Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
Doesn't dying wish only make more sense in this context? You can't "form up" if you're still on the board. The logic is that the smaller robots get into the fight, can't win, and thus form up into Mechazor, which is what happens in a lot of mecha shows.
Dying wish : Mechazor progress by 20%
Wings of mechazor
Opening Gambit : Mechazor progress by 20%
Sword of Mechazor
If this minion deals damage to an enemy minion : Mechazor progress by 20%
Cannon of mechazor
If this unit deals damage to enemy general : Mechazor progress by 20%
Chest of mechazor
The first time a spell is cast in your turn : Mechazor progress by 20%
Interesting 'puzzle'.
Every faction equally capable of casting mechazor.
Still difficult to achieve, but not too hard.
What kinda mad world are you living in that you would say a build that requires going out of your way, is not part of the standard deck, requires literally just sitting back and by turn 4 will get you a card that can only really be countered through a dispel which new players are not going to be aware of or probably even have in their deck comp, is there for new players?
most if not all starter decks have. Dispels and transforms in faction decks and even dispel neutrals from the start.
You are correct everyone has access to them. Not from the start unless you play either those two factions, but yes, there are a handful of dispels. You have to make the decision to put them in the deck and have to obtain them first, but yes they are there. Once you get them. Which is not a new player. This whole thing is about new players. The only way the game lives, is with new players. This is true for any game with an online function. Because eventually the money dries up. You need to either keep an influx of new players or offer something current/old players are willing to pay for to keep a good cash flow going to keep servers up. Duelyst is not a hard game to get into, I agree. But you have to want to stay and keep playing. It is not beginner friendly. No matter if you've sat there and played other TCG's before and this one is more so than others. The fact that a new player has no choice but to go against fully operational decks or Mecha for their first match because of the ranking system, is not beginner friendly. Duelyst has always had problems, but if the dev team for this version are really trying to remake and bring it back from the start and encourage a growing player base since they are the lucky ones who got the rights to have it on Steam, then the only way it will survive is if it encourages more play from new players. Putting 3 hours into the game and then never picking it up again kills the game. It's great on release, but it's a death sentence for longevity. There's plenty of other things that need to be fixed or patched, but I'm not gonna sit here and read that mecha-rush was designed and included for new players and not scoff at how wrong that statement is when forums show a different story, the game shows a different story, and basic sense on how different it plays compared to the entirety of the game shows that it is not designed for new players to have a decent deck while learning the game. Because you don't learn the game by playing it.
Why?
well, to understand that you have to take in a big breath. close your eyes, and sing with all your soul.
" MECHAAAAAAAAAAAZOOOOOOOOOOOOOOOOR!!!!!!! "