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Skills and mechanics in Heroes of Camelot

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  • Skills and mechanics in Heroes of Camelot

    Preface: The game IS shallow in what it allows players to do. It doesn't take much thought to build a top deck, combos are simple and powerful vanilla abilities are the meta.

    Now then, this thread is to explain potential ideas to add layers of depth to the game without stretching the mechanics too much. The goal here is to have deck construction be a bigger part of the game and hopefully shape archetypes to pursue rather than throw feeders at random legendary to hit higher stats. (The "I'm bigger than you" game doesn't count as strategy.)

    To start:

    1. Dynamic Skills (skills based on changing variables)
    - Ex. The execute, lets say your team has a "Chance to instantly Kill" ability. but the proc chance is (1 - CurrentHp/MaxHp) * 100 = chance to kill, this means that if the enemy team is at 50% hp left, you have a 50% chance to instantly kill them with your combo.
    - Ex. The second chance approach, or unlimited chances if you have a legendary combo or something. Your team has the ability "Heal to full", But it can only proc if you are at 15% or lower hp, now this could be a potentially amazing tank skill if you are running damage reduction so that effective hp (Hp + dmg reduction) makes the 15% seem like a larger pool to potentially proc the full heal ability. In a weaker team the proc could only happen once, but lets say you have a team of legendary cards that say this can proc any amount of times in a fight, as long as they do not fully kill you you bounce back.
    - The two above skills are very simple in how they work but you can see where I am going with this, if you have a super powerful full heal tank team, it is COUNTERED by the execute team. This adds a layer of counter play mechanics to the game, something we really do not have much of. Most TCG games are based on the Rock-Paper-Scissors meta, HoC currently does not have the card pool to sustain a meta that can have multiple top tier builds.

    2. Archetypes (Ex. Damage race I kill you first, Tank it out and win by attrition.)
    - Archetypes are part of any healthy stratagy based game, they give players a direction in which to plan out their deck. If I want to build a deck that just lasts forever and eventually gets the win by outliving them I should be able too. Or a deck that hits the back lines behind their tank team first to try and steal a win by destroying their damage output.
    - The point I'm trying to get at here is that archetypes are something more broad to work upto rather then hoping you pull a legendary. Pulling a legendary shouldn't just add a lot of base stats to your team, but lets say I pull a new legendary called "Tankenstein" that makes as a player go "Oh wow this totally replaces my 'shieldholdyguy' in my tank team, great pull!", the legendary would act as an upgrade to the idea behind his deck rather then just a strength to have. Another good example of fun legendary would be the "Build around me" types, though these have a serious issue of pigeonholing people if they are too strong, or causing players to be mad if they are too rare.
    - Build enablers like an angel that is the center piece of the heal to full team would be great to look for, but if it is rare (Legendary) it would keep the deck type out of reach, so it would be important to add similar variations but not quite as strong in the more common parts of the game, so players can build these archetypes but still look forward to finding upgrades.


    TLDR: read it, this isn't meant for people who don't read everything.


    Now give input, I want to hear what people are thinking, if devs are reading our ideas hopefully we can see some changes to generate more interest in the game. I only listed simple ideas, we can definitely add more creative ones. Like a "When this team dies do this" combo.

  • #2
    the heal to full for legendary cards would mean that everyone would reach the time out issue that we see in the camelot arenas. There is roughly around 10 turns to kill your opponent before it times out and you lose. so essentially the defender would always win.


    I don't quite understand your 2nd point.

    I do know that alot of your suggestions though would reach the time out that is in place that prevents battles taking days to play out.

    Comment


    • #3
      The time out shouldn't really belong in the game IMO, or at least be a lot longer. the game should be able to calculate wins faster.

      Comment


      • #4
        Hey, you shared it here

        I actually left chat to explore this idea a bit more. Archetypes in particular interest me. I shall provide a more thorough response later, but I wanted to let you know I did read this and didn't ignore you in game.

        Comment


        • #5
          Originally posted by isaro View Post
          The time out shouldn't really belong in the game IMO, or at least be a lot longer. the game should be able to calculate wins faster.
          maybe with better engine optimization it would be possible. Part of knowing where to improve your deck is watching the fights. So where is the optimal timeout instead of just having everyone hit skip due to the potential of a month long battle between legendary decks. that is a good question to begin with.

          Comment


          • #6
            1)Dynamic Skills, the thought of having more skills that have a more dynamic proc activation or even maybe an dynamic effect would make the game more interesting,
            -although what you've stated about multiple full heals would lead to longer battles which would be more annoying and would certainly hurt anyone who didn't have an instant kill combo, of which I think there are only three in the game right now.
            -Also if two people battled each other and only had multiple heal combos (No Instant Kill Combos) This battle could essentially last forever as if the teams could not avoid the percent hp where it would heal both teams would just constantly heal and never die.

            2) Honestly I don't quiet get what Archetype is, although it sounds like you just have cards that are basically the same other than there are stronger and weaker versions of the card.
            -Which this already seems to be like say Grail Knight versus Guardian Angle, they both heal your team, just one is essentially a better card.
            -On the other hand I feel as though you are saying that you need an okay card that you can build a team around and still use later as you are building a better deck. One again I point out Guardian Angle it has the two "Blessed Rider" Combos which are helpful for the low level cards when that's all you have but it is also great in the Celestial Combos.

            I would like to make a comment on your preface though, I do feel this game gives players few choices, you pick your cards and hope what you have is good enough to win.
            -At this point I have started to wonder what I accomplish from playing this game and I've come to the conclusion that I have great endurance and that is it.
            -I say endurance since you really make no strategic choices in the game the only challenge of the game is to play long enough to pull multiple copies of good cards and collect enough feeders to level them all up. The game seems rather dull when I but it that way :/
            -It would be great if there was more player interaction during a battle that required strategic thinking, I do realize that that would be quiet a tall order and require vast changes. So on that note maybe a mechanic that would allow players assign certain variables for when skills activate or possible just the option of which of the opponents teams that your teams would attack first would add more strategic depth to the game then just get the strongest cards with the best skills and hope I don't run into some one stronger than me.
            -Hopefully I didn't come off to hash on that point, I do really enjoy this game.

            Comment


            • #7
              Originally posted by SkyLion21 View Post
              1)Dynamic Skills, the thought of having more skills that have a more dynamic proc activation or even maybe an dynamic effect would make the game more interesting,
              -although what you've stated about multiple full heals would lead to longer battles which would be more annoying and would certainly hurt anyone who didn't have an instant kill combo, of which I think there are only three in the game right now.
              -Also if two people battled each other and only had multiple heal combos (No Instant Kill Combos) This battle could essentially last forever as if the teams could not avoid the percent hp where it would heal both teams would just constantly heal and never die.

              2) Honestly I don't quiet get what Archetype is, although it sounds like you just have cards that are basically the same other than there are stronger and weaker versions of the card.
              -Which this already seems to be like say Grail Knight versus Guardian Angle, they both heal your team, just one is essentially a better card.
              -On the other hand I feel as though you are saying that you need an okay card that you can build a team around and still use later as you are building a better deck. One again I point out Guardian Angle it has the two "Blessed Rider" Combos which are helpful for the low level cards when that's all you have but it is also great in the Celestial Combos.
              .

              Think of archetypes as the mindset or approach of how your deck will win. If you look at other TCG's like Magic the gathering you see archtypes like control or aggro etc. In HoC we only have them in their most basic level, combos that heal. And yes we do have cards that are strict upgrades to other cards but we don't have cards that stick out as pushing a play style more.

              Here is an example of a 4 card made up team that would fulfill the heal to full combo to be used as a method of tanking, tanking being one of the simpiler deck designs for a partys team 1. along with an upgrade example that wouldn't be as obvious as simply a numbers increase.

              [card1][card2][card3][card4]

              Card1 and Card2 give the team the "Heal to full combo if health is below 15% of maximum"
              Card3 is a card that just has a chance to heal the team. regular ability.
              Card2 plus card4 give the deck a reduce damage dealt to team combo by 40%, making the "Heal to full combo if health is below 15% of maximum" effectively have a larger portion of effective health to activate since 15% of max hp with 40% dmg reduction is technically more hp to go through.

              Now, you use a summon stone and get a card called card5, card5 has a chance to proc an ability called "blades of blood" (or something) that says when his team is below 50% hp he will put the team to 10% hp do deal double damage, a move that sacrifices hp to add damage.
              Now we see that would be a great addition to our heal team! It would be much better then having a plain heal hard in card3's slot. Now we have some synergy, a card that hurts the team when low to push it into the heal to full threshhold AND deal more damage. With proper numbers this creates the potential for even more interesting builds. this is just a simple example.

              The idea here is that the new card you just got pushes the archetype behind building a heal team or an entire party. Having teams that interact with each other to take advantage of combos would add a ton of more interesting options for building.

              Comment


              • #8
                Another point to add, arenas


                Adding more team mechanics like this will make arenas where you limit stars or rarity ACTUALLY require different builds rather than just best cards. Also keeping less rare but unique ability cards with lower stats relevant, making the collection aspect more appealing.

                Comment


                • #9
                  bump for conversation

                  Comment


                  • #10
                    okay archtypes, when you fleshed it out a little more would definitely be more interesting. It could be expanded into what aaron had talked about two team combos (up to 8 cards).

                    I don't have anything to add but it is definitely a step in the right direction to making this game a little more dynamic.

                    Comment


                    • #11
                      Id love to see an arena with a 12 card deck, not broken up into 3 teams. And bonuses apply throughout the whole team!

                      Comment


                      • #12
                        This might make me look really bad, but when I first started playing I had no idea what scrolls of death were so I played in arena to get one thinking it was like a power up item. Obviously I obtained something completely useless to me since I wasn't in a guild (noob!), BUT I think it would be great to have some items that you can use that give you a boost when attacking. Either for one fight or for a set amount of time you would get some stats bonus or proc increase.

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