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=== Introduction === | === Introduction === | ||
− | Recently, it was the Pirates that were criticized for being too strong, too fast, too versatile, and for allowing players to draw too many cards... and the list goes on. And with each new meta, it’s pretty much the same | + | Recently, it was the Pirates that were criticized for being too strong, too fast, too versatile, and for allowing players to draw too many cards... and the list goes on. And with each new meta, it’s pretty much the same story: players start complaining (rightly or wrongly, that’s not the issue) and demand that the developers nerf the cards... Which, unfortunately, means that the game is somewhat doomed to stagnate and avoid promoting truly powerful decks without facing the inevitable but necessary outcome: Nerfing.<br /><br /> |
− | Moreover, playing cards that aren’t strong or whose abilities aren’t particularly | + | Moreover, playing cards that aren’t strong or whose abilities aren’t particularly efficient, or using decks that are of lower tiers or less powerful, is never rewarded. The only goals being to crush the opponent, making their playing experience ultimately unpleasant. And these present goals are quite simple and too few: 'Tidal Wave' the opponent's board, '''seek''' a hasted Wulven Shredder, heal like Zhanna and draw cards like She-Lah... I am missing some, but I am sorry to say, maybe the game is becoming a bit… boring ? |
<br /><br /> | <br /><br /> | ||
=== Proposed Mechanism: "Tug of War" === | === Proposed Mechanism: "Tug of War" === | ||
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* '''Activation of the Mechanism:'''<br /> | * '''Activation of the Mechanism:'''<br /> | ||
− | ** Certain cards or abilities affect the ''Tension Line'' by moving it towards one player or the other. | + | ** Certain powerful cards or abilities affect the ''Tension Line'' by moving it towards one player or the other by just having them in play, or in the graveyard. |
** For example, a successful attack, a special ability, or the destruction of a specific card could move the line one point towards a player. | ** For example, a successful attack, a special ability, or the destruction of a specific card could move the line one point towards a player. | ||
− | ** Each player can have cards that interact with the '''Tension Line''', either to move it or to stabilize it.<br /><br /> | + | ** Each player can have cards that interact with the '''Tension Line''', either to move it or to stabilize it. |
+ | ** The difference in the number of cards between the graveyards, decks, or hands of the players.<br /><br /> | ||
* '''Triggering Effects:'''<br /> | * '''Triggering Effects:'''<br /> | ||
** If the '''Tension Line''' moves far enough towards one player (e.g., reaching 10 points in their direction), it triggers a powerful effect in their favor. | ** If the '''Tension Line''' moves far enough towards one player (e.g., reaching 10 points in their direction), it triggers a powerful effect in their favor. | ||
+ | ** If the '''Tension Line'''moves too far without being triggered on a based time to be specified, it triggers a powerful effect against them. | ||
** The effects could include: | ** The effects could include: | ||
− | *** ''Ally Buff'': All of the player’s allies gain an attack and/or health bonus. | + | *** ''Ally Buff'': All of the player’s allies gain an attack and/or health bonus, or the contrary. |
− | *** ''Power Surge'': The player can deal direct damage to the opponent's hero or multiple targets. | + | *** ''Power Surge'': The player can deal direct damage to the opponent's hero or multiple targets, or the contrary. |
− | *** ''Divine Protection'': A protective barrier surrounds the hero, reducing damage for several turns. | + | *** ''Divine Protection'': A protective barrier surrounds the hero, reducing damage for several turns, or the contrary. |
*** Why not create some effects directly tied to the hero classes? | *** Why not create some effects directly tied to the hero classes? | ||
− | *** What if the developers could change the type of bonuses whenever they want? In the realm of Balor, it rains and | + | *** What if the developers could change the type of bonuses whenever they want? In the realm of Balor, it rains and shines… If She-Lah is too present and makes too much noise on the lands of Balor, perhaps the gods will no longer be in her favor?<br /><br /> |
* '''Resetting the Tension Line:'''<br /> | * '''Resetting the Tension Line:'''<br /> | ||
** Once an effect is triggered, the ''Tension Line'' resets to its neutral position, and the process begins again. | ** Once an effect is triggered, the ''Tension Line'' resets to its neutral position, and the process begins again. | ||
− | ** Some cards or effects may prematurely reset the line to prevent the opponent from benefiting from the effect.<br /><br /> | + | ** Some cards or effects may prematurely reset the line to prevent the opponent from benefiting from the effect. |
+ | ** Some heroes, often forgotten or rarely played, would have an ability to exert some control over the '''Tension Line'''.<br /><br /> | ||
* '''Associated Strategy:'''<br /> | * '''Associated Strategy:'''<br /> |
Recently, it was the Pirates that were criticized for being too strong, too fast, too versatile, and for allowing players to draw too many cards... and the list goes on. And with each new meta, it’s pretty much the same story: players start complaining (rightly or wrongly, that’s not the issue) and demand that the developers nerf the cards... Which, unfortunately, means that the game is somewhat doomed to stagnate and avoid promoting truly powerful decks without facing the inevitable but necessary outcome: Nerfing.
Moreover, playing cards that aren’t strong or whose abilities aren’t particularly efficient, or using decks that are of lower tiers or less powerful, is never rewarded. The only goals being to crush the opponent, making their playing experience ultimately unpleasant. And these present goals are quite simple and too few: 'Tidal Wave' the opponent's board, seek a hasted Wulven Shredder, heal like Zhanna and draw cards like She-Lah... I am missing some, but I am sorry to say, maybe the game is becoming a bit… boring ?
The Tug of War mechanism introduces a new dynamic where certain cards or effects create a "tension line" between the two players. This tension line represents a force field or influence that can swing in favor of one player or the other. The actions of each player affect this line, and if it swings too far towards one side, it triggers a powerful effect for that player.
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