Hey! Quick thoughts on the cards you listed:
- Freeze: We had a balanced Freeze (as in, within our acceptable use/win rates) for 2 months and it produced a pretty unfun meta. Freeze is a tough design to balance since there is no counterplay. It punishes you for doing exactly what you should do (playing cards to defend attacks) and thus isn't something we want to be as popular as Fireball. Its currently at a 3% use rate in GCs and I think thats about perfect for a card like that. It should be a rare surprise, not a meta staple.
- Arrows: We have looked into ways to buff it, but a lot of the mechanical additions (like adding a Snare effect) won't be happening because its a starting deck card. We don't want to confuse new players with a lot of mechanics, keep the focus on core health/damage gameplay. Potentially buffed in the future, likely either Damage or Projectile speed.
- Barb Hut: The biggest victim of the Barb changes, we are going to let them settle for...
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