MArcomage

Free multiplayer on-line fantasy card game

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GreatEmerald on 18:41, 19. Aug, 2013
The Beast keyword effect allows to play again, just like quick/swift. However, unlike quick and swift, all the previous round history is not displayed. That is extremely confusing, because for example if one uses a beast, deals a lot of damage, then does something insignificant, the opponent sees only the insignificant effect, and their wall/tower height just seemingly mysteriously vanishes.
Mojko on 19:11, 19. Aug, 2013
Interesting, I'll look into it.
Mojko on 09:49, 20. Aug, 2013
Well, it's a bigger problem than I expected it to be. It seems that when the card is played the game has no information about the player who played previous turn. It works for Quick and Swift, because it's explicitly stated for these two keywords. The easiest solution would be not to use 'conditional' play gain effects at all. I will do some more analysis on the issue.
Mojko on 10:45, 21. Aug, 2013
I think the best approach would be to change the keyword effect to something else. Can even be a token-less keyword effect. Suggestions are appreciated.
Fithz Hood on 14:13, 21. Aug, 2013
Just revert beast to its old effect of bonus damage. and change Frenzy in something simpler, as it is now it uses neighbouring cards, cost and rarity of played card and you have to use fractions.
Mojko on 09:18, 23. Aug, 2013
Actually, I would prefer to change it to something similar as Unliving. For example:

additional recruits production based on played card rarity (Common - x2, Uncommon - x3, Rare - x4).
NG_Beholder on 09:37, 23. Aug, 2013
Beast: Blood Moon - basic gain 7, additional gain 5, steal enemy recruits based on card rarity and enemy Dungeon (Common - x1, Uncommon - x2, Rare - x3).
Frenzy: if last card played was Frenzy, opponent receives bonus damage (same as it is now). In this case you can remove Enduring from game completely and replace it with Frenzy or something else (in case of Arthoria).
Myschly on 10:51, 11. Sep, 2013
How about it dealing bonus-dmg, basic token gain 8, bonus stays at 4:
C 1*N
U 2*N
R 3*N
N = Beast cards in hand
NG_Beholder on 10:59, 11. Sep, 2013
Personally I'd rather not see a Beast mistress with 41 attack for 5R.
Damalycus on 11:22, 11. Sep, 2013
Maybe some balance between recruit production and attack?

common card deals its cost in damage and gives x2 recuits production
uncommon deals 1.5 cost and gives x3
rare double its cost in damage and x4

or some way in which you select between attack power and recruit gain, an example:
dungeon is 10 = attack is 0 =production x5
dungeon is 4 = attack is 12 = production x2

or maybe common gives recruits, uncommon gives attack, rare discards enemy rare or something.
this one will give some tactical variety to beast tokens.
Myschly on 06:32, 12. Sep, 2013
NG_Beholder wrote:
Personally I'd rather not see a Beast mistress with 41 attack for 5R.
It'd be 36dmg, but I see you point, it's very strong, but you'd still need a full hand of Beasts, & play 2 Beast cards before it with at least half you hand being Beast.

What if it's 2*N (N=Beast in hand) regardless of rarity? This would mean a hand full of Beasts would make Mistress deal 28 for 5R yes, but I'd say you deserve it. We keep bonus-gain at 4, & Beast-trigger happens rarely, you gotta play 5 Beasts for it, with full hand.