False Assassin
I find that the Flameborn race is under powered. When I was fighting a Hellspawn race, I found myself losing despite the odds being against him. ie. 4 v 3, in my favor with better cards, just barely winning... This is probably because from what I see the skills from the cards are alot better compared to the flameborn skills.
This. While I think the Flameborn might have initially been overpowered, I think they've really taken a bit too many hits.
Quick examples of balance, compare Apprentice Geomancer vs. Wyrmtail Sage. The AG has faster speed, higher HP, a lower cost and a snazzy +5 damage to all allied units for the rest of combat (which stacks over multiple uses). The row is the same, the base damage and spell damage are the same, the accuracy is the same...
It's a bit overwhelming. Also Raykl's new ability. The Stun.
Cost:30/Time:10 "Attack target unit. It has a 50% chance of causing stun."
vs. Dead Sun Minion
Cost:10/Time:10 "Deal 15 damage to an enemy. That enemy has a 50% chance of getting stunned."
Basically I don't understand why Raykl's works like it does. (Not to mention the other base balance issues with him right about now. This is about his ability.)
So the Dead Sun Minion can stun the unit before it takes an action, and on the second turn albeit trading a potential 25 damage.
Raykl has to wait 3 turns to cast his ability and then can do it every other turn, but also has to wait until his turn on the speed order to see if it actually hits and even then sometimes graze makes it not work even on the 50% chance that it might have.
So what I'm getting at is that as a Hero/Herald/Boss Guy... his ability and effective power are comparable and even weaker to a degree when compared to the Level 1, 18 cost unit.
There's other discrepancies as you go along the comparison of units. I don't think there should be perfect balance as that would result in a dull game, but there should be something different that makes them more substantial when compared.
Mister Monster Guy
Damage Aura and Ranged Attacks
It always felt extremely counter-intuitive to me that my bowman would get hurt by an aura even though he's an entire screen away from the enemy. Even when I use a unit with damage aura, I feel like it's "cheating" since there's virtually NO WAY TO AVOID IT except if you use a special. Damage Aura is extremely overpowered because of this, and I feel a simple, and obvious, fix would be to have it not effect our ranged troops.
I have to agree with this. There should be some way to effectively negate the damage aura. Hitting someone with spikes for a damage aura makes sense. Hitting someone with an arrow and getting hurt on those spikes doesn't.
While you can say "It's magic" for something like the Succubus. (Which makes her a bit stronger than people seem to think.) Something like the Screaming Boulder might not be quite the same premise.
I wouldn't negate it entirely from ranged units though, but make it more of two abilities. Something more akin to "Spikes" vs "Damage Aura", where one implies magic and the other physical spikes stabbing you when you hit them. Spikes can then be applied to all factions, because it's not entirely irrational defense to have, but Damage Aura would remain Demon exclusive. (Even if it's higher values of spikes leaning into Demon Faction)... Though maybe I'm going too far out there in terms of what changes might be made to it...
I think Critical Strikes might be one route to avoiding Damage Aura for now, in that perfect precision might allow one to hit the weak spots.
ALSO GUARDIAN OF THE PLINTH
I know this unit might initially have been intended as strong, but it really only measure up to other units when it's alone AND defending. All of it's stats are a bit too low except it's health when compared to it's total cost. Which might be fine and dandy, but if it's supposed to be a solo-defensive unit, there's still things holding it back a hair, especially in those cases of solo-defense.