The Lord of the Rings: Adventure Card Game - Definitive Edition

The Lord of the Rings: Adventure Card Game - Definitive Edition

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Seastan 2018 年 9 月 7 日 上午 11:23
Solving the card draw issue
I like having access to two new cards each round. It's an improvement over the tabletop game where I feel the need to spend 25% of my deckspace on draw cards. This is because in the tabletop game you are getting 3 resources (at least) and just 1 new card each round. However, most cards in the deck cost 0-2 resources, so you will quickly run out of cards in your hand if you don't devote a significant fraction of your deck to drawing more. This is unfortunate because it limits deckbuilding freedom when all my decks have the same dozen cost-effective draw cards in them.

In this game though, I fear the opposite might be true. I'm frequently flooded with cards without enough resources to play them all. While it doesn't seem like something to complain about, I think it does make the game a little easier, and it makes cards that do provide card draw (like Faramir) much weaker.

My suggestion would be to change the scheme to 1 free card draw per round, with an action that refreshes each round that lets you spend 1 resource to draw 1 card. This could be a button next to the draw deck. That way, if you really are starved for cards and have a ton of resources, you can start triggering that action each round. However, if you you have limited resources to spend, the game won't keep dumping 2 new cards on you every round.
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目前顯示第 16-30 則留言,共 32
hannibal_pjv 2018 年 9 月 8 日 上午 9:26 
Yep. Two card in a round is a plenty... So redusing it to one and having other means, would not be a bad choise... Maybe we will see some changes in this before full release.
Linty_Lohan 2018 年 9 月 8 日 下午 3:08 
Ok, I definitely agree with Seastan that drawing 2 cards every round makes the game much easier and also decreases the power of draw significantly (I don’t even include draw in my decks currently). My only suggestion for this is to consider limiting the starting hand. It’s currently 5, but what if you started with 2 or 3 cards instead? If this were how the game worked then you’d have to manage your cards the way you manage resources.
DrizztRogue 2018 年 9 月 8 日 下午 3:31 
I disagree. I think drawing 2 cards is perfect every round. My suggestion was just to increase the deck size limit to 50. This will make Faramir and other draw effects more useful. Also, add more player resource regeneration cards so that we don’t have put all low cost cards in decks.
Sunday_Assassin 2018 年 9 月 8 日 下午 3:41 
Do people find managing cards fun? Is dedicating deckspace towards making a deck consistent and fast better than simply having a decent sized hand with a reliable range of options be the norm for the game? Having to admit defeat due to a bad starting hand is never a good thing.
Kjeld 2018 年 9 月 8 日 下午 3:42 
It would be interesting if the allowed deck size was flexible, something like at least 40 but no more than 50 cards.
Widowmaker 2018 年 9 月 8 日 下午 4:30 
Agreed to most of teh above. Make the deck size 40 or 50 and 2 cards is fine I think especially once we get more economy drivers and/or cheap surge cards to play.

There are some serious balance things now that they tanked the planning phase, running many cheap cards (and lets face it, there aren't that many of them; most things cost 2...) isn't feasible because now there is an *ACTION* cost involved to doing these things.

To be honest, I wonder how much of it was driven by Lukes love of Faramir and Lore in general in the dev space. When it was just one card, Fazza was a total boss with Mothrandir's Advice...
Seastan 2018 年 9 月 8 日 下午 8:55 
引用自 Sunday_Assassin
Do people find managing cards fun? Is dedicating deckspace towards making a deck consistent and fast better than simply having a decent sized hand with a reliable range of options be the norm for the game? Having to admit defeat due to a bad starting hand is never a good thing.

I'd be fine more accepting of 2 free cards every round if it meant giving lore new "thing" and dropping the emphasis on card draw. You need to either make it tougher for decks that neglect extra draw effects, or just give every deck tons of free draw and drop the cards that provide extra draw from the pool and give us something else. You can't have it both ways.

Just look at Gandalf. Not once have I ever used his ability to draw 3. And I know that the next 1000 times I play him, I'll never pick draw 3 over lose 3 threat. He might as well not even have that option. Something is out of whack here.
VDmitry 2018 年 9 月 8 日 下午 11:27 
I still don't see why people think that 2 cards draw is too much. I'm constantly having no cards in my hands. I need more!

So it all depends on you deck, not saying about scenario. 2 is just fine.
Sunday_Assassin 2018 年 9 月 9 日 上午 2:31 
The main reason I've not used Gandalf's 'draw 3' ability yet is resources. When I've just spent 5 I've hardly got any use for 3 more cards in my hand, and as it takes a little forward planning to save up for him my hand tends to build up a bit.

But nor is his damage ability often useful compared to losing 3 threat, which is at worst very useful, and at best game-saving.

Lore's biggest "thing" in this version seems to be more healing. I've been struggling without access to it so far. Faramir and/or Arwen feature prominently in all my decks.
Widowmaker 2018 年 9 月 9 日 上午 4:08 
引用自 Sunday_Assassin
But nor is his damage ability often useful compared to losing 3 threat, which is at worst very useful, and at best game-saving.

It depends on what you are playing, when I've been playing spirit I've not had massive use for the threat reduction, but plopping him down for 3 damage can give you some board control back in a turn.

It will be interesting to see if Gandalf will end up getting the surge keyword which would makes his stat-line more significant than his enter play ability.
En9a9e 2018 年 9 月 9 日 上午 4:16 
I agree with Seastan, very rarely do I have quests where I'm short on cards and many times I am flooded. It makes me sad for Faramir because it just seems so pointless to play him except for PV runs. I'm not opposed to the 30 card deck limit, I kind of like it in some ways, but drawing 2 per round as a default burns through the deck so fast. I like Seastan's suggestion of going back to one card draw and then making extras cost a resource. Perhaps even 1 resource for a draw of 2? That seems like a good way to introduce more challenge and meaningful strategic choices for the player. It seems great, at least, for hard and/or nightmare mode.

The resource cost suggestion is good. Another alternate suggestion I have (probably mentioned by someone else as well) would be to go to a 1 card draw but at every location juncture in a quest, the fate meter would have a 2 or 3 card draw at the 1 cost mark. So one use per quest location, but refreshes each location.

Either of those two suggestions imo would make Faramir and Lore draw cards seem a bit more useful again. Then you have the option of choosing a trade off between one or the other (optional strategies always being good as a general rule for fun gameplay)... or at least it'd be interesting to see if testing in house on these suggestions proved to make the game better.

With this in place, do I go Lore and not worry about card draw by resource or fate as much, or do I go with other spheres but still have extra card draw options though not as powerful? Also (and here again Seastan gave a great example) Gandalf may actually start to get included for his card draw instead of only for the other two options.

I wonder if they (FFI) already tested these things in some way. Perhaps Luke could give us a behind the scenes refresh on this topic and the decisions made internally going with the 2 draw. I know it got discussed at one point in the earlier streams but I'm too lazy to dig back through them. :P I do hope they'll give it a second look.
最後修改者:En9a9e; 2018 年 9 月 9 日 上午 4:18
Widowmaker 2018 年 9 月 9 日 上午 4:20 
引用自 En9a9e
... for hard and/or nightmare mode.

This. Nightmare mode one card only :)
Widowmaker 2018 年 9 月 9 日 上午 4:22 
引用自 En9a9e
I wonder if they (FFI) already tested these things in some way. Perhaps Luke could give us a behind the scenes refresh on this topic and the decisions made internally going with the 2 draw.

Haivng watched all the streams through development I actually think that Luke had a certain bias towards lore that just might have shaped that decision. I mean, they aren't a large team so it's a reasonable assessment to make.
Sunday_Assassin 2018 年 9 月 9 日 上午 4:32 
引用自 Widowmaker
It depends on what you are playing, when I've been playing spirit I've not had massive use for the threat reduction, but plopping him down for 3 damage can give you some board control back in a turn.

Fair point I've not spent much time with Spirit decks yet.
Sunday_Assassin 2018 年 9 月 9 日 上午 4:40 
For the record I really like Faramir for being a ranged attacker in Lore, and the ability to provide extra options in my hand when he kills is a nice bonus. If card draw was as valuable as it was on the tabletop his ability would be far more powerful than those of other heroes we've got so far. One card vs one healing vs one damage?
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張貼日期: 2018 年 9 月 7 日 上午 11:23
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