Combo Suggestion:
Sp4z, as noted in my other posted, variability is a major issue. Primarily in the # and amount of options players have to develop their own style of deck and the randomness of encounters. So the question is, how do you create options to personalize the game without doing so via RNG (IO, I'm staring at you, you b***ard). My solution? Combo variations. You all are essentially doing this already, but you're kinda going half Monty vs full Monty.
Example:
Eternal Evil - it gives an inherent boost to both atk / defense. You add Frost Witch you get a never proc'ing rez, you add Juicifer you get reflect damage.
Suggestion:
Take the step even further. Start making 3x 6* combos that give some inherent base stats (KG / Drust / War give 100% atk / 75% hp) then give them multiple final card options to allow people to customize their deck. I.E. Add Death and gain + 100% atk. Add Kel Earthbringer and gain +50% hp + 30% mitigation. Add Hope and gain...nothing...she's being revamped just hold tight! (I kid, I kid).
Anyhow you get the idea. This does 2 things. It gives all players options. It gives older players who have nearly ALL the cards something to do (seriously when is the last time you used Myrddin or Ben-nu Hellborn?), it gives newer players who don't have the cards reasons to collect older cards, and it gives middle of the road players reasons to finish off those dusty old 6*'s they don't care about. Overall, it would allow people to add diversity to their decks based on what they need. What to build a reflect deck? Now you can without being terrible. Want to build a rear party kill deck? Feel free. The game should be a chess match, not a dice roll. Right now it's a dice roll.
Food for thought, new topic.
Pink Question:
I've noticed that as of late as cards become more powerful, they turn pink. Now I have nothing against pink, but when Hot Topic becomes the gold standard for evil, we might need to re-evaluate our art direction. Examples: Scarecrow, Soul Cage, Juicifer and Loholt Chainwail just to name a few. It's not that I don't think pink can be scary or bad *ss, it's just when I think of Hell / evil, I don't envision an EDM party filled with brightly colored infernal denizens.
Your friend,
Darth Pote
P.S. Quit making bonus stacking multiplicative instead of additive. This is a dumb dumb rule.
Sp4z, as noted in my other posted, variability is a major issue. Primarily in the # and amount of options players have to develop their own style of deck and the randomness of encounters. So the question is, how do you create options to personalize the game without doing so via RNG (IO, I'm staring at you, you b***ard). My solution? Combo variations. You all are essentially doing this already, but you're kinda going half Monty vs full Monty.
Example:
Eternal Evil - it gives an inherent boost to both atk / defense. You add Frost Witch you get a never proc'ing rez, you add Juicifer you get reflect damage.
Suggestion:
Take the step even further. Start making 3x 6* combos that give some inherent base stats (KG / Drust / War give 100% atk / 75% hp) then give them multiple final card options to allow people to customize their deck. I.E. Add Death and gain + 100% atk. Add Kel Earthbringer and gain +50% hp + 30% mitigation. Add Hope and gain...nothing...she's being revamped just hold tight! (I kid, I kid).
Anyhow you get the idea. This does 2 things. It gives all players options. It gives older players who have nearly ALL the cards something to do (seriously when is the last time you used Myrddin or Ben-nu Hellborn?), it gives newer players who don't have the cards reasons to collect older cards, and it gives middle of the road players reasons to finish off those dusty old 6*'s they don't care about. Overall, it would allow people to add diversity to their decks based on what they need. What to build a reflect deck? Now you can without being terrible. Want to build a rear party kill deck? Feel free. The game should be a chess match, not a dice roll. Right now it's a dice roll.
Food for thought, new topic.
Pink Question:
I've noticed that as of late as cards become more powerful, they turn pink. Now I have nothing against pink, but when Hot Topic becomes the gold standard for evil, we might need to re-evaluate our art direction. Examples: Scarecrow, Soul Cage, Juicifer and Loholt Chainwail just to name a few. It's not that I don't think pink can be scary or bad *ss, it's just when I think of Hell / evil, I don't envision an EDM party filled with brightly colored infernal denizens.
Your friend,
Darth Pote
P.S. Quit making bonus stacking multiplicative instead of additive. This is a dumb dumb rule.
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