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I think the biggest problem right now is the lack of opportunities for thinning your deck. I understand thinning shouldn’t necessarily be easy to do, but a lot of what makes Dominion fun is that you (usually) have access to some form of consistent trashing. I think trashing, couples with random card availability and a large enough card pool, allows for more varied decks and experiences. Doing so would make fights easier so you would probably have to buff enemies a little though (and right now I think thEres some that are a tad too hard).
To minimize the effects of RNG there are a few things I try to do:
1. Avoid elites and encounters as much as possible in The City and The Beyond. Each encounter can basically be thought of trading away HP and/or potions in return for a card / relic. It's worth doing in the beginning since I need to get cards and the encounters are relatively easy.
2. Always pick up one Headbutt since the put a card from discard on top of my deck helps minimize RNG a lot. Always pick up one Bloodletting and/or Exhaust since having 4 energy per turn helps minimize RNG where I'm unable to play a good card you have because there's this other good card I need to play. Always pick up one or two Uppercuts since Vulnerable helps encounters end quicker and Weak can be better than a block. Always pick up Evolve since once you upgrade it, you get some pretty good card draw to help give you more options per turn (Evolve+ lets you draw 2 cards per wound you draw).
3. Pick up Fire, Strength, or Block potions at merchants since they reduce the amount of HP I need to trade away in an encounter so if I'm still missing an important card, I could potentially go do an extra encounter and get that card without losing too much HP.
4. There's usually a route on the map without any elites and with more opportunities for bonfires that you should take. I usually upgrade cards at a bonfire if I have 55+ HP (and not too many encounters until the next bonfire).
I also have a set of cards I'm looking for in my strength deck builds: Limit Break, Spot Weakness, Inflame, the power that increases strength by 1 for every damage a card deals to me + Hemokinesis.
Really? Which ones?
What you're describing is a different style of game entirely. It's fine if it's not your thing, but I think you're failing to grasp how the game works.
I'm not failing to grasp how the game works. I'm disagreeing with a design choice.
Nice try.
For your edification, here are Deck-builders with Hand-Management/no forced total discard:
Core Worlds
Nightfall
Fantastiqa
A Few Acres of Snow
Rococo
Eminent Domain
MageKnight
...and those are just the ones off the top of my head. Yeah, perhaps, I'm not the one failing to grasp how games work.
P.S. Beated the game with Silent on a 2nd evening. No luck/RNG involvement were noticed.
Oh one things you can get pretty screwed on start of the game becouse there's no mulligan option, but adding it would make end game too easy.
Honestly the guy above writing this review has played for 0.8 hours. I'm not sure what his agenda is but I'm mildly upset that it's about disparaging this great game.
Oh, well...
Ok, dude...
Agreed.
I agree. I feel like my choices are incredibly impactful at every stage of the game.
The automatic discarding is an interesting mechanic that allows for a lot of cool playstyles and strategies.
I think the biggest lesson for a new player to learn is that very often (upwards of 70% of the time, I'd say), the best card to pick is no card at all. I generally only grab one or two cards in the first whole map, and focus on upgrading them and the unique starting cards.You might be surprised how far the starting cards can get you, even without upgrading them.
If you grab a new card every chance you get, then you are increasing the chances that RNG will screw you over. To explain: If you have a deck full of various non-upgraded cards then you will need to get lucky EVERY TIME YOU DRAW in order to draw cards that synergize well together and are relevant to the situation. On the other hand, if you have a small deck full of upgraded cards, then you WILL draw those powerful cards every couple of hands.
Once you get a powerful card or two, you are able to make much better choices regarding which small cards will synergize best with your deck.
That being said, it's possible that an enemy is about to come in with a 30-40 dmg attack, and you don't draw a single shield or debuff, but it's also possible to draw 0 land after two mulligans in Magic. Such is the nature of randomness.