Co-Op party size and Rogue class (With possible new equipment type)

Discussion in 'Feedback and Suggestions' started by We Gendo Now, Jul 24, 2015.

  1. We Gendo Now

    We Gendo Now Kobold

    So I have two things I would like to suggest in this thread, and the title gives a general idea of what I'm thinking. So, let's start with the first one.

    Co-Op Party Size
    My friends and I all have a very big interest in Card Hunter, and we'd all like to be able to partake in the entire campaign all together. The issue is that the party cap locks out about half of us from playing with the others. What I'd like to see is an increase to the amount of players that can partake in the Campaign in Co-Op mode. Even if it's a small upgrade to the size of the potential party, like 4 or 5. The more players in a party, the less cards they get to draw, of course. Gotta have some balance, right? Adventures could be balanced out for this increased size by increasing the amount of cards enemies get to draw when there are more of them, and just throw an extra few enemies after doing a check and determining "Well, there's five guys coming in here, better throw in some more bad guys". This should not be doable in PvP mode. 3v3 players is already fine.

    Now for the second thing I'd like to suggest.

    The possibility of a Rogue class
    At first when I discussed this with friends, I thought "They would function as a Wizard would, so it would be rather pointless". Though, with further thought, I think I have a way it could work. The first thing; a Rogue's deck would have a lot of Cantrip cards, to simulate their fast abilities. INCREDIBLY low-damage Cantrip attacks, Short-range Cantrip move cards, and other things of that nature. They could also utilize a lot more Penetration cards. This would ALL come at the cost of two things: Health and Armor. At best they could have some Reliable Hide, and their health could be between that of a Priest and a Wizard. So a Rogue's best use is "Close in and perform as many attacks as you can physically push out as early as possible".

    This brings me to the parentheses in my title.

    With a Rogue class, the addition of Bows
    To make it so Rogues aren't completely useless after the enemy's armor is up, they should have a single equipment slot for a "Bow", an item that adds three cards with range 3-6, all Piercing damage. Some could deal a special effect; maybe they're poisoned, maybe they're on fire, maybe they have a rope attached to them to pull the Rogue closer after taking the shot. The problem that Bows should have is that all Bow attacks should require a roll. Rogue Skills could include increasing the rolls to make it so they don't miss as often, or to add Penetration to their shots (An eagle eye finding a weak spot in armor from far away).
     
  2. Christofff

    Christofff Guild Leader

    HI Wigendo,

    Just my thoughts, but for your first suggestion I think it would take a basically rewriting of the entire camaign to allow 4-5 players to play. If you drew 1 less card a turn, i.e, only a card each a turn, you wouldn't have enough damage to regularly kill monsters. Also, with 4-5 players, you would take much more damage from enemy burst and cone attacks, such as shotgun spray, and acorn burst. So I doubt that will happen anytime soon unless you are a talented game programmer ;)

    But I like the second suggestion, I've thought about a rogue at times with as you suggested; minimal armor, poision, bows, and shadow effects. Thing is, again this would take a lot of careful planning and testing to make it so the Rogue is both effective and a balanced class. It would mean new items, class traits, and tons of testing to make sure there aren't any broken combos withsay, poison and accelerate time. But if you are keen, you might be able to expand on the idea to make it easier for the devs to start.
     
  3. haho

    haho Orc Soldier

    Well I have some good news and bad. Good is that I *think* the devs were maybe kind of leaning towards this direction. Example is this screenshot from alpha? beta? I'm going to assume the bow wasn't just there for cosmetic purposes :cool: Bad news is that for whatever reasons, all I know is that the class never made it to final. Not all is lost though, there was this recent comment made in another topic
    [​IMG]
     
  4. We Gendo Now

    We Gendo Now Kobold

    Not gonna lie, it'd be freakin' awesome if they implemented it now. I'd like to try and expand on the idea to make it easier for the devs to get it started but I'm no game designer unfortunately...
     
  5. We Gendo Now

    We Gendo Now Kobold

    So after checking out some custom scenarios and messing around, I've found that they DO have some applicable cards to use for archery; recycling cards from the Marksmen enemies would be incredibly useful for the Bow weapons.
     

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