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What changes would you like to see

If anything is on your mind, we'd like to hear it!

Re: What changes would you like to see

Postby Bauble » Mon Feb 22, 2016 6:49 pm

My 51 Cents then :O:

1. Foil cards. Is an absolute must for any collectible card game in my eyes. I can't even express how much I miss them :D
2. Animated world map!!
3. ??????
4.
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Re: What changes would you like to see

Postby ubbe » Mon Feb 22, 2016 11:04 pm

I suggest gathering a lot of data around what cards were played in winning games, losing games, heroes and ranks involved. Basically harvesting a lot of data to back up balance discussions and measure the effects of changes. At least find the statistically best decks and investigate if there are any overpowered cards. This together with the most experienced and unbiased players of course!

Finding balance in the game is difficult because of the vast complexity of all combinations, all combos considered, but it's also difficult to judge based on community input alone when everybody wants to raise their opinion.

Aside from maintaining a good balance act, I'd like to see:
1. Server stability
2. Population growth - this game has a huge potential!
3. Design improvements in deck building / collection
4. Much more statistics (per hero? per deck? viewing history of previous games and opponents? trial history?)
5. Tweaks in the battle UI, most notably not having to wait for certain animations
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Re: What changes would you like to see

Postby scoicarius » Mon Feb 22, 2016 11:42 pm

Vexbane wrote:Chat:
Many have said the game needs one and I will add to it. The current tourney chat is terrible and I did not even know it existed until I saw it somewhere on this forum. Many people do not use forums at all so a chat system is needed for any sense of community to grow.

I'd like to see many things, but I think an improved chat system is one of the most important. The social component is essential for community building. I'd like not only to be able to chat with anyone (both within matches and without), but also for the chatting interface to be improved.
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Re: What changes would you like to see

Postby pheek1 » Tue Feb 23, 2016 11:08 am

Please include keyboard shortcuts!
At least for the game buttons (End turn, Stop timer, Pass, Declare..., Attack all, Cancel all).
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Re: What changes would you like to see

Postby -RVG- » Wed Feb 24, 2016 2:28 am

What I would REALLY like to see is cards that can draw you a lot of cards toned down a bit. Rage and nature aggro just can't run out of steam with these against hard control. Nienna with 0 cards in hand lategame- 3-4 creatures, swift skill - gg. Burning rage - against control it's basically 2 mana - gain a level and draw 5+ cards, since you are the one struggling to survive, not they.
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Re: What changes would you like to see

Postby Drygord » Wed Feb 24, 2016 3:05 am

What I would like to see is a lot more exposure for this great game; paid promotions by Trump and Kripparian for starters. Kripparian already used some artwork from Dreamreactor for his "user created cards" series so it is only fair he give some credit and exposure back in return.

Advertising simply works, just look at McDonalds the WORST quality filthiest food and it is an international mega corporation because it starts advertising into childrens brains at a young age.
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Re: What changes would you like to see

Postby Lorenthiel » Wed Feb 24, 2016 11:45 am

Drygord wrote:What I would like to see is a lot more exposure for this great game; paid promotions by Trump and Kripparian for starters. Kripparian already used some artwork from Dreamreactor for his "user created cards" series so it is only fair he give some credit and exposure back in return.


This one. And I also would like to see premium cards, and rarity glow (sth simillar to HS) when you are opening a pack - it gives excitement for a player when he opens an Epic card :)
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Re: What changes would you like to see

Postby scoicarius » Wed Feb 24, 2016 11:48 am

Lorenthiel wrote:rarity glow (sth simillar to HS) when you are opening a pack - it gives excitement for a player when he opens an Epic card

I second that. Such a small change, which would greatly improve the experience of opening packs.
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Re: What changes would you like to see

Postby jhaelen » Wed Feb 24, 2016 12:10 pm

Regarding balancing topics, here's my wishlist:

1. Limit card abilities: Currently, card abilities that do not require the card to be exhausted can be used an unlimited number of times per turn. That's nuts.
2. Implement a cap for mana: this correlates a bit with the above: Since there's no cap for a player's mana, some card powers can be boosted beyond anything reasonable. This is especially true with the Common Dominion hero, with it's power to almost double its mana for a turn.
3. Tone down Epic hero powers: Okay, this is something that likely won't happen because Spellweaver follows the TCG design paradigm of rarity balancing power, i.e. it's okay for Epic cards to be super-powerful to reward players who invest heavily in the game to get them. In the case of Epic heroes the problem is more pronounced than for other cards, because the hero is always in play. Personally, I feel like conceding the game the moment I see my opponent is playing one of the Epic heroes (assuming I don't play an Epic hero myself, of course). Perhaps the game's matchmaking could take this into account and don't allow matches between Epic and Common heroes?
4. Grant every Aspect faction access to basic functions: Currently, you are forced to create multi-Aspect decks in order to have an answer to common threats. Every faction needs ways to deal with Artifacts, Spells, and have hard removal and board-wipes.
5. Get rid of Powerlust Incarnate: It's ridiculously overpowered, and I don't see any simple way to fix it.
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Re: What changes would you like to see

Postby Warcrafter4 » Wed Feb 24, 2016 3:35 pm

jhaelen wrote:Regarding balancing topics, here's my wishlist:

1. Limit card abilities: Currently, card abilities that do not require the card to be exhausted can be used an unlimited number of times per turn. That's nuts.
2. Implement a cap for mana: this correlates a bit with the above: Since there's no cap for a player's mana, some card powers can be boosted beyond anything reasonable. This is especially true with the Common Dominion hero, with it's power to almost double its mana for a turn.
3. Tone down Epic hero powers: Okay, this is something that likely won't happen because Spellweaver follows the TCG design paradigm of rarity balancing power, i.e. it's okay for Epic cards to be super-powerful to reward players who invest heavily in the game to get them. In the case of Epic heroes the problem is more pronounced than for other cards, because the hero is always in play. Personally, I feel like conceding the game the moment I see my opponent is playing one of the Epic heroes (assuming I don't play an Epic hero myself, of course). Perhaps the game's matchmaking could take this into account and don't allow matches between Epic and Common heroes?
4. Grant every Aspect faction access to basic functions: Currently, you are forced to create multi-Aspect decks in order to have an answer to common threats. Every faction needs ways to deal with Artifacts, Spells, and have hard removal and board-wipes.
5. Get rid of Powerlust Incarnate: It's ridiculously overpowered, and I don't see any simple way to fix it.

1. Generally unless your playing against dominion basic hero this shouldn't be an issue
2. There really is no point in capping it...Unless your thinking about dominion because even in most late late control deck they generally end the game with about 6-7 mana in a very slow game so unless your fighting dominion most decks get less mana then ussual

3. >-> you do know that ALL heroes are epic cards. No really go look at the ones you have they are all epics

4. They slowly have been but they don't want to give it fully(its about idenity or something or just to give more reasons to smorc with nature because nature does everything that every other aspect can to a degree)

5. Agreed but there are ways of fixing it but they might just kill it due to its heavy snowball/low risk nature.
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