Post by PrincessRessa on Apr 17, 2020 8:18:41 GMT
So, Duelyst should have done all of this but never did.
-Ranged: The range limitation on Ranged is an obvious improvement you've already identified. Ranged as a mechanic was always extremely highrolly which meant that CPG could never print decently statted ranged units, which then meant that ranged units died to Duelyst's heavily undercosted removal, and so CPG stopped printing them entirely. So, GJ on that one, I think your solution was a good one.
-Celerity: The eternal problem with Celerity was that Celerity minions were always in danger of taking +attack buffs and one-shotting generals with them. After Lantern Fox, we again saw the same cycle, CPG couldn't print decently statted celerity minions (mostly because of songhai) and so they just stopped making them. The simple solution in my mind is to make it so that Celerity minions can't attack the same target twice in the same turn.
-Provoke: It always struck me as EXTREMELY odd that provoke was a keyword primarily used by aggro and midrange, with the exception of maybe the Dioltas tombstone. The main purpose of Provoke was to prevent Generals from moving, allowing aggro and aggressive players to surround them. I personally would have attached a numerical value to Provoke, such as Provoke(3) and then allow provoke minions deal that amount of extra damage on counterattack, allowing provoke to take the more logical role as a defensive keyword. That might be more of a pet peeve than a real issue, though.
-Rush: Another eternal balance issue for Duelyst. The simple solution may just be to give Rush the Hearthstone treatment and disallow rush minions from hitting Generals on their rush turn. (This would still allow Makantor to go face with frenzy, if that's a concern?) Again, an actual defensive tool like this would be a big step to divert the game away from Duelyst's eternal aggro/burn meta.
-Flying: Another mechanic that was mostly used to go face, thus repeating the cycle of making Flying a difficult keyword to print, I'd probably change flying to simply allow units to path through enemy units and give +1 movement (which honestly would still be a fairly useful keyword)
-Removal: I'd strongly suggest reconsidering Duelyst's approach of costing removal at about 3 mana to kill any minion, but that's a larger, more sweeping project that might be better suited to longer-term things.
-Ranged: The range limitation on Ranged is an obvious improvement you've already identified. Ranged as a mechanic was always extremely highrolly which meant that CPG could never print decently statted ranged units, which then meant that ranged units died to Duelyst's heavily undercosted removal, and so CPG stopped printing them entirely. So, GJ on that one, I think your solution was a good one.
-Celerity: The eternal problem with Celerity was that Celerity minions were always in danger of taking +attack buffs and one-shotting generals with them. After Lantern Fox, we again saw the same cycle, CPG couldn't print decently statted celerity minions (mostly because of songhai) and so they just stopped making them. The simple solution in my mind is to make it so that Celerity minions can't attack the same target twice in the same turn.
-Provoke: It always struck me as EXTREMELY odd that provoke was a keyword primarily used by aggro and midrange, with the exception of maybe the Dioltas tombstone. The main purpose of Provoke was to prevent Generals from moving, allowing aggro and aggressive players to surround them. I personally would have attached a numerical value to Provoke, such as Provoke(3) and then allow provoke minions deal that amount of extra damage on counterattack, allowing provoke to take the more logical role as a defensive keyword. That might be more of a pet peeve than a real issue, though.
-Rush: Another eternal balance issue for Duelyst. The simple solution may just be to give Rush the Hearthstone treatment and disallow rush minions from hitting Generals on their rush turn. (This would still allow Makantor to go face with frenzy, if that's a concern?) Again, an actual defensive tool like this would be a big step to divert the game away from Duelyst's eternal aggro/burn meta.
-Flying: Another mechanic that was mostly used to go face, thus repeating the cycle of making Flying a difficult keyword to print, I'd probably change flying to simply allow units to path through enemy units and give +1 movement (which honestly would still be a fairly useful keyword)
-Removal: I'd strongly suggest reconsidering Duelyst's approach of costing removal at about 3 mana to kill any minion, but that's a larger, more sweeping project that might be better suited to longer-term things.