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Messages - Kletian999

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Feedback & Suggestions / Re: Power design concern: bounding
« on: December 20, 2017, 10:54:39 AM »
The low floor and high ceiling may balance her over a period of many games, but it doesn't stop the high frustration players will feel being a "poor" Griotte or fighting a "rich" one.  Normalizing the floor and ceiling would retain the overall balance while generally appearing more favorable to the community I think (Less, she is OP, she is UP arguments).

If the extreme swinginess is intended and non-negotiable from the designers though, we'll have to agree to disagree and I'll have to hope my feedback could be incorporated on the other characters.

Feedback & Suggestions / Power design concern: bounding
« on: December 19, 2017, 01:36:40 AM »
This was inspired by a feedback thread on Steam about Griotte, but it expands larger than that. 

Griotte's power is a drawback unless you can afford 1 trickery during the day phase (last I checked night trickery gets no credit), and it takes 2 trickery to actually make it different from being "powerless".  Like Zosha she's Powerless during the day as well.  Conceivably, a Griotte with uncontested control of 3+ towns and drawing the correct Trickery's could boost herself to Brun levels of dice madness for a whole turn instead of a single fight and win Perils too.  In short, Unlucky folks get shafted with her power while lucky folks will get dominating force.  This is frustrating to me.

Lets consider some other hero powers of similar frustration. 

Ghor's original power had no downside (even a single forest gave you super spell reach- arguable the glowing forest effect was intended as a downside), and no cap.  Find a big forest and your whole hand is free.  New power now has a downside (no stealth) and a hypothetical cap as the forest threshold increased but it's still a big problem that even a 2 point discount is usually enough to empty a hand with mana to spare.

Scarlet's power has great potential (you could get full/the best followers) from it, but it is also too easy to go the whole game with it never occurring. 

Sylas's Old power was extremely difficult to get started (low floor), but would have been devasting if allowed to get to max of 5.  The new power is far easier to activate and pleasantly limited.

What I'm getting at is that it is important to consider the "edge cases" of any element in the system.  I think Griotte and Hargrave's downsides (floor) is a bit too severe and that Griotte's Ceiling is too high.  I'm hoping they can get a Sylas style adjustment and not a Ghor style one.

Feedback & Suggestions / Re: Rivals Balance Feedback
« on: December 17, 2017, 04:45:34 AM »
In game terms.  Gaining a Rot every night is the King's Hero Power. 

Feedback & Suggestions / Re: Another Rot Follower
« on: December 16, 2017, 02:15:44 AM »
Wouldn't it be a hatchling?

Feedback & Suggestions / Re: Rivals Balance Feedback
« on: December 14, 2017, 11:12:44 AM »
Funny, Fang used to be 5 Overkill and it was lowered for being too rare to attain.  Maybe 4 is the sweet spot?

Feedback & Suggestions / Re: Suggestion ( New character DLC )
« on: November 17, 2017, 01:12:10 AM »
He's really single.  He's the only one of his species in Armello since he's from far away.  A family would make the prestige leader succession more contested.

Artisan's Alley / Happy Halloween
« on: October 25, 2017, 02:23:10 AM »
Guppy is getting into the seasonal Spirit.

Feedback & Suggestions / Re: Rot's Major Issues and Solutions to said Issues
« on: September 28, 2017, 12:13:57 AM »
That's an interesting take, because it seems the community at large has written off the poison effect as nigh impossible to land an certainly I wouldn't fear attacking someone with poison gear unless I had no armor.  Even if struck in most cases it wouldn't outdamage a piercing die depending on life remaining and available healing.  I maintain that the lack of the special dice priority is the worst decision your team has made.

I used to like the Bane blade but the rise of shield and pierce gear has made it's luster dull.  When armor was scarce, you usually killed your opponents with it, now even GUARDS can survive the battles and you end up dying even if your own gear makes you unscratchable.  It's not much stronger mathematically than the Bastard sword.

Multiplayer / Re: What is Double Dip?!
« on: September 23, 2017, 01:04:22 AM »
Does Double dip retain the "only 6 tosses allowed per 24 hours, or does it effectively become "6 games per 24hr"?

Artisan's Alley / Re: Drunken Prince [- Short Comic -]
« on: September 20, 2017, 05:19:12 AM »

You seem to have been rendered speechless.

Amen to that Dani.

Feedback & Suggestions / Re: King's Guards vs Banes
« on: September 09, 2017, 09:57:47 AM »
Isn't the halberd +1 dice to you, -1 to opposition?  That's weaker than bastard sword.

The defeat condition means "win the game" it has no bearing on character kills.  So if you win, you get 3 defeat stars (even if they AI replace), and the 1 victory, 1 participation.  If you lose you only get the 1 participation.

Feedback & Suggestions / Re: Amber Hero Power Suggestion.
« on: August 30, 2017, 09:27:09 AM »
People would just not chose the risky path if the treasure/follower was weak.  People do that without a "I win the challenge" power waiting to burn.

I've played plenty of Scarlet games with no Power proc.   If you don't draw Incite Revolt, or a Bane mover you might never reach a terrorized town before a guard or other hero saves it.  (an interesting idea comes to mind I'll discuss below)

I've played Barnaby games where the item deck hates me and there's nothing I want to switch out and DEFINITELY wish I could empty my hand.

Amber's power draws on a completely different outlook table in dungeons than regular players.  So it's Proccing every time even if you can't appreciate or see it.

It's Extremely difficult to remove treasures and followers.   The cards that make it possible can easily "miss" to hit regular gear or weak followers if the Amber gets multiple.

In Regards to the UI, you are ignoring realities of Programming.  The Secret 3rd option has a display card that only appears in certain circumstances, and a text story behind it.  The hypothetical "chose when to not fail" would need to be a potential 4th card in case the other 3 already trigger, and cannot use the narrative based on the special treasures. 
If you made it so that the first Risky reward you accept is always 100%, that could fit the UI.

Idea re: Scarlet and Amber.  Scarlet's power is "guarantee a follower after an uncommon event", Amber's power is "increase chance of Treasure or Follower (not spirit stones) after a common event".  What if instead their powers were "Receive a Follower every 4th time you capture (instead of rescue) a town" and "Receive a Treasure every 6 times you enter a dungeon".  The numbers would need some ironing out, but the raw concept of being guaranteed progress instead of getting droughts and windfalls; and the symmetry is pleasing.

Feedback & Suggestions / Re: Small Card Changes.
« on: August 30, 2017, 09:05:50 AM »
They've gone on record saying the deck is supposed to have some bad cards to challenge the player to empty their hands.  The whole ROT system for uncorrupted people is usually dead card burning.


My brain hurts remembering stuff this old.  Read the post date and pity me.

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