Hahahaha and you KNOW this will happen.
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A morale sainting is useless. I still have to have a morale rune if I want to lead off with a skill attack, so it doesn't save me a rune spot, and it doesn't give me additional use on top of the rune like EVERY OTHER sainting does. All it does is let me stop my morale rune be a level or 2 lower. Big deal. So in the case of a righteousness I can stop at level 5 instead of level 6, and save 7,680 rune points - about 3-4m coins worth. And of course this is assuming I never get to an endurance rune, which I will obviously raise to well above 100 on the morale side to get the full HP benefit. Morale is by far the most useless saint ability, barely above magic attack on a physical hero. The non-matching magic or phys/skill attack was changed, so this should be treated the same way.
I don't know that it will change it to the best, Dawnseeker. I think that I'd still rather have crit or a few others. But you're right, it would make it desirable and I would no longer feel like I've wasted a card when I get it.
Either that, or change it so a skill attack uses only 100 morale, and calvin only takes 100 morale away when he hits with his skill attack...then it will be useful.
As for this sainting helping us to beat large enemies, we get use out of only 100 points of morale. If we have a lvl6 Righteousness, this doesn't give any added benefit.
One way would be to have the part of any initial morale, either from runes or Saint buffs, over 100 be added after the first moral is drained. Regular morale that is acquired trough battle of set of 6 equipment buff would not be affected and will all be drained every time.
For example
Rune Morale +110, Saint Morale +15, Set of 6 Equipment Buff + 50
Initial Morale 100
After first drain 75 (50 from set of 6 buff, 10 from rune and 15 from Saint Morale)
After 2nd drain 50 (only from set of 6 buff)
If the Morale was over 100 when the drain happened it would not affect the above numbers.
I believe this is how the initial game designers intended it to be.
Otherwise why bother making the morale bar orange and red (for 200% and 300% morale).
It seems that somewhere along the line this idea was not implemented or was scrapped yet the graphic has already been coded in.
Villain, it might be devastating in mid-game, but as we approach the later game, most players have builds that lessen the effect of skill attacks from players that don't outclass them or are below them. Bloodstorm stays at skill attack levels, and while he becomes formidable because of it, he isn't indestructible. Like everything else, we would adjust and find ways to compensate. That's part of what makes it interesting!