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Hmm I do see what you're saying. I don't think this change would really make the game that much easier if at all, and my "quality of life" change was more for the game than just the relic itself because I think it would be nice to know the specifics of what an enemy is doing. It is not like knowing the specifics would really change how you would deal with combat since you can't really prepare/do anything different for knowing how much an enemy will block for example.
Runic Dome is obviously least harmful if your deck simply doesn't care. You alpha strike your opponents, or get a huge sustained defense built up, or your best attack cards also give you block anyways, or you play every card in your hand every turn. However I'd actually have to play a game with it to judge, but seeing as I'd never pick it up...
Although some enemies are predictable, why would you pick it up anyway? All the other energy increasing boss relics have not as much of a downside as runic dome does.
I think that could also just make runic dome viable too. Knowing if an enemy was attacking but not by how much would still keep the challenge the relic wants to have. Still though why take it when you could take any other energy increasing boss relic?
Oh true I didn't think of that for some reason. However I could then make the argument that why not just take any other boss relic in general? Sure you wouldn't get that energy but you'd have to be desperate for it. Unless, like how another person stated it, where you have a deck that could allow you to not care what the enemies do to you, it becomes a relic of "why not take it, the negative effect wouldn't matter anyway," and I think the runic dome relic should be more than that.
No, often it's good.
You *are* desperate for it, unless you already got an energy relic previously.
As to changing the relic, i kind of agree. I wish the relic had two symbols instead of none for enemy intents. just a blank sword to indicate they might be attacking or debuffing or hexing you and a blank shield to indicate they're strengthening themselves or blocking or buffing someone. That way you dont spend an entire turn blocking only for them to armor up...
You shouldn't have to do that, in any other game I'd call that bad design. This game just happens to be good though.
You can also look them up in guides. You don't literally have to remember them.
I don't agree that enemies having patterns that you take into account in your strategy is bad design. It makes the game a lot more interesting.
Radiant Historia DS (3DS remake next week) for example, was a game with a lot of time travel sidequests but it was always obvious when/where you had to fetch/deliver items or information to people. Easy to 100% all 236 moments without a walkthrough.