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It should have been less ascerbic, but the points still stand.
He does. You can sometimes see "x deck reshuffled" (almost always spell) during the mad king phase each night.
You can doubly confirm this with some tools I won't bother mentioning here.
Pickpockets and incite revolt would be way better just by costing 1 prestige. Cat burglar, bribery and behead should be 'play to hero' non-peril cards and ignore the stranger. Emissary should cost 1. Saboteur should give -1 dice in combat and perils. Armistice should instantly brand the attacker a traitor and the defender steals gold and prestige. You can argue that allies' pact and merchant's agreement could be free because you give an enemy the exact same benefit that you gain.
I'd like to see changes like that, but I don't want to see more ways to kill another player or force them off the palace from across the map without risk. Cards that literally negate other cards wouldn't be good either.
It was abundantly clear during last nights game when they almost lost to the ai using a trickery mercurio. Cubs blood got a more significant buff than trickery combined.
And given that people who go more towards trickery do so by increasing intelect it increases the likelihood of drawing those sweet cards. Unlike spirit where you have to ballance between upping spirit and upping intelect.
not only that but by focusing on intelect you can have a good chance of getting intelect quests which you have far more liklihood to succeed.
And in addition to THAT by having a high intellect stat you have lots of cards which you can use for combat so it doesn't even limit you in that regard.
Trickery isn't a bad deck. You just need to git gud
Whilst your tone is fairly abrasive, you have some really good feedback in here and it's definitely appreciated. I've forwarded it through to the design minds in the team.
But yeah, good stuff.
<3 Darcy
Seems like pretty simple stuff, but writing your feedback to the developers in a holier-than-thou writing style best described as "♥♥♥♥ you for the free content," likely isn't a great way to state your case for some changes. Especially when you've not been privy to any of the internal conversations or reasoning for the thousands of decisions made in the lead up to a launch.
So, just a gentle reminder to everyone that giving people (including us) the benefit of the doubt is likely a great place to start when conversing in our community - and likely just in general, right?
Be cool, people. Be cool.
<3 Trent
---------------------------
Abstract:
if you play armadillo as a team game u can use trackeries, but as solo mode it is not standalone deck.
Conclusion:
amadillo can be played as solo gaem but teamgame potential is officially thru the roof. Use trickery deck as support character mario or alicia for example instead of hoping it is stand alone deck to solo with
---------------------------
if you want to solo with trickery deck, u should lose more on average because in its current state it is entirely support cards as opposed to win card
I've won 8 out of the 11 games I've played so far. (Two Prestige, two Spirit Stones, four Battle.) Two of the losses were near-losses - I wasn't lagging in the back of the pack at any point. Most of these matches were against non-newbies, as could be verified by their Achievements, Rings/Amulets, and playstyles.
This isn't even unique to 1.5. I've primarily been using strategies that rely on Trickery since I started playing this game (300+ hours ago in game time). And I've done quite well.
Does this isolated, anectodal account prove that the Trickery deck is not suffering from structural problems? No. But it casts substantial doubt on the contention that the deck "utterly sucks," or that winning strategies, even at mid- to high-level play, can't be made with it.
Elyssia's ability can deter another hero from being able to chase you due to the cost of the walls getting in the way. You're on fire when there is 6-7 settlements on the map, not so much when there is 4. I'd get targeted alot but as long as I had a few settlements I could burn through the trickery deck and rake in the gold.
Sometimes draws aren't great, especially if you don't have the trickery cost reduction, but it feels pretty good to me. Only need to be careful around the end when players go to fight the king. By that time you should have lots of money and probably found some nice equips, if you gave yourself enough attack stats you can fight them(or the king, strategist and disguise cards are helpful here). Some trickery cards can dish out nice damage for their cost/range(not too effective in the palace). If spirit stones haven't been scarce grand heist works awesomely, with Sargon I'd do a mix of spell/trickery for the spirit stones and transportation, playing defensively with evasion ring.
Trickery might not be right for some characters play styles, with Thane it's much better to boost wit and health then use the pierce ability on the king early.
You make great points btw, love the effect suggestions. Seeing sharpshooter damage scale by bounty like a trickery immolation that can be used in the palace would be great too.