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New Idea: 5 Card Teams!

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  • #16
    Originally posted by Aaron_Kabam View Post
    [COLOR="#DAA520"]I am working on buffing these combos. Right now, they have low proc rates and they only proc once per battle. We are working on updating them so they (a) can proc multiple times -- perhaps at a decreasing proc rate -- and (b) have higher proc rates.
    Even if hp removal combos will proc more frequently it will hardly justify need to burn whole team slot. I think it pretty clear that between two: skill that procs 40-50% of the time or skill that works 100% of the time (like attack or hp buff) most players will select latest

    I wouldn't mind having hp removal skill as complimentary combo as long as I can use same cards to create 2-3 card passive buff combo

    And if we can add revival combo to the mix that will make it dream team

    Comment


    • #17
      Aaron, another possible way to add more fun to the game is to add some manual action tasks during flight which can add bonus to attack or skills or combo so that a lower deck will have chance to win higher deck if the player is willing to spend more time for each flight similar to what you have tried in the event before. I.e. hit 1 of the 4 spots which is highlighted before the team attack.

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      • #18
        Why not to add 4th squad? More place for tactic movements

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        • #19
          Originally posted by Aaron_Kabam View Post
          I am working on buffing these combos. Right now, they have low proc rates and they only proc once per battle. We are working on updating them so they (a) can proc multiple times -- perhaps at a decreasing proc rate -- and (b) have higher proc rates.
          E.g. Team A has a 40% Proc rate, removes 40% HP. After the first time, it decreases to a 30% proc rate. Then 20%, then 10%, etc.

          This is one of my goals right now. It incorporates your ideas, but also expands them. You see, 2-card combos and 3-card combos that stack together to make 'super combos' indeed makes the game more fun, simply because it adds the ability to customize your deck a bit more. But it's more than just adding ad hoc stacking combos. What we need is team diversity iin general. We lack that right now (at the top tier / "end-game" at least).

          The game right now is dominated by straight up ATK combos. If I wanted to win in the arena (sans using Castle Siege and Castle Gate, as players in World 1 have experienced ), I'd throw together a mediocre tank team followed by Crack Knights and/or Champions and/or Elite Force. Then I'd just brute force my way to victory.
          We want more options than that. We want players to be able to choose what kind of deck they want to play. And so, we are now re-examining card and skill and combo balance for future (and current) cards.
          This includes adding new combos and skills (starting with the freeze / stun / silence), and also adjusting proc rates and effectiveness of existing skills and combos. This means making sure the remove % HP cards are actually effective. This means ensuring effective healers. This means adding interesting and useful effects -- e.g. reflect or counterattack, etc.

          It's a bit tricky to make these updates without changing old cards, and we certainly don't want to change old cards and combos and, in so doing, affect players' decks. It would be tremendously unfair to greatly nerf cards that players currently utilize unless they are truly, truly game-breaking (e.g. original Shiverheart, original Gaznar).
          But in the future, you will start seeing some more variety. At first it might be a bit tame, and it might take some time to establish truly effective alternatives to the straight ATK teams that currently dominate.
          A sneak peak of two upcoming teams that will attempt to do this:
          1. Percival + Hugues de Payns + ??? Mystery Card 1 + ??? Mystery Card 2 = 10% Proc Rate (Percival + ??? 1), Chance to Revive with 80% HP (Hugues + ??? 2). Seems weak on the surface, right? Except you get 10% increase on a silence party skills, on a stun skill, and on a really, really good healing skill.
          2. High HP teams with passive damage reduction PLUS a % chance to block all damage. Combined with shield-users. So basically, pure tank teams.
          I can expand on this topic further later. For now...I'll let you ponder this.
          Another easier thing is to add combo to boost skill damage. I think skill damage is one the major damage output currently, but it is not as stable as flat attack with passive atk combos. Slight boosting the damage can reach a balance.

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          • #20
            Originally posted by JimmyTsang View Post
            Aaron, another possible way to add more fun to the game is to add some manual action tasks during flight which can add bonus to attack or skills or combo so that a lower deck will have chance to win higher deck if the player is willing to spend more time for each flight similar to what you have tried in the event before. I.e. hit 1 of the 4 spots which is highlighted before the team attack.
            I agree with this. Just like the reflex rings, add something manual to give players chance to win higher deck.

            Comment


            • #21
              Aaron this is awesome!
              But I feel you have to get some balls to tweak some old cards and combos. You can't balace properly without changing them.

              My opinion in this matter: Change them!! Nerf only only only if its necessary. In general, you'll have to buff most of the cards and tweak some skills (Nathra?? ) to fit and synergize with most combos the card have.
              Simple examples: 4* Shaman healing. Buff on Lady of the Lake to 40-50% HP healing.


              As you said, tweaking skills is kinda tricky, but I can tell you that the best and easier buff you can make is on the proc rate.
              There are several cards with a low proc rate + a lame skill. Will walk through some legends now.

              1 - Why Vet Pal have only 5% when Treehound have 10% for the same 500% and Galzra have only 10% for 300%? And Arial have the 20% for the same 300%.
              I feel thats acceptable the difference beetween Vet Pal and Treehound but when i see the same 10% beetween the rest I think its really unfair.

              Just to be clear, I don't want that all cards to do the same thing: ex: 10% for 500% on all Team Atk buff.

              But I want something like this (order by proc rate):
              Veteran Paladin: 5%, ATK 650%
              Treehound: 10%, ATK 500%
              Galzra: 20%, ATK 350%
              Arial: 20%, ATK 300%
              War: 30%, ATK 200%
              Lapis Knight: 40%, ATK 95%
              --
              Weapon Master: 15%, PARTY ATK 250%
              Sir Galahad: 20%, PARTY ATK 200%
              Mara of the Sand: 25%, PARTY ATK -150%


              Then the cards with same skill would have some diversity, also Lapis Knight for example have a high rate + he sinergyzes with the only combo it haves, all cards inside it have a low proc rate, so he'll be the "savior" on the activation point of view.

              Comment


              • #22
                Originally posted by Cavadinha View Post
                Aaron this is awesome!
                But I feel you have to get some balls to tweak some old cards and combos. You can't balace properly without changing them.

                My opinion in this matter: Change them!! Nerf only only only if its necessary. In general, you'll have to buff most of the cards and tweak some skills (Nathra?? ) to fit and synergize with most combos the card have.
                Simple examples: 4* Shaman healing. Buff on Lady of the Lake to 40-50% HP healing.
                I think one of the rules for balancing is to give low-stats cards powerful skill or combos.

                At present, many cards are useless. They should be buffed.

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