....ooooh, this is gonna be a big one
Shadow Era is a game about heroes. They are the legends that shape the world; the lords and ladies of battle. The head honchos. The big cheeses. They are the focal point of your deckbuilding, the point from which deck construction begins, the defining baseline of your strategy. It is very important, then, that we get heroes right.
As everyone knows, we have various tiers of heroes and decks in SE, much like any other card game. Some heroes are great because of their own abilities (Gwenneth); some are great because of their card pools (Jericho); some have both (Majiya). Some don't quite make the cut because their abilities aren't quite good enough (Victor). Some promote slow and 'boring' gameplay (Darkclaw, Elementalis). For now, I want to address the first part of this issue; the heroes themselves. Card pools is something that is being and will be addressed by new releases and as the game matures, but we have to get our baseline right first and that means making sure that all of the heroes are on a level. To that end, we need to make sure that they are all fair and all have equal opportunity to be useful.
Shadow Energy Costs
The first thing that we need to address is Shadow Energy. Shadow Energy is the hero resource and a fundamental of Shadow Era gameplay. Hero abilities are generally some of the strongest on the board, and so they should be; these guys are legends and this should represent that. However, SE costs of 2 and sometimes 3 make these abilities a little too 'spammable'; they also have a little too much 'early game' influence, in that an ability is exponentially better than its cost if you get to use it before your opponent can use his. The fact that heroes have wildly varying SE costs also makes it hard to balance items and allies that use SE as a resource; for example Jericho can quite happily activate his Wizent's Staff every turn by the time he has it in play, as well as nuke any attachments off the board, without breaking his stride. I'd like to eliminate 2SE abilities altogether, and seriously cut down on 3SE abilities. I'd like to introduce a couple of new 5SE abilities to heroes and give them a good test and see how we can make them work. To be clear, some heroes will not just have their SE costs changed, they will get completely new abilities.
Passive Hero Abilities
This is kind of the same as above, but I wanted to discuss it separately since it's such a big, game changing thing. Passive hero abilities have all of the problems above, multiplied; an SE cost of 0 makes certain things impossible to balance against the poor heroes who do have to spend energy. But the bigger issue is, that passive hero abilities that increase weapon damage essentially ruin weapons for all of the other heroes in SE. A large part of the game is meant to revolve around your heroes tooling up and getting stuck into the combat; but, some weapons (particularly for Warriors and Hunters) have to be kept very low in attack value to stop them being overused by the likes of Amber Rain and Gwenneth Truesight. Passive hero abilities have to go, and be replaced with SE-using abilities; the word 'double' also needs to be torn from Shadow Era like an old bandaid, because it completely ruins otherwise sensible items. Does this mean that we'll be rebalancing weapons, too? Maybe a little. This may cause quite a few changes, but I think in the long term (and the short term) it'll be worth it.
Hero Flavours
This is something that I, and other people, have mentioned in various threads in the past. Every hero type has a 'flavour' and that flavour should define the style of their cards and the style of their play. The most obvious example of this is Wulven, who's flavours we discussed a lot in a Darkclaw thread a while back; a couple that came up were pack mentality (group buffing/wolf bonuses) and hunting/wolf-style tactics (ally control cards). We'll be trying to make these flavours pervasive mostly via card sets, but also trying to maintain the flavours in hero abilities (eg: Darkclaw is the hard to kill, regenerating Wulven and Moonstalker is the stealthy Wulven).
Hero Health Pools
The fact that heroes have differing health pools really has no in-game effect other than to slightly buff warriors, slightly nerf mages, and so on. It makes sense from a fluff point of view but it is not reflected in the game balance in any way. I have no intention of changing this right now, but it is something I'm aware of and will continue to ponder on.
Now, all of that said, I do have lots of ideas in mind for what to do with the heroes (and weapons) - or what not to do - but none of them are final and I'm not going to do anything without your feedback. So let this thread fly, and let your opinions loose. Commentary, ideas, or anything related that you like is welcome. As ever, please keep it civil, and don't make AnAdolt angry. You wouldn't like him when he's angry.
Edit: Current Hero Design Iteration
Boris Skullcrusher: 4SE: Destroy target ally.
Amber Rain: 3SE: Target weapon permanently gains +2 attack. That weapon may not gain any damage bonus from any other source.
Victor Heartstriker: Undecided
Gwenneth Truesight: 3SE: Your weapons gain +2 attack until the start of your next turn and do not suffer durability loss when used.
Nishaven: No change.
Eladwen Frostmire: 4SE: Deal 4 damage to target ally or hero.
Jericho Spellbane: 4SE: Destroy target attached effect. Gain 2 life.
Zhanna Mist: 3SE: Target ally or hero heals 3 damage.
Lance Shadowstalker: 4SE: Target ally gains Ambush, Stealth, and Haste until the start of your next turn.
Serena Thoughtripper: 4SE: Your weapons gain +2 attack until the end of your turn. If Serena damages a hero, that player discards a card at random.
Ter Adun: Reverted to no change
Logan Stonebreaker: 3SE: Your weapons gain +1 attack until the start of your next turn. Any ally dealt damage by your weapons is destroyed.
Banebow: No change
Baduruu: 5SE: Choose a weapon in your hand. Put it into play at no cost. That weapon gains +1 attack.
Majiya: 4SE: Deal 3 damage to target. If this ability kills an ally, draw a card.
Gravebone: 4SE: Return any ally from your discard pile to play.
Darkclaw: 4SE: Until the start of your next turn, your weapons deal +2 damage and all damage dealt to Darkclaw is reduced to 0.
Moonstalker: 3SE: Moonstalker and allies you control cannot be attacked until the start of your next turn.
Elementalis: Undecided
Zaladar: No change
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