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  • posted a message on Two OP scrolls that'll get Energy back in the game

    Quote from GumpyVonBear »

    Form A on the first one has more chance of not being massively overpowered then B, but they both feel like pretty unfun forms of control. If there was a scroll that stopped a player from playing anything, I wouldn't put it on a unit

     I think you're right that this would be taking away a big part of the fun by (drastically) limiting the strategies of one or both players.
    (Interesting question: Since limiting the options of your opponent is a big part of any strategic game, how much is too much?)
    If a looping (Countdown) or constant effect (no Countdown) is the reason you wouldn't put it on a unit I suppose it could be a "when played" effect, like Sister of the Fox, but then you're right and it might as well be a Spell.
    How abut having a structure that only disrupt Spell effects on the row it is on? Though, preventing direct effects (Burn, Thunder Surge) would probably be (a lot) easier to program than nullifying indirect effects (Quake, God Hand), limiting the usefulness somewhat.

    The problem I am facing is that the game offers no mechanics for dirupting Spells as they are cast, since you can't play any scrolls during your opponent's turn. The best alternative I can think of is something like the trap-system in Yu-Gi-Oh. Only, instead of specialized trap cards it would be units or enchantments that disrupt the next Spell your opponent plays. That's hard to fit in though, since your opponent can see exactly what cards you're playing, and any attempt I can think of to obscure it would require new mechanics, which I do not consider an option.
    What merit do you see in a Scroll that disrupts the next Spell your opponent plays, if your opponent knows that it will disrupt it?
    Do you think the game should even have this feature (Spell disruption)?

    Posted in: Suggestions
  • posted a message on Two OP scrolls that'll get Energy back in the game

    To be honest the effect on the current balance issues is purely incidental; I thought up the scrolls before thinking about their influence on current issues. I am entirely aware that buffing Order and Energy is a worse solution than simply tweaking Growth.
    To be clear: I do not present these cards as a "fix", but because I like the concepts. Maybe I am just horrible at picking title names for threads? Seems like the joke fell flat.

    What I am actually looking for is a discussion of the two scrolls as concepts. Since I do not have the experience of alpha testers I thought it would be interesting to hear what they think those two card's effect on the game would be.
    As the title suggests, I am aware that they are overpowered, which is why I seek new input; I am not sure how to nerf them and keep the concepts intact.
    Game mechanics have always fascinated me, and I view this more as an intellectual exercise than a serious suggestion (still put it in Suggestions because it'll be discussing concepts I like).


    After doing some crackpot math I think I'll go with a Cost of 3 and a Countdown of 4 for the Scroll Press.
    Edit: Edited the stats to refelect this.

    Posted in: Suggestions
  • posted a message on Two OP scrolls that'll get Energy back in the game

    First scroll: Chaotic Machination
    Unit - Structure

    Suggested form A
    Cost: 2 to 4
    Countdown: 3
    Health: 1 or 2
    Ability: Prevents Opponent from playing any Spells on the turn after the coundown reaches zero.

    Suggested form B
    Cost: 8
    Countdown: None
    Health: 2 or 3
    Ability: Prevents any Spells from being played.

    Commentary:
    Most seem to agree that Growth is currently OP, and some argue that part of the reason for this is these scrolls: God Hand, Quake, Fertile Soil.
    Chaotic Machination will prevent these from coming into play, along with having a usefulness in general, so it's not just a counter.
    I like that form B prevents both players from playing Spells, giving the card a drawback. The high resource cost pushes it into the lategame where the threats from from Quake and God Hand are greater, and also strengthens Energy's endgame in general. The low health ensures that the opponent can still find inventive ways of destroying it. The problem I see here is that it is too easy to build a deck around this scroll.
    This is why I like form A better. The countdown and low health makes it challenging to completely block the opponent's spell casting; considering that you need to spawn them over the course of three turns AND keep them alive. I am not sure if making the magic cancellation count for both players here is too big a drawback?

     

    Second scroll: Scroll Press
    Unit - Structure

    Cost: 3
    Countdown: 4
    Health: 1 or 2
    Ability: When Countdown reaches 0, draw a Scroll.

    Commentary:
    A lot of people seem to think that Energy lacks a viable way of drawing cards, whereas the two other resources have plenty of ways to cycle quickly through their deck. This is my solution.
    I have no idea what the countdown should be, probably around the rate that Order or Growth draw extra scrolls or something. Cost should be tied to it.

    Posted in: Suggestions
  • posted a message on The New Resource

    Quote from mrvelvet »

    I could see a fifth element too (multipass?): Chaos

    Growth-Decay
    Order-Chaos
    Energy-?

     I can see how Chaos could be a resource like Order is, but what kind of creatures would it support? Growth and Energy already contains creatures I would consider chaotic (D&D), and if we're talking magical style chaos as in Warhammer that is overdone imo.
    Besides, Energy already has a chaotic playstyle (from what I can glean; I'm not in alpha). Just loook at dat Hellsplitter Cannon!

    Quote from S1eepy »

    you guys are overlooking the obvious

    Growth - Decay
    Order - Chaos
    Energy - Matter

     No offense, but Matter sounds a bit dull. Isn't that basic stuff like wood, stone and metal? Energy pretty much encompasses it with its focus on mechanical units. You get points for genius though.
    I suppose the theme for a Matter resource could be Elementals, which admittedly would be kind of neat, having all the elements under a single resource, instead of each element being assigned its own (as they are in most CCG's I have seen).

    Quote from PowerLuma »

    Spirit

    Fear

    I would roll them into one with the resource being Fear and the theme being Spirits & Demons. Could be neat with units like dreamsnatchers, incubi and eldritch abominations.

    OnTopic:
    Am I the only one with the feeling that Junkyard will be moved to Decay? Considering the lack of rat creatures and their general reputation as plague bearers?

    Posted in: Discussion
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