Now, I agree this tree is a bit PvP heavy. I am struggling with finding some concepts that 'fit' and add to its flavor, so I'm just going to throw a range of ideas out there and see where the
wind takes them.
Talent trees feel: Cloud rider is about movement, storm bringer is about PvP. Cloud Rider needs something more.... Something more along the lines of PvE...
Mobility: Right now, it's kind of lackluster. You stop caltrops, earth's champion skill.... and.... not much else. Perhaps pairs (OP!) with death march. If we make moving across mountains cost 3 AP, and add maybe another 1 or two other things this will effect, it'll be good.
Needs Buff (passive).Assault Team: I don't like this ability. I don't like it.
Remove. (see below to my new suggestions)
Fog of War: Remove.Calm before the Storm: First big change here. Move it to T2 next to Rising storm. Make it "For each day you are not locked in battle, use 1 additional upgraded card in your next battle, up to 6." I love the idea of having two T2 abilities that oppose each other yet meld and Rising storm and calm before the storm does this both in name and in what they do. The good air players will maximize time between battles but still be attacking for maximum upped card bonus.
Change.Ambush: Make T1, move over to Stormbringer's side. Make it only work if you attack, charge, etc.. It makes no sense what-so-ever to gain an 'ambush' buff if you are fortified or neutral.
Change.Sniper: Make T1 on the Stormbringer's side as well. It's really restrictive. 1: you have to be on the same hex as your target. 2:you have to name a creature (they might not have that creature!) 3: it only gets rid of 1 card... Sure, it's a targeted card, but with abilities like Duplication from aether.... that's not a huge deal. And it's only creatures. Elements that rely on permanents, spells more won't be hurt by this at all.
Change.Rising Storm: I like this skill. See CbtS above.
No Change.Drift: This is much more complicated now. I liked 1 AP for movement. As a T3, I don't think it should be based on if you are in enemy territory or not. I see where you might think this is a problem, but for a tree without much else going for it, this skill made air on par with most other movement skills.
Revert.Vortex Tornado: Good change from the original.
Balanced.Terror from Above: Go with Kuroaitou's suggestion. With the upgrades from the stormbringer side, air is good on upgrades.
Suggestions:So, now I have like a totally empty Cloud rider side. We need 1 T1 ability and 2 T2. This allows us to go with a new 'theme' for cloud rider, including their mobility.
- Tail Wind: "2 AP, move up to 2 spaces in the direction of the wind." This adds another piece for the developers to update on the map, but here is my idea, on that cool compass thingy, add a wind direction, be it in 1 of the six hex movement directions or no wind. Then, air elementals have a 1/7 shot of having the wind go in the right way and getting a good bonus from it. This is my idea to replace assault team. Now we can use this wind direction to add other fun abilities.
- From Thin Air: "Passive, gain 2 electrum per day." Simple ability, T1 worthy and gives air a source of revenue.
- Leap & Glide: "Passive: If you move to a lower elevation, your movement costs less." I have no idea how to make this work in that small text box. Concept is if you move from a mountain to a hill, your movement costs 1AP. From a Mountain to the plains, forest, water, it costs 0 AP. From a mountain to a hill, it costs 1 AP. You can't chain it to make yourself go further with crazy movement, but it might become broken with 1 AP normal movement. Just one of my ideas.
- Enchant Relic: "2 AP, you may change a relic into a stone of return." Another random idea, spawned from enchant artifact card.
- Fog of War: "3 AP + relic, cover the map with a fog. All characters are obscured within the fog. Lasts 1 day." It would create a 7 hex area (your hex and all the surrounding ones) where no one can see who is on what hex. A area of effect stealth. I can see so many fun uses for this. You can still charge targets and do all everything else, but it keeps you from knowing who moved where, etc...
- Wind's Blessing: "3 AP, Move in the direction of the wind and gain 10 electrium and 1 relic" Or however much needed to make it whatever tier you put it in worthy.
- Second Wind: "Working only costs 2AP, but only usable once a day."
- Dove of Peace: "Passive: Gain no negative reputation from quests."
- Erode: "4 AP + relic, "Use the wind to search for hidden treasures, sometimes has unintended consequences..." Can be used anywhere and has some fun consequences. Could find gems, gold, could cause a river to turn into a lake, could turn a mountain into a hill, hill into a plains, desert into a wasteland... I think more world shaping abilities would be fun.
I'm out of thought brainpower! Perhaps there is something here that is usable...