Latias007
Member
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1. Viewing other people's levels, max hp, and possibly character when given a duel request. 2. Not really a 'feature', but it says "Lightning" instead of "Energy" on the elemental page. 3. Multi-elemental characters, other than just neutral + something, such as ice + shadow (possibly without neutral). 3b. More than one charge rate for the different elements of characters, such as ice 1 neutral 1 for the barbarian, in addition to different character-based penalties for changing the elemental charge. 3c. Varying and increasing penalties or effects for charging an element. 4. Different starting charge rates (instead of 1), rate caps (instead of 5), charge caps (instead of 20), HP values for the same level (instead of 13+2*Level) for different characters. I personally think these would make character changing much more interesting, and would make different characters more suited to different cards. 5. Less time taken for battle commencement character quotes. These can get quite annoying. 6. More variety in cards and effects, but that's obvious. 6b. Maybe some cards that have effects when you discard them? Maybe some cards that prevent the opponent from discarding cards? 7. Team battles, both of separate health and two-headed giant form (maybe only when there's enough people to battle similarly levelled people). Like with Epic Duel, the losses would be accepted, the battles would be more intense, and the builds would greater vary. It's lonely being on the left! 8. More incentive to play PvP. 8b. Perhaps if you defeat a player you gain PvP(oints) that you can spend on exclusive characters or event items? A good card game needs great competitiveness in it to succeed; card games are the most competitive type of game or sport in the world. 9. More reason to use unblockable cards. For now, they deal half as much damage as their counterparts and are therefore practically useless unless paired with the 'Empower' card. Note that I said more "reason"; this means that there should be more cards to increase their potential, and allow them to surpass blockable attacks if used in certain ways. 10. More reason to use cheaper attack cards, and less reason to use expensive attack cards. I personally think the cheaper attack cards should be more efficient in terms of damage per cost (1 cost 2 damage, 2 cost 3 damage, 5 cost 5 damage), whilst keeping moves like 'Power Strike' useful (staying at 7 cost 8 power), due to their exceedingly high price and unique characteristics. 11. Some form of blocking decay. Maybe 10%+1 reduction per turn, rounded up? This would massively help prevent those annoying blocking stalemates that happen so often. For now, the barbarian is rather overpowered because of its excessively high defensive capabilities, while the characters without many defensive moves often lose for that reason alone. Also, right now, there is almost no difference between blocking points and HP, rendering those healing moves practically useless due to their substantially lower efficiency. 12. Larger text on cards in the character select screen. 13. Benefit and/or fair reason for going second. The thing that makes any great card game is depth of customization and variety of strategy, a sense of adaptation to circumstance, and most importantly the understood and accepted inefficiencies made by the deck you have developed (e.g. not laying out all of your monsters in Yu-Gi-Oh, and not risking certain things at the cost of efficiency). This game has those, but it has so much more potential for those. Keep up the good work, excelsior!
< Message edited by Latias007 -- 1/4/2013 6:15:30 >
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