I've been playing a lot of league lately, and one of the things that continually piss me off in quick draw is getting 2 or 3 move cards among the rares i get to choose from on the first pick. I just got a match where my first pick with elf wizard (which is a joke in itself in quick draw), was Teleport Self, Team Move (the 4/1 version) and the one that moves adjecent characters at beginning of move. Needless to say i conceded quickly. Please reduce the rarity of the move cards to uncommon or common.
Not sure you're aware, but those are actually very powerful cards... (well teleport self depends on map, but still) mobility is king, ESPECIALLY for an elf wizard.
I don't deny that move cards are quite good. But when the choice comes between a Fireball, big lightning, winds of war and the like, and then a move card, the choice isn't really hard. I do like the move cards, but they're almost never worth taking over the other rare cards.
I often pick rare move cards in QD, especially on dwarves. Violent Spin has won Streams of Blood Quick Draw for hundreds of players, I guarantee.
The problem comes in that the card quality system is originated for determining item levels and power token requirements, it was then "borrowed" by quick draw as a way to ensure both players are getting looks at cards of the same level. Just simply reducing these cards quality level would help QD but throw the entire rest of CH out of whack.
Would it be possible to limit the max number of a type of card (Move, Attack, Block, etc.) to no more than 2 per quality level? If so, would this be desirable?
I'd actually like to see move cards as a guaranteed [additional] option for the Bronze and Paper quality choices, and for all rarities [other than drawback, of course] to guarantee at least one attack card. While randomization is always super fun, the current system is TOO random: While I haven't played enough QDs [and probably am done with them altogether at this point, given how challenging PvP is for me] and thus my experience is limited, in the games I ran, I ended up with a fair number of my characters running thematically- I had a dwarf that, if I recall correctly, only had two (weak) attack cards, no blocks, and a whole hand full of move cards. It seems like it'd add a lot to the system if there were some dependable factors to it, so you could style out your character, rather than gamble each pick against the hope that you won't only draw more move cards [or blocks, or whatever] on later picks. Well, I dunno, again, I'm not really the best perspective on it. But definitely felt like there were circumstances where you just knew you were going to lose the match to begin with.
Hmmm... I wonder how difficult/desirable it would be to offer all the picks at once for each character and let the player choose 1 gold, 1 black, 2 silver, 2 bronze, 1 paper in a single round? It would at least partially solve some of the issues mentioned above [Edit: including some that are acutally in this thread - http://forums.cardhunter.com/threads/suggestion-in-quick-draw-make-card-drafting-simultaneous.6942/ ], and off the top of my head it seems like it should work with the engine. It would also probably be a bit quicker. Granted, it's a random idea I haven't put much thought into, so I may be missing something obvious (like whether or not it works well with the UI).
Well, right now it's following a select-and-end protocol, similar to the main game. Changing it to multi-select is likely a lot harder. Moreover, you're talking a wall of cards to pick at, you'd no longer be able to tell what any of them are at a glance, it'd just be hover-and-move. So I'm pretty sure that's not the way to go :X
I support the idea of limiting the number of a given type of card that can be offered in each set of 3. It's disheartening when 3 variations on the same thing that doesn't work with your build get offered, of if you really need to pick up something specific and you get 3 of something you don't need more of. I've ended up with completely non-functional builds in QD because I kept getting more blocks/armor and had nearly 0 usable attacks to even try to do damage with. Offering all the cards at once is not a good solution IMO. Part of what makes QD unique is that you have to gamble sometimes with your picks. Do I take Dropped Guard here and risk losing good picks later? If I can see all my upcoming picks, then I know the advantage and disadvantage of doing so. That knowledge would make some of the possible drawbacks too good. It would also inform your other choices too much - builds around Firestarter and other narrow boosting traits would become much more concrete because you'd have the ability to select all the cards that go with the trait since you know from pick one that you'll have that trait. I don't think that kind of foreknowledge is good for QD.
I disagree with your first paragraph, and agree with your second. For me, the fun of QD is making effective builds out of things that don't necessarily mesh. I had a very well put together dwarf vampire once: Invigorating Touch/Talented Healer/Enervating Touch/Spear Of Darkness/Blind Rage, but I feel that builds like that should be the exception, rather than the rule. It's kitchen sink-y, and that's much of the fun.
Fair enough. Personally, I like QD the way it is too, even with the occasional unplayable draw. People seem to get really frustrated with them though, so I probably wouldn't mind if the randomness was curbed a bit somehow.