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回報翻譯問題
Tuning jokes aside, if it's a legitimate strategy based on a clever use of current balance it should not be changed nor nerfed -- for example, using Phoenix Feather in combination with Fiery Wind can create potentially immortal builds with severe damage, but also requires to be extra careful & is heavily based on collecting the right cards early. We encourage to share builds, no crusading :)
How does this design philosophy reflect on the archtypes in general?
Discard for example is currently able to very consistently deal enough damage to kill every single encounter in the game on its first turn.
It does so as early as chapter 2 with the added benefit of healing the player to full
and requiring almost no rest points, using just a few of its common rarity cards.
We will continue to tune each archetype, including Discard, but major changes to archetype mechanics will be neccessary only if specific cards are outright broken. That goes for all archetypes: if you can build the deck, and it works as intended in the latest build, it's fair.
As I mention in my main post: requiring an overpowered card - be it the Grimoire or the Healing card - for a system to work means the system is bad. It means that everyone has to get those cards and that severely limits build diversity. The existence of a workaround for an unbalanced system is not an excuse for that imbalance.
Dismantling still becomes an issue with this strat though. You basically need to destroy your entire deck to make this work. But it so much fun when it does :)
Funneling all that Strain into enemies is totally worth it :D
Fair enough, we don't think it's a perfect system, more an outline for a possible strategy. What do you think would make Grimoire cards fun? Some utility on each card, and less powerful Grimoire?
I think the inherent risk with grimoire or any other set of directly linked cards is that its likely to homogenize runs by making them to prominent.
If the drops rates are at such that your likely to accumulate a full set in all/most of your runs then you'll be doing just that every single time, potentially stiffling creativity and diversity.
On the flip side if the drop rates are to low then people might just pass on other interesting cards for what eventually ends up being a dead set of recipies.
Having each individual card have an effect on its own might mitigate this to a certain extent.
However they would have to somehow all be build neutral, fitting into whatever deck your playing and be of a power level where your not bothered to only pick up half a set, and even then I reckon they would be best served as something that you only manage to fully assamble rarely.
Ultimately I believe the replay value of a game like this is directly linked to the amount of positive rng the player can experience in each run, i.e. always having a unique build path to work with and the dream of getting some crazy combination of cards and abilities that trumphs whatever the player has had before then.
Quote: "Fair enough, we don't think it's a perfect system, more an outline for a possible strategy. What do you think would make Grimoire cards fun? Some utility on each card, and less powerful Grimoire?"
Dear Developer,
the Grimoire Cards by themselves are no problem at all - they are a set of 5 cards and thus a big gamble of risk/reward and that's okay.
I am sorry to say that a lot of critique will follow, but I assure you: I mean well.
I want this game to succeed, since the art style, story and even the Ash Pact are highly interesting. It's just the latter and some cards that need to be tweaked.
The main problem is the interaction of your cards with your Ash Pact system - as stated in my main post. Let me try to give a more general perspective on why this bugs me and possibly many others so much, by asking the following question:
What is a deckbuilder?
The essence of a deckbuilder is to buy cards, thus improving your deck and see if it works.
The reason for buying those cards is that they are more useful or efficient than your base cards.
Otherwise there is no improvement and no incentive to buy.
The fun in deckbuilding is to try strategies, adapting them and looking how far you can get with them.
Why does the current Ash Pact go against those principles?
Due to the Ash pact mechanic, the most efficient way to get through endgame is dismantling your deck, focusing on a very specific combo. But resources are limited: the more you buy, the more you need to dismantle later on. Also, the bigger your deck, the more Ash Pacts you need to use in a row. Thus it discourages buying cards.
If you want more build diversity and encourage players to buy more cards, then I highly suggest to change the ash pact damage to something like "Take 5 damage plus the sum of the renewed cards' mana costs."
Why does the current base deck & card design go against those principles?
When you buy cards, you want them to fit into your deck.
If they don't fit, then there is not point in using resources for them.
Lets look at some effects of starter cards and their relation to the base deck:
- "Ash" effect cards: the deck has no discard effect, no use to buy it.
- "Discard" effect cards: discarding cards means to go faster through your deck and to take damage from Ash more frequently. The base deck has no way to cope with the additional damage.
- "Strain" effect: again, the base deck has no way to cope with the additional damage.
Overall, the base deck lacks the following effects:
- discard a card
- either return a card from ash deck to hand or to battle deck
- Shield yourself / reduce enemy damage this turn: this is probably the most wanted effect by the community, since it would make you interact with the enemy.
Also, the non-base deck cards need to become stronger. If you look at any successful deckbuilder (Slay the Spire, Dominion, etc) they share the fact that almost any card you can buy is stronger than the base deck cards. However, that is not the case here.
Most of the time, I look at the shop cards and feel a bit disappointed.
Here are some suggestions as to how you could slightly improve the cards:
- Rekindle X: "Take X less damage when renewing this card"
- Smokescreen X: "Add 25% dodge chance for the next X turns".
- Flameeater: "If burning enemy attacks this turn, reduce all burn durations by 1 and heal 3 for each burn."
- Tempo X: "Increase your speed by X".
Please note, that the more effects like this are in the game, the less reliant players are on healing cards, thus not only making the ash Pact a more viable mechanic, but also increasing build diversity.
I hope my feedback is understandable and that it helps with the development.
If such a route would be considered then perhaps it would perhaps be more interesting to be able to craft a few flavours of grimoire, i.e "grimoire of flames" "grimoire of sacrifice" giving effects that would benefit burning, discard or any given archtype.
An alternative piece of design space would be for the grimoire parts to promote mixing archtypes.
"each time you discard apply a burn" or "decrease the amount of strain damage taken for each stack of burning" etc.
Regardless I believe the key is to make cards feel flexible and to avoid overexposure to any given card or strategy over the course of multiple runs
With gameplay and balance the goal is: we like deckbuilders, we made DoA inspired by other games in a very specific genre, and we want Ash mechanics to be rewarding, fun and unique.
We will soon have more direct updates on what we're working on, and what we need help with.
*begins to continue to scribe*