Love the changes to CL guys! From someone who has played CL consistently since Frozen Throne, thank you!!!
The beetles are up and running a bit faster now and this reduces the mana load they place on him as well as the downtime spent casting beetles in combat.
Only auto summoning when there are 4 beetles or less is designed perfectly. It means you’re usually sitting on 5 beetles unless you manually cast it, but that’s much better than turning that 6th beetle into a mana hog. Now you can sacrifice that 5th beetle for some healing and get 2 back!
This change also brings beetles in line with the value of other dead bodies for undead until level 3 where the beetles should be a bit tougher.
The beetles are still easily dispelable. Anyone that complains about finally giving this hero a much needed buff needs to go dunk their head in a cold bucket of ice nova. They clearly haven’t played Crypt Lord competitively.
The changes to impale are also great. I can’t tell you how many times I’ve lost my impale and the mana it cost. This along with the ranged targeting of impaled units will help tremendously! Maybe we’ll see just a bit more CL in the meta now.
SUGGESTION: Apply spiked carapace to beetles as well and give them some dispel resistance for each level of spiked carapace.
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I think adding a lvl 1 and 2 spiked carapace to beetles lvl 2 and 3 would make them much stronger.
I think that would cement CL as an actual hero choice in the comp scene.
But either that or a higher mana regen by .5 or .75
Only took how long for UD to get their own summon hero? 18 Years?
Agree Crypt Lord changes are great. I’m just hoping the Carapace passive gets some adjustments, at the moment its barely better than a Ring +3, one of the worst passive abilities in the entire game.
Nevertheless the Impale changes were needed and beetles were the worst summons in the game by far, its great to finally see Crypt lord turn into a real hero and hopefully even open him up as a first hero for UD.
How about a rework of spiked carapace? Change it to regenerative carapace:
+1 HP/ +0.5 mana per second per level
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You could add a +4 strength per skillpoint so the Crypt Lord becomes quite tanky and deals good damage. Then his might won’t be matched!
CL is OP now, I paired him with a Death Knight and a Dark Ranger and holy crap! the DK and CL can bounce back and forth healing each other to an amazing effect (DK Death Coils CL\CL spawns Locust & DK Death Pacts one). The Dark Ranger can use Black Arrow to up the ante with minions and silence dispellers (or charm their high end units). it was a very fun downhill match.
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Without a Clarity potion for mana in the tier 1 undead shop CL will not be competitive as a first pick in high tier games.
Also due to the Sacrifical Dagger still being rather slow (175hp over 45sec) the big Crypt Lord health will be impossible to heal up in tier 1.
Even parking the CLord on blight and constantly using daggers would take two minutes of uninterrupted healing to top up CL health at level 1.
CLord passive was already bad but with the recent buffs to Ring of Protection his passive in comparison became by far the worst ability in the game.
Not to mention that skipping Impale is generally a really bad idea so most CLords will go Beetle+impale which will make CL squishy and hard to heal at tier 1.
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