The Problem with Movement

Discussion in 'Feedback and Suggestions' started by Macsimus, Sep 28, 2013.

  1. Macsimus

    Macsimus Kobold

    First I'd like to say this is my first post to the forums, although I played all through Beta and have about 100 under my belt since launch so be kind.

    I feel the balance on pretty much all cards are relatively good and everything has a playable counter. The more I play the more I believe anything movement related is in need of a rework for the reasons below;

    1. Racial - I like the way there set up, but they don't work. Whats the point of being an Elf when I lose a significant portion of HP and in it's place I gain movement and move after turn cards, when a Dwarf can slap on a decent pair of shoes and a skill and charge, wild run, sprint willy nilly all over the map and did I mention they get racial blocks too. So now I have a Dwarf just as fast if not faster then my Elf that even if I choose to attack and not run will just shrug off the attack, oh and my move after turn racial came in handy as I'm dead before I can use it. Not to mention throwing in a Human push ability that ignores halt and encumber and things get even more complicated.

    2. Whirlwinds - Annoying to say the least love starting a game seeing my opponent not move and know he 's waiting for a whirlwind so we both just pass. I believe whirlwind has a place as it has a risk factor and chance involved in it. Whirlwind Enemy has little risk as more than likely your guys are grouped relatively tight so if one warrior happens to land next to your mage (Small %) you can gang bang him even if he kills em.

    3. Lunges - While the smaller one are relatively balanced the large one like Viscous Thrust Step 2-7, Nimble Strike Step 4-6(Main Culprit) and Dancing Cut Step 3-4 are iffy. The duality of these cards saves you a turn and has little chance of failure besides a block and then you still got a free move. Even as a highly encumbered character I can still move with Nimble Strike, Something's wrong when I have a freeze on me and I can still move one space and deal a chunk of damage.

    Those are the main culprits I believe could be reworked in some way. I didn't mention Winds of War or TK as annoying as they are they don't move you to far. Although playing a deck with 7 WoW does get very annoying.
     
  2. Aldones

    Aldones Ogre

    In the last couple days since I've begun checking these forums, I've seen this complaint leveled at the whirlwind abilities quite a bit, and when I think about it, I can really see how that would feel frustrating.
    However, I also think that the level of frustration that I would feel would be entirely proportional to the average size of a PvP battlefield, of which I've heard there are multiple, but I have personally only ever seen one of since I'm just playing the singleplayer campaign. Were maps extremely large, then getting WWed would potentially be a real pain, separating my units by a large distance. If, however, the average size of a PvP map were a little 12x12 grid, then I might not even care that you pulled me out of position. I'd just have you potentially surrounded, now. What size are the PvP maps? I'm having a difficult time judging just how annoying this would really be, or how likely I'd care to include things like Immovable cards.
     
  3. Zalminen

    Zalminen Hydra

    I have to disagree.

    No matter which shoes you pick, you'll never get more than 3 good movement cards in your whole deck that way. The odds of drawing one of those three when you really need one are not exactly high. Whereas an Elf will draw that racial Dash every single turn.

    Yes, you can add more movement from other items than shoes but an Elf doesn't have to do that and can pick more useful cards instead.

    2. Don't really have much opinion on Whirlwinds either way.

    3. I don't think step cards are a big problem. With encumber 2 even the fastest step card will only move you two squares and it's pretty easy for the enemy to keep away from that. Especially for an elf.
    And the damage is very weak compared to Mighty/Obliterating attacks.
     
  4. Bearson Onyx

    Bearson Onyx Goblin Champion

    1. moving after the turn with slippery for example is incredibly useful as it allows for alot of tricks and most oponnents seem to not take it into consideration when moving their characters before the turn ends.
    also like stated before me drawing with your dwarf that sprint or that rushing aura is not consistent at all. an elf can "walk" after getting frost jolted while a dwarf usually will keep taking that fire under his feet.

    3. except for nimble strike which is really awesome imo, the rest can be dealt with preety easily. again, frost jolt ftw
     

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