Kyosu
Member
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Okay, now that I've played more, many balance issues that need addressing. Adhere less to a "baseline". As of now, all cards are fairly mundane and the same as most other cards. Damage, healing, boosts and charges. Instead of sticking to these 4 archetypes, cards should have more interesting effects. For example, Marked for Death could deal 7 or 8 damage instead of 9, but block all healing done within its active two turns. Another example would be poison. If opponents shield is up while this skill is used, it does nothing, however, if opponents shield is down and this skill is used, all damage done by poison will be unblockable. Further examples of improvable cards found in water decks: Refresh and renew and both extremely cost inefficient, but boosting healing may make them overpowered, so instead of directly increasing healing, a side-effect could be cures poison or negates all unblockable attacks for the next two turns. To be honest, I haven't really run these through a balance check/battle simulation yet, but the main point is interesting effects, to create interesting gameplay. Even more examples: Fire - Primarily a nuking element, could be changed to incorporate combos into nuking. For example, (Inferno, Cost: 4 Fire, 2 unblockable damage, increases the damage of all fire type spells landed by 2 for the next turn). Earth and Ice - No complaints. I think Earth is pretty great right now and Ice is very interesting to use. Light - Light is, as of now, a combination of healing and boosting skills to couple standard attack cards. Instead of healing, which is already found in water (overlap is boring P:), paladin could be a damage reduction class. (Heal, Cost 3 Light, regenerates the last hit of damage taken), (Might, Cost 3 Light, enchants your next hit to cripple the foe, reducing the damage of each of their physical hits for next turn by 2), (Holy Strike, 5 Light, Add 5 damage to a card, and cause it to clear all DoT effects on your character). Other balance issues are the ambiguity of the role of the neutral element. All characters seem to start with some, but in most it is meaningless. Instead of the current system, I believe that most characters should have natural neutral regen of 1 per turn, on top of their regular regen, as well as some simple neutral cards. This will add a filler between charging for the character's base element (which smooths out battles instead of making them feel like competitions for who can charge the fastest), and as well as that, the fact that Neutral element characters will have higher regen in their base element compensates for the fact that their element adheres closely to the 4 archetypes of cards and do not have additional effects. The lack of scaling of damage and shields versus the scaling of health is quite a problem. While a little bit of time increase in battles at higher levels is perfectly normal, the extent to which it is seen in this game is quite frankly, an oddity. Just to reiterate, I'll quote a system I proposed a few days ago: quote:
Stat points --- ??? This system could possibly be implemented into the game. Str, Dex, Int, Wis, Vit and Luck. Strength for attack damage, intelligence for spell damage, dexterity for shield strength, wisdom for charge rate, vitality for health and luck for initiative. A less terrible AI: While I recognize the fact that this game is quite PVP oriented, PVE is necessary for development and collection, and quite frankly as of now it feels about as difficult as middle school math. As in it might be hard if you're mentally deficient. Smaller, less important changes: Matchmaking in PVP: You should be matched with players around the same level. I understand right now there are few players, but something to definitely not forget about in the future. Deck Customizing: This is an important change, but it is listed here because it shouldn't be rushed. A system I was envisioning, was a certain number of slots for extra cards to have in addition to each characters base deck, to make sure characters stay more than just skins.
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