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6/20/2025, 10:16:12 AM
6/20/2025, 8:07:33 AM
>>528096959
meh, the entire game doesnt feel like skill is involved unless both players have a fully pay-pigged list which takes a combination of luck and vialing down almost everything while completing as many missions as you can. ONCE you finally have a top tier deck and climb to a half decent rank then THAT is when the game becomes this weird game of Tic-Tac-Toe combination of forcing evolves,board wiping then super evolves.
I think the Legendary design so far is boring. every Legendary design either
>Clears the Board
>Pulls a entire board out of its ass
>is some lategame omega Storm face-rape unit that doesnt care about the boardstate and punishes you for taking 6 damage earlier in the game
with little to no in-between. I dont know if such homogenous design was intentional but I think it does injustice to the fact that each Craft is supposed to have its unique strengths and weaknesses. If this is going to be the design going forward then picking a craft will feel placebo ultimately in the grander scheme.
I want alternate wincons like how Havencraft that Seraph Amulet that would kill after 3 turns or like Super Bahamuts deck-banish thing. COC is somewhat close but he doesnt fit into every craft.
on a side note I kinda feel like the Super Evolve mechanic is wasted potential. I dont know what the point of the random 1 chip damage is (kinda busted on multi-attackers I guess) and the psuedo-immunity isnt very intuitive (I had no idea I could use kill spells on my own super evolves and they wouldnt die). its also weird how creatures only get an ability when they normal evolve and not when they super evolve.
meh, the entire game doesnt feel like skill is involved unless both players have a fully pay-pigged list which takes a combination of luck and vialing down almost everything while completing as many missions as you can. ONCE you finally have a top tier deck and climb to a half decent rank then THAT is when the game becomes this weird game of Tic-Tac-Toe combination of forcing evolves,board wiping then super evolves.
I think the Legendary design so far is boring. every Legendary design either
>Clears the Board
>Pulls a entire board out of its ass
>is some lategame omega Storm face-rape unit that doesnt care about the boardstate and punishes you for taking 6 damage earlier in the game
with little to no in-between. I dont know if such homogenous design was intentional but I think it does injustice to the fact that each Craft is supposed to have its unique strengths and weaknesses. If this is going to be the design going forward then picking a craft will feel placebo ultimately in the grander scheme.
I want alternate wincons like how Havencraft that Seraph Amulet that would kill after 3 turns or like Super Bahamuts deck-banish thing. COC is somewhat close but he doesnt fit into every craft.
on a side note I kinda feel like the Super Evolve mechanic is wasted potential. I dont know what the point of the random 1 chip damage is (kinda busted on multi-attackers I guess) and the psuedo-immunity isnt very intuitive (I had no idea I could use kill spells on my own super evolves and they wouldnt die). its also weird how creatures only get an ability when they normal evolve and not when they super evolve.
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