Beta-based card ideas

Discussion in 'Card Hunter General Chat' started by Sir Knight, Mar 16, 2013.

  1. Sir Knight

    Sir Knight Sir-ulean Dragon

    We've had threads for suggesting cards since long before the beta. Now a bunch of people have played the game, tried out strategies, and gotten pummeled by someone else's strategies. There've been moments you went "Hey, this would be a LOT BETTER if I just had a card that did THIS."

    You know, cards that really open up strategic decisions. Here're some I'd like to see:

    More discard-attachment cards, preferably as a second ability on some other card.

    An ideal would be a Move card, called something like "Leave It All Behind," which says "Immediately discard all cards attached to you" before you move. Or, even better, "Immediately discard all cards attached to you that have Encumber." It would be kinda like Scuttle, but for anti-cold strategy instead of anti-difficult-terrain. (Edit: I just got some Arrogant Armor, so that's nice for this too.)

    More prevent-enemies-from-moving-you cards, also preferably as a second ability.

    Basically new types of Immovable. Imagine if, say, a card like Heavy Armor (with or without its Encumber curse) meant you couldn't be pushed around. And thus you get more anti-Bash and anti-Whirlwind strategy.

    What types of strategic cards do you folks want to see? (And I do mean "strategic": sure, you'd love to be the only owner of a 50-damage Penetrating discard-enemy-Blocks Attack card ("target all enemies"), but that's beside the point.)
     
  2. Pengw1n

    Pengw1n Moderately Informed Staff Member

    I really want card with sneaky discard effects - like a Spell Trap (arcane item block?) that causes all copies of the spell it blocks to be discarded, from both caster and blockers deck. Quite common in ccg's with the ability to try to remove cards from your opponent - and as it's a block, you can't control what you remove which shouldn't make it overly powerful.

    An Antimagic Shell (arcane again?) attachment - inability to cast and/or be targetted by spells for a duration of x. Like a magic-only nimbus, that has a side effect.
     
  3. Wozarg

    Wozarg Thaumaturge

    Life links i love them long duration ones between your party making them share the damage short duration ones on enemys making them take just as good as they give.
     
  4. Sir Knight

    Sir Knight Sir-ulean Dragon

    Wozarg, care to hypothesize how that would work in a Card Hunter card format?
     
  5. ColdChaos

    ColdChaos Kobold

    I've got some ideas:

    Stealing: Steals an enemy card and allows you to use it against him. Well this is kinda overpowered, so it should come with a high cost. Something like "You lose 5 life, steal a random enemy card." or "Discard your hand, lose 5 life and steal an enemy card". You get the idea! ;)

    Map Cards: Some effect that changes the whole map. Examples: Snowing - reduces the movement of all move-cards by 1. Fiery Heat - deals 1 damage to each character on the map each round.

    Reviving: Would be a bit overpowered as well, but it could be an ability, that sacrifices one character for another. I'd love to exchange my priest for my warrior at some situations :p

    Retrieving: An ability that allows you to retrieve the last played card of a character.

    Water magic: Well basically - heal spells for Wizards! I'd like to play a really offensive Priest (stealing health and stuff) and being able to heal with my Wizard, since her main job is...changing the terrain to lava!

    Lifesteal: Some way to heal yourself with your warrior - which would be broken too. It could be an abilty, that allows you to heal yourself for each damage done for one round, but with some negative sideeffects..or it could be on an item with some really negative traits! It could also be a trait "Everytime you kill an enemy, you regain 3 life." with some duration!

    Healing field: So there's lava and spikes, but what about a healing field? If you're placing it wrong, the enemy could be able to use it against you, so it should be perfect for new tactics.

    Last man standing: Some abilty like "Draw some cards, gain invulnarbilty, but you die after this round." - this would've been very useful in some situations (well there are invulnerbility cards anyway).

    Traps: I really love terrain effects! What about some effects, that are invisible for your enemies, until they're stepping on it! This could be highly tactical too, because the enemy is able to see your field of view, but not which field you're placing it on. It could be something like "The enemy has to stop." "Poison X"


    Well that's all for now! If there are any cards in the game, that do have one of these effects, then I'm sorry, because I haven't played that much yet (level 9 ;D)
    And sorry for my bad english too!
     
  6. Pengw1n

    Pengw1n Moderately Informed Staff Member

    Card stealing is already in the game (on a block named Duck for instance). Healing field is already in the game, reviving is already in the game (resurrection), lifesteal's already in the game (although cleric). Name might differ, but those are all there! :)
     
  7. ColdChaos

    ColdChaos Kobold

    Ah, good to know! So there are some cards I need to get soon! Oh and I do know, that there's lifesteal for clerics, but I'd like to see some form of lifesteal for Warriors :D
     
  8. RoflCat

    RoflCat Goblin Champion

    @ColdChaos: I highly doubt we'll ever get Lifesteal on warrior, maybe a trait with HP regen + possibly extra armor, but probably not Lifesteal.

    Map Card kinda exist already, Firestorm and Volcano :p

    Retrieving might not see the light until Rogue appear is my guess.

    Water Magic - Nope, they don't want too many overlaps on classes so Wizard get the really, really hot rain of fire instead, and pond of lava. And don't forget the acid steam.

    Last man standing - Not quite the one you want, but Guardian Angel guarantee a block + a draw but only if a hit would've killed you (sadly it being a block means poison can kill you still)

    Traps is unlikely to happen, between knowing when the enemy cast it + limited range of casting it (unless you're talking about the glowing-in-red, 10 damage at the start of round "trap" by Wizards :p)

    I saw Consecrate Ground on an item recently and by god that effect looks awesome for Wizard (2 heal +1 draw at start of round, duration 3)

    EDIT: For my ideas:
    Warrior:
    -The mentioned +HP and/or Armor (think reliable hide armor + healing blessing but on a trait)
    -Hookshot a reverse of Slide Back, something that pull enemy closer for easier chopping.
    -A card that gains power based on your HP level, with red being strongest (berserker-ish)
    -Crippling attack that apply Encumber.

    Priest:
    -Armor blessing
    -A Divine Intervention card of sort, with gamebreaking effect but equally insane requirement (like say being the last guy alive, must be in red HP, and this must be the last card in your hand ala no armor/block left either)
    -Card that reduce damage enemies does (with various level from single target to Mass)

    Wizard:
    -Laser, not the wimpy single target Spark/Zap or the duration of fire spells, just good ol "this is a line that murder everything in it"


    Quests:
    -A quest where you have to bring less-than-3 party member, because you're getting to use a pre-made character instead, which means you can do:
    Escort quest that can be done in multiple route (because YOU make the shot of where to go)
    A quest where you play the monsters, and you're facing against player characters (with obviously legendary gears and at max level for that adventure, cuz they've got PIZZAS to spend)
    A mix of above, especially if you ever get those Servants on your side for Raise the Alarm spam...mmmm.
     
  9. ColdChaos

    ColdChaos Kobold

    HP regen would be a nice idea indeed!
    Well yeah..I do know Firestorm and Volcano (god bless my new legendary items :D), but I'm really talking about cards, which change the whole map for a few rounds! Could also be something like Mist, which lowers the field of view for ever character to 3 or something similiar. Or Darkness, which lowers the vision of all characters to their field of view (something like fog of war - would be funny in a maze) - just some ideas, but they might not be fit for Card Hunter :D
    Yeah I also thought of the Rogue :p
    I really think about invisible traps! I can imagine multiplayer maps being fun with traps here and there! But well..I guess it would also cause a lot of rage :D

    I like those ideas! Especially the Hookshot would be insanely useful at some times!
    I tend to play my priest as a lifestealer, because I'm not statisfied with the utility yet! But something like armor blessing or weakening the enemy would be awesome indeed!
    I thought of something like that, after seeing the linear frost spell too. It's a nice idea :D
    What about you playing monsters against some others guys characters in a multiplayer map! That would be nice too :D
     
  10. Sir Knight

    Sir Knight Sir-ulean Dragon

    Not very likely. Jon and company have emphasized on many occasions that they want to keep the "tabletop game" metaphor. So, for instance, there will be no "fog of war," and no hiding enemies from your sight if they happen to go around a corner. The idea of "putting something on the board you can't see" is impossible in that case. However, there are plenty of games with "inverted tokens" placed face-down; such might happen in the future if they felt like it.
    Area-of-effect options currently include Cone, Burst . . . and Linear. Greenfang in the new game intro uses Acid Spray, for instance, and I just adore Lightning Bolt.

    Edit: Just realized:
    We already have better: Pinning Spear Toss inflicts Halt on a Projectile, and I just got Tripping Sweep that does so in range-2 Melee.
     
  11. Wozarg

    Wozarg Thaumaturge

    All for One
    Targets the party like mass frenzy and other such party buffs. Attach effect that triggers on taking damage. If this character would take damage it instead losses one third of that damage in life and so does every ally on your team. (Bypassing the fact that this + armor would be broken).

    Hostile one would could actually be more interesting if it was mutual instead of just you to him so

    Karmic Justice
    This spell targets a enemy and the caster every attack targeting this creature also targets all other creatures with this buff
     
  12. RoflCat

    RoflCat Goblin Champion

    Wozard: You could have it trigger when damage is taken, like how Wizard's Firestarter trait work (so if armor blocks all damage, no extra burn D:)
    Compare to Unfortunate Surge where as soon as you're targeted with something with damage, it immediately add 2 to that.

    Although making it lose 1/3 damage + every ally does so means that card effectively cut down damage when you've got dead characters (and solo it becomes a card that reduce all damage by 2/3 O_O)...
     
  13. Wozarg

    Wozarg Thaumaturge

    That is fine by me honestly it would be the kind of card you can only have one in your deck and if you only have one guy its over anyway most likely
     
  14. SurgeonFish

    SurgeonFish Automaton Moderator Staff Member

    Still wont let it go. Had to hunt this post down
     
  15. Kodi

    Kodi Orc Soldier

    I do support this ideas

    Here are mines:

    The Warrior
    - A little aoe atack. (I think this already exist but we need more) EX:
    Violent shock
    4 dmg
    Linear
    range 2
    - Range atacks without Line of sight. Ex:
    Terra Sword
    2 dmg
    4 range
    No LOS
    or
    Terra Sword
    2 dmg
    4 range (fixed 4 range it CAN'T hit anything in 1 or 2 or 3 of range it hits exactly at 4 squares only) A lot new cards can come from this idea, special for new archer class

    For Wizard- Dice trigger curses something like unstable bolt bolt but for enemies. Ex:
    Shocking Paralizing bolt
    2 dmg
    Every time the target move roll a dice if 4 or more take 2 dmg again
     
  16. Lance

    Lance Goblin Champion

    Although a "fog of war" card obscuring where things are placed may be out of the question; the concept may have potential. We've seen cards that attach and encumber, lowering movement values; but what about cards that attach and obscure vision, reducing range values (minimum 1)? This type of card could either be a globe, burst Fog, or even single targeting Throw Sand Flavor text reads: "Throwing sand is wrong, in some peoples eyes."

    I would also like to see cards that steal cards (more than just Duck). One way to limit this ability would be for stealing to effect only a particular card type: attack, movement, etc. Another potential way to limit this ability is to add a discard your oldest card requirement.

    After seeing so many request for a life steal effect for warriors, I've come up with a possible solution. A holy magic priest card, Law Of Motion that attaches and heals 3 each time you deal damage, duration 2 Flavor text reads: "For every pain, there is an opposite gain."

    I'll also just second surgeonfish's Kuni With Chain.

    Checks to see if cards have been made and linked. Shucks, not yet.
     
  17. Sir Knight

    Sir Knight Sir-ulean Dragon

    We have Smoke Bomb already, so there's that. And we know that there's going to be a Rogue class, so surely there will be more player-controlled stealing (at a minimum, the enemies already have things like Pickpocket).
     
  18. Lance

    Lance Goblin Champion

    Yeah, but Smoke Bomb effects the terrain, not the character directly. I believe this will play out much like Wall Of Illusion.

    I am certainly looking forward to the rogue class, for both stealing potential, as well as poisoning effects. Burning is nice, but I would like poison to be more prevalent than it is. Not once have I seen poison in MP!

    My underline intent for many of my card ideas is for there to be more attachments. Because with more attaching cards comes the ability to more readily cycle through whatever negative attachments I am suffering from, as well as cycling though the beneficial effects my opponent's characters are under. Also, more variables helps to prevent any one card or strategy from dominating the rest.
     
  19. Umbra8

    Umbra8 Kobold

    Here's some that I think would be fun:

    Charm: A duration one spell that would allow you to play one card from the target opponents hand as if they had played it.

    Sleep: Target is halted and stunned for a duration. Both conditions disappear if the target takes damage or on a die roll at the start of their turn.

    Flail: A melee range 1 crushing attack that reduces block rolls by two.

    Morning Star: A melee range 1 crushing attack that reduces armour rolls by one.

    Divine Favor: Target ally gains block any on a roll of 6 from all directions for a duration of 3.

    Unholy Aura: Duration 3, cast on any, melee attacks against that character will force the source to discard the oldest card in their hand. Any character that moves toward the target within a two hex range is considered to have entered difficult terrain. Destroys any holy buffs on the character. No holy spells can target the character for the duration.
     
  20. irongamer

    irongamer Orc Soldier

    For the items below I think I'd include cards that are half blue, like Dancing Cut, as blue cards.

    All pure blue movement cards have additional option: Weak Kick: Only does damage if you have other blue cards in hand. +1 damage for each blue card discarded. Crushing.
    Basically give the player the option to dump blue cards into damage if they wish.​

    The following additions would allow for something like a monk or martial art type build. These would need a lot of tweaking.

    Kick (Red): Slide back 1, +1 damage for each blue card in hand, Crushing, Damage 1.
    Side Kick (Blue/Red): Move 1, Slide back 1, +1 damage for each blue card in hand, Crushing, Damage 1.
    Jump Kick (Blue/Red): Move 2, Slide back 1, +1 damage for each blue card in hand, Crushing, Damage 1.
    Flying Kick (Blue/Red): Move 3, Slide back 1, +1 damage for each blue card in hand, Crushing, Damage 1.

    Spin Kick (Red): Hits all adjacent units, +1 damage for each blue card in hand, Crushing, Damage 1, No facing change.
    Boot to the Head (Blue/Red): Move 1, Ignores armor, +1 damage for each blue card in hand, Crushing, Damage 2. (Reference, yeah it's dated)

    Strike (Red): 5 damage, Crushing, -1 damage for each armor >1 in hand.
    Palm Strike (Red): 5 damage, Stun 1, Crushing, -1 damage for each armor >1 in hand.
    Wind Shock (Red): Cone (1 distance, ala 3 squares), 3 damage, Slide back 1, -1 damage for each armor >1 in hand, Magic Electrical.

    Reflex Dodge (Green): Block all. +1 to block roll for each card exposed attackers hand. -2 to block roll for each armor card >1 in your hand. Roll 4.
    Feline (Green): Block all. +1 to block roll for each blue card in hand. -2 to block roll for each armor card >1 in your hand. Roll 3.
    Judo (Green): Block Melee. -2 to block roll for each armor card >1 in your hand. On block: Slide 2 on block, 2 damage, Crushing. Roll 3.

    [Edit] So many more to add, but restraining myself to one.

    Premonition (Green? Orange? Not sure on this card): Block all. Blocks from any direction (including behind). Move 2. +1 to block roll for each blue card in hand. -2 to block roll for each armor card >1 in hand. Discard oldest card. Roll 4.
     
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