I'm on the Garnet Demon Portal quest and, while playing the 3rd map (still haven't completed it, but I'm pretty sure my tactic is going to be "cram the wizard and the cleric behind one of the lateral walls and just snipe with the wizard" - that map sucks) where, at one point, all that both sides ever did was pass, an idea occurred to me: why not implement attrition damage? As in, every time you run out of cards and rshuffle the deck, you are hit with 1 damage, no armour. If a monster group reshuffles, a random member of that group get s1 point of damage, no armour. This would not only prevent the aforementioned situation, it might also help mitigate the "draw decks are too powerful in PvP" complaints that I see widespread on the forums (note: I don't PvP, so I don't know the truth of those complaints, nor do I believe that, should they be true, this alone would solve the "draw deck is OP issue").
sounds interesting but it could be confusing for new players, and it would potentially give dwarves more of an advantage since they have higher health.
I just thought this is a good idea to punish infinite draw deck, reduce your max HP whenever you reach the end of your deck. "Pay a cost of X ammout of max HP to reshuffle your deck". Could be enabled only when you have full inventory slot (which means at later level SP and all of MP)
Attrition might be of use to nerf draw decks, but it would have to be stronger than that. What about you only get one reshuffle? However, you don't actually need to adopt such a boring strategy in any of the campaign levels.
You do heavily rely on those reshuffling strategy with lvl 1 party. It is a valid strategy and I don't want to punish that, hence it only apply when you have full deck. Max HP is a good punishment. Draw deck always involve priest, which often heal them up. Taking more dmg is nothing to them.
Yeah, I was thinking in terms of a full 36-card loadout, where you have to really work on drawing to use up two decks.
Maybe it could be incremental. First shuffle is zero damage, second shuffle is one damage and so on. That way you are unlikely to seem more than 1 damage in a normal game but if draw/stall tactics are being abused it could start to add up. I still don't think this is the solution but I had an idea so I thought I should add it.
There are a war monkey map and a gnome map that I can recall having two victory squares that are separated by a long distance. As fate had it, both of them had an instance where my last surviving character held one, and the last surviving enemy held the other. We spent a lot of time glaring at one another, daring each other to make the first move. Some sort of attrition effect, damage or otherwise, might have made that encounter less tedious, although I'm not sure how I'd do it or weight the effects. It was a rare wierdness, and I think the enemy did eventually just step off and run at me allowing me to win, but the whole thing felt a little wonky and definitely describes at least one situation in SP where it might have been necessary. :/