Remorse -> Energy Flow and risk for reward. (9/28/2014 7:55:02)
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Hey guys, So I recently started playing some Epic duel again, mainly due to the fact the new promo bot offers strong STR counters, and I would like to discuss some of the opinions I have been having. The Energy flow meta It seemed ok at first, but then I realized how repetitive and easy/low risk it made decisions. What I am talking about is simply constantly looping energy control skills when they are available, because why would you not? They allow you to use skills more often, they can prevent your opponent using skills etc. But what it actually does is force this energy flow stalemate between the players. He uses this so now I must use this, this sort of obvious gameplay I think is leading to boring decisions and strategies. I like the idea of energy flow, and I like how some classes specialize in it, however I don't like how it has become a must do low risk for high reward thing. I remember when using a whole turn to use a drain could often mean you lose the game because you sacrificed a turn to not attack. Turn costs have become a lot less of an impact in the meta and as such I think the skills that interact with energy need to be changed as a result. Energy manipulating skills need to be given some sort of sufficient cost to make it more of a risky decision rather then an obvious requirement. So how can we give these skills a cost? Well it could be a HP cost for example, or they could create a whole new feature to allow for a cost system such as the Stamina Points Concept What will this do? It should allow for much more exciting and interactive game-play as direction of game are not so one-sided decisions, it should be difficult decisions that can have a much larger impact, and what this does is also lowers the impact of luck automatically. If less obvious strategic decisions have a bigger impact on game's outcome then luck will be much less of an impact because currently it's one of the main factors that influences battle outcomes since decisions are more limited to what you build is rather then how you execute it, it needs to be much more about how you execute it, at least in my opinion. Benefits: -Less luck impact -More exciting battles -Less repetitive strategies -Perhaps more variety Thoughts and discussions?
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