The issue: Back in the day of 20 rune docks the FW bonus set was very relevant and powerful. Runes like ice block or summon serpent allowed enemies to contest from spell presence giving the DMZ font bonus real tangible benefits. Enemies also ran the real risk of running out of champs as the number of reveals were lower along with the total amount of champions in their bg to draw from. This gave FW a golden window from which they could literally overrun the board once the enemy was trapped inside the cool down from losing too many champs. With the increase to 30 rune docks and nerfing of the contesting spells from presence this has reduced the effectiveness of both the Faction bonus and font bonus significantly. Champ numbers in bgs increased by 50% making it extremely rare to run out of champions even with full cool downs. The DMZ also now purely delays gank spells by a turn or optimal placement of AOE spells. The result of this is that the bonus as it stands now only significantly effects 25% of the champions in faction as to relevance in a match. With an average match anywhere from 15 rounds to 30min and under champions below a nora threshold are the only ones truly benefiting from spam play while champs that are high cost may be seen twice at most and then only at the tail end of that 15 rounds. Out of those only the ones designed to be recycled and are efficient are of any true use (think afflicted corpse, death guard, bile zombie as the main benefactors out of the entire faction as other runes). In either case what has happened is that the bonus is so bad that Boon of the Undead has been used as a justification for why the bonus is so bad. Boon is an ability that has been perceived as a slightly discounted ability that includes a number of small effects that can have an unbalancing perception of power vs a number of bgs. Namely the faction wrecks poison and fear bgs. The nora increase from globes also further muddles the true benefit/cost of boon. When considering that the nora returns on it are roughly 1-2 for small/normal priced units and 3 for large priced rarer instances it seams like on paper that it's a good deal. However, this turns out to be a detriment as the cost is on all undead champions. Akin to a global dead eater it ends up counteracting the benefits of globe collection as every unit you deploy ups the cost to break even for what you are paying. IOW each unit has to collect at the very least a few globes to break even and there is no way you collect that many globes during a vast majority of regular matches. Basically your boon units are masking a cost increase on very narrow abilities with only immunity offering any consistent returns due to the large presence of disease within the faction which has also been scaled down as for aura and AOE availability in the revamp. Solution: We would like to revamp the bonus to either bring it and the boon ability into line so that it is more straightforward and offers you a tangible bonus without causing unbalanced specific enemy matchup experiences. Proposition: #1) Rune Reveals (+4/+2) Boon of the Dead (2 nora): Immunity Disease, 60% Cooldown, 25% Nora bonus from globes This basically moves the flavorful but irrelevant in 75% of the champs cool down bonus to boon of the undead and ups the return slightly from nora globes. This combined with additional rune reveals allows the FW bonus to be early game consistency and late game boon of the undead. It goes hand in hand allowing the FW bg to be able to run less champs and avoid "champ screw" in the early game which is a similar concept to mana screw in MTG. You can now run 1x of those 25% nora threshold champs that boon benefits the most. This gives more flexibility in bg creation for FW builds. The cons of this idea is that it is not a flashy or complex bonus. However it is statistically significant and does fit in with the theme that FW is more challenging to play. #2) Champion cool downs are 2 / 6 Boon of the Dead (2 nora): Immunity Disease, 30% Nora bonus from Globes This basically evens the field so that instead of only the most efficient champions below the optimal cooldown/nora threshold are played it applies to all champions evenly. The 2 cool down for champions allows all efficient champs to receive the same benefit from the bonus. This truly gives a more tangible bonus as you can now have options for deploy on all champions instead of illusionary option choices (cool downs of 8 meaning a champ will come off at the end of the match basically means the cool down bonus was irrelevant on that champ). I chose a 6 cool down for half bonus as that is the lowest cool down for a regular champ. This leaves champs being able to be played mid game and will feel like a good half way point for the bonus effect. For boon both poison and fearless are removed (3 horas worth of abilities) and instead an increased % from nora was added. This is to avoid a huge cost decrease in boon champs and will help make it easier to recoup that bonus through globe collection to even out. #3) 10% / 5% nora gain from friendly/enemy champion destruction. Boon of the Dead (3 nora): Immunity Disease, 60% cool down This may step on SP's toes a little but is significantly different in that while it is significantly backloaded it provides for much more potential in that it can effect enemies and friendly champion destruction. The thing with the current cool down bonus is that it does not offer a tangible nora boost and instead gives you options for deployment. As stated above with the 15 champs you will not run out of champs to deploy so the cool down is purely an option (I can deploy this champ again instead of this other champ which is available regardless). The true limiting factor for the cool down is therefore nora. With the bonus becoming solid and significant boon of the dead can afford a less cost decrease from removing the poison/fearless/globe nora unbalancing factors. In essence paying a more normalized cost for immunity/cooldown which is blunted with the new bonus. Potential issues concerning this is that, like sp, it will make our champs very very efficient and significantly increase our attrition abilities. It also will put a premium on champs that die twice such as riders, General K, Coragh, and brainless/pot units. Basically the bonus is the same power level as others. Our Nora generating items like unholy tomb may need to take a hit to balance out the faction. If deemed so I would recommend Unholy tomb to go to 35 nora and be reduced to 1 dmg/1nora return stacking. (basically you'd need to rune x2 and pay 70 nora to get the same effect currently). #4) Some other bonus you or someone in the thread has come up with. There have been lots of ideas but very few that have offered concrete suggestions with corresponding supporting reasoning. If you have a concrete idea that you can back up with solid reasoning to argue a case for a specific change post it. If you see someone else's idea make sure you note it in your response so I can track. IMPORTANT SIDE NOTE: These are just suggestions in the end and may not be enacted soon or at all. They are mainly to bring attention to unbalancing issues that has been present with the FW bonus and boon for a long long time.