Re: The actual game.
The problem i see with the actual combat and the person going first always winning at least the first quest. Is the fact that win or loose the battle the person gets to have thier abilities applied.
This should be changed so that you only apply an ability if you win the battle. Draws does not equal win, btw. (my guess is this is not done so that the matches are faster)
The inclusion of a "Hidden" creature card that costs 1 power and has 0 atk 1 health but 3def needs to be added. This will allow for a quick cast quest defender. Also the option to exert atkers (with abilites, sepcial etc) before they apply atk values needs to be given.
In game items are irrevalant- mounts will be outdated hopefully when RoK comes out, illusions are fluff.
The only overpower items are the 100% power item. It need to be changed to a direct # not %. 1k power once every hour, etc.
The shrink item needs to be fixed or limit the maximum shrink % (probably already on test) because shrinking your avatar in PVP or PVE offers a huge advantage. For instance in PVE imagine shrinking your gnome so small he can fit in an area he will not get knockbacked or moved.
The Cards will have no real value. The fact that unlike most other CCG we are stuck w a small player base along with the fact this is an unlimited run. Along with the fact these cards will drop on live servers and the fact they gave thousands of free packs away means the cards we all have will VERY quickly drop in value. Already in beta commons, uncommons, and most rares are worth nothing. This problem will only escalate when this game goes live. The next expansion pack will probably avoid this issue because of a more controlled SUPPLY vs DEMAND.
In short I agree:
First player has a huge advantage even without drawing cards.
The tutorial sucks ass on learning how to play. Since I have to teach alot of people how to play. No reference on how light/shadow has any meaning is in the tutorial.
Since battles are so short (on power rare decks), light/shadow has absolute little to no meaning. 10 faction is way to fucking high to use light/shadow abilites. 6 faction would be perfect (although i can see people needing to pay attention to mixed decks, so a faction meter should be located somewhere)
I have every card and atm the most overpower cards are going from memory.
paw of opalla- 1 extra power every turn (uncommon) is better then mana stone- exert= 1 power for 1 damage(rare)
FBSS-best item in game either adds 1 power or 1 quest icon, not sure if it is really overpowered.
Overall items are balanced though because most have a decent cost.
Quests are balanced and can be completed by anyone
Creatures seem balanced
Tactics are fairly balanced
Abilities are fairly balanced (my personal fav is the abilites that destroy other abilites)
Some good combination decks include a shadow/sack/revive deck and my personal favorite the sunstrike/fire deck
My only goal right now is to KILL droog with the 4 point rune, i am close. Sunstrike, and Igneous savant fire deck ftw.
Last edited by gungo; 08-30-2007 at 12:35 PM.
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