Yeah, this is it, mostly. Until the SG Shaman, it was pretty hard to make an argument for any 1-cost ranged Unit but the TO Shaman being the strongest in the game.
But people did. All the time.
And Fighters are 1/1 for 1. As a melee Unit, this is nothing to write home about. Most are 1/2 for 1 or 2/1 for 1.
You're right, that on average, Fighters do 1 damage, and Shamans do 8/9 to 2+ lifers, and 4/9 to 1 lifers. But they also have more life and range.
When it comes to Smashers, there's two ways to look at it- one is as though it gives them 2 free lives or the weakness is worth -2 to their cost, or the way I usually prefer, which is to look at expected value.
When attacked by normal Units, it takes 4 AV to bring a Smasher down. 4 AV does 8/3 ~ 2.67 damage to other Units. So it's kind of like having 2.67 life. At worst, against Slingers/Blagog, it's like having 2 Life, but those Units are pretty rare (and Blagog's 5th AV is wasted anyway). Is 2/2.67 for 2 a good deal? Yeah, usually. Most 2-cost melee Units are 2/2 for 2, or 1/3 for 2. They're a particularly bad Burn target, which is neat.
This is kind of what I was driving at. There's a fight between rationality, the other raw numbers, and expected success. People get mixed up by their expectations. What if you had a 9-sided die for shamans, and on a 6+, you did 2 damage?
There might also be something in here about how Fighters are inherently better against other 1-life commons, and Shamans are better* against Champions, Summoners, and Walls, and how this affects my perception of them.
*Once you account for their extra life point and their range giving them more options.



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