
It's a Trap : Now looks at 3 secrets from all secrets available in the game instead of secrets from your deck. Now has burned.
Blue Pill Reload : Now has Reload. Blue Pill was worthless before.
Red Pill Reload : Now has Reload. Red Pill was worthless before.
Deploy Hacker : Base stats are now 2 / 4 instead of 1 / 4
Scorched Earth : Now costs 1 instead of 2. Scorched earth was not flexible enough as its effect only burned cards from the opponent's exile. Now Scorched Earth, burn 1 card from opponent's exile but also deals 2 Damage, making it more flexible.
Bugged Booster : Now costs 1 instead of 3, let’s have some fun!
Accelerate : Now costs 1 instead of 2. Accelerate was not viable for a 2 Cost.
Disintegration : Now costs 1 instead of 2. Cost reduction compensate the orbiter sacrifice.
Black Friday : Orbiters' cost cannot go below 1 one anymore. We want to avoid cards that reduce other cards' cost to 0.
Black Market : Now costs 1 instead of 2.
Infected Blood : Now costs 2 instead of 3.
Resurrect : When player is resurrected, loses 1 energy for their next turn.
Phoenix : Now resurrects an orbiter to its base stats (before, ressurected with 1 HP making it unviable)
Boost Forces : Now costs 2 instead of 3.
Reprogramming : Now costs 2 instead of 4. Reprogramming was never played before due to its cost.
Laser Gunner : Now deals 3 base damage instead of 2.
Into The Breach : Now deals 5 additional damage instead of 7. Before that change, the card could deal 12 damages for an Uncommon costing 2, too powerful.
Shadow Orbiter : Now, when A Shadow Orbiter deals damage to orbiters it also disables them.
Leech Call : Now costs 3 instead of 4.
Exiled Curse : Now adds 2 parasites in the opponent's Exile to ensure it would deal at least 2 damages when played. Exiled Curse was never played because of it's lack of flexibility.
Shield Attack : Now removes shield when played.
The Tactician : Now add one energy to player's next turn.
Nano Boost : The reduced cards' costs cannot go below one. We would like to try a new meta where Nano Boost is less powerful.
Amaterasu : Black Fire now applies to the top 2 cards of the opponents instead of 1.
Mega Sheep : Now costs 2 instead of 3. Mega Sheep also gets Taunt characteristic.
Supertimor : Now costs 2 instead of 3.
Hyperconscious : Now costs 2 instead of 3.
Double Impact : Now costs 2 instead of 3. Double Impact was hard to play because of its cost.
Yang : Now grants 7 Shield instead of 6.
Yin : Now deals 7 Damage instead of 6.
Parasite Extractor : Now costs 2 instead of 3.
Shield Burst : Now costs 3 instead of 4. Shield Burst is hard to set up, its cost for too high for the benefit.
Deploy Mecha : Now costs 3 instead 6. Additionnaly, Mecha now fuses all ENTITIES, not just orbiters. Mecha was never played because of its cost, let's see what it can do now.
Exiled Kiss : Now deals 2 base Damage and deal additional Damage equal to your exile. Makes it less situational and playable in early games.
Face off : Now costs 3 instead of 4.
Invoke Mantis : Condition is lowered to 6 parasites instead of 8.
Deploy Quantum Locked : Now costs 4 instead of 5.
Prepare to Board : instead of triggering effects of War Recruits and losing them all (War recruit have Burn effects), Prepare to Board now applies Heal and Damages depending on the amount of War Recruit you own in your deck. As a result, War Recruits are not burned when playing the card, you keep them in your deck. To compensate this effect, the card now costs 4 instead of 3.
Vampiric Damage : Damages dealt are piercing damage.
Block Hole : Now costs 4 instead of 6, let’s have some fun!
Apocalypse: Now costs 5 instead of 8, let’s have some fun! Apocalypse was unplayable before. It is now a good option against orbiter decks or for crazy pilot like you.
Brutal Lakh : Chances are up to 35% instead of 20%, let’s have some fun!