Forum Discussion
6 Replies
- That would strongly favor decks who use buffing and larger minions. Rush decks would be crapped on.
Let's say i have a deck where i run cards that for the most part hit for 3+, but cost more. You're running a deck with a bunch of 1/1s that you can get out and fill the board with... i can get 12 damage on you before it activates, you can get 4 on me per.
When you build it like that, youre basically limiting the types of decks people can play, because the shield would favor heavy hitters over cheap rushes - ApprovedAnonymous9 years ago
RNG added by block meter is totally fine. It makes this game what it is.
- ApprovedAnonymous9 years ago
I think the randomness is a must, but I would prefer less variation.
Having one person get blocked after two hits while the other person can get seven hits in before being blocked is too imbalanced.
Luck as a factor is important, but I think it plays too much of a role in this case.
I would prefer a range of 3-6 hits before being blocked (or something similar).
I'm just going to suggest my idea again.
If one player is exactly 2 sections away from a block, that player is GUARANTEED to charge 2 sections with the next hit, therefore blocking the hit.
If one player is exactly 3 sections away from a block, that player is GUARANTEED NOT to charge 3 sections with the next hit. It is impossible.
This way, luck is still a big factor, and blocks are still unpredictable and exciting, but this prevents moments like this: The opponent has a Poison Oak ready to hit you while you have 9 health left, and you are only two sections away from super-blocking. Poison Oak unluckily hits you, charging one section, and you die.
And let's not forget the other way around: You have a poison oak ready to hit the opponent, and they have 9 health left. They are 3 sections away from super-blocking. The poison oak attacks, but the players charges 3 sections and uses their superpower to destroy you.
^ Basically you just want a way of predicting the block, which ruins the entire point of the game. I preferred the game when you could get 100% instablock.
@jaydabbler wrote:
^ Basically you just want a way of predicting the block, which ruins the entire point of the game. I preferred the game when you could get 100% instablock.
I think "entire point of the game" is a bit of an exaggeration.
And I will NEVER miss the insta-block. If made the term "lethal" non-existent in the game, because there would always be that 5% chance they'd instant-block. I'm glad they removed it.