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  1. #1
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    Talking Details in Trailer

    I had a chance to look at the trailer more closely, and I thought I'd point out some additional information I was able to glean:

    • Resources are flipped over regular cards. I'm not sure if there's more to this mechanic or not, but it seems like a great way to avoid resource droughts.
    • All resources are generic - no having 50 of one color and zero of the color you need.
    • Abilities are tied to the Hero type - some cards in the gameplay portion are "Priest Ability"
    • Caught a couple new Hero types: Wolven and Elemental - both look very cool


    These are the new (to me, at least) things I caught. What else have you found?

    Anticipation is building...can't wait for the Beta to begin!

    -Ryan

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    Shadow Era's Avatar
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    If you view the trailer in HD, maybe you can read some of the new cards, something like 45 are shown there quickly

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    Thumbs up

    Yeah - I was looking at those...my favorites:
    "Now You're Mine" and "What Big Teeth" - both Wolven Abilities. Very cool!

    I'm digging how the abilities have the symbol in the upper right hand corner to correspond to the Hero type that can cast them.

    I also noticed that the Hero's health in the bottom right is dynamic (not something you could do IRL

    I'm curious to see how attacking/defending will work with allies (is their damage reflected dynamically, too? Or does damage not persist for Allies?).

    Can't wait to see more, Kyle - any timeframe on the Beta?

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    Shadow Era's Avatar
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    That's a good question! Ally damage works the same as Heroes. Here is an example:
    Ally #1 with 3 attack 5 health launches an attack against a target ally #2, with 2 attack 4 health.
    1. Ally #1 does an attack animation and you see 3 HP peel off of ally #2, leaving him with 1 health.
    2. Since Ally #2 is still alive, he attacks back, and you see 2 HP peel off of ally #1.
    3. The end result: Ally #1 with 3 HP, Ally #2 with 1 HP

    It is a lot easier to keep tack of health than in a real-life tcg

  5. #5
    Member Paradox's Avatar
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    I like the way that attack and defend sequence flows (i.e. the card that is defending then counter-attacks, if it survives that initial attack).

    IRL you'd have a bunch of health tokens covering the cards, so the dynamic adjustment is cool.

    I think gameplay will see us going through cards at a slightly faster pace then some other games, because cards are going to become "injured", so to speak.

    Good stuff!

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    I noticed a lot of different card art, especially a giant crocodile/shark that passed by, hopefully it is an ally so I can use it on my team. I also looked more closely at the hero cards, so that I now know their abilities and their names so I don't have to call them
    "hero archer."

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    Member kaboom132's Avatar
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    Well, from the trailer, the interface looks well-polished and quite easy to use.

  8. #8
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    Quote Originally Posted by Mudkipz223 View Post
    I noticed a lot of different card art, especially a giant crocodile/shark that passed by, hopefully it is an ally so I can use it on my team. I also looked more closely at the hero cards, so that I now know their abilities and their names so I don't have to call them
    "hero archer."
    That does bring up another point I was thinking while figuring out stuff from the trailer: I think I picked up on the fact that all "creatures" (thinking of MTG terminology) in the game are called Allies, but that can potentially be a point of confusion, given that your opponent also has Allies.

    I definitely understand that they are allies to their respective Hero, but card descriptions were a bit misleading to me at first as a result: "...deals 4 damage to all allies" My first question was 'why would I want a card that damages the creatures on MY side??'

    While I think this is something that we'll get used to quickly, it might be something that is described very clearly so that there is not an initial confusion.

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    Member Paradox's Avatar
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    Quote Originally Posted by airhead3 View Post
    That does bring up another point I was thinking while figuring out stuff from the trailer: I think I picked up on the fact that all "creatures" (thinking of MTG terminology) in the game are called Allies, but that can potentially be a point of confusion, given that your opponent also has Allies.

    I definitely understand that they are allies to their respective Hero, but card descriptions were a bit misleading to me at first as a result: "...deals 4 damage to all allies" My first question was 'why would I want a card that damages the creatures on MY side??'

    While I think this is something that we'll get used to quickly, it might be something that is described very clearly so that there is not an initial confusion.
    That's a good observation. It might also be deliberate in some cases. For example a spell that literally damages all allies, as opposed to a spell that is intended to damage all enemy allies.

    Fortunately one of the advantages of a computer based TCG (versus a printed hardcopy version) is that the language of the card can always be adjusted if it proves consistently confusing.

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