Suchti0352Hero of Warcraft 8901034 PostsJoined 03/27/2019
Posted 2 years, 6 months ago
wasn't wrong though on the mercs part, but I absolutely can't understand why they don't make a dedicated blog post for it or even just mention it in the one they just published.
Suchti0352Hero of Warcraft 8901034 PostsJoined 03/27/2019
Posted 2 years, 6 months ago
I honestly don't think that this is the teaser for the mini-set and that for multiple reasons.
The patch definetely launches next Tuesday. (The merc event lasts until 23.4 and the timer ends on Tuesday)
That would be 49 days into the sunken City expansion which is way sooner than any of the mini-sets released (65, 65, 91, 70 days)
They previously announced that all X.4 patches are going to focus on Mercenaries. "the team will be shifting its major content beats to the X.4 patches."
They implied that the patch will focus on Mercenaries, just like how X.2 patches focus on Battlegrounds: "This shift will allow Mercenaries to have its own big moment like the other major modes do".
This would mean that they aren't adding anything major for the other modes in the same patch
Aside of a bunch of new mercs and bounties (I expect around 15-30) I also anticipate that they are going to release one of the major features they announced in the past. Kinda like how Battlegrounds added one big feature/gameplay element like Darkmoon Prices, Quillboars, Buddies etc. with their major updates. Those already announced major merc features include:
A way to spend excess coins "that adds power and specialized traits to your max level mercenaries"
A new pve endgame system "that's going to challange your whole collection"
Legendary bounties (were announced as post launch content all the way back in the mercs announcement stream)
Suchti0352Hero of Warcraft 8901034 PostsJoined 03/27/2019
Posted 2 years, 7 months ago
There will be over 50 location cards at launch (3 of which are randomly chosen each match) and the website mentioned that they are going to add more of those on a weekly bases. I wouldn't worry too much about game variaty.
Suchti0352Hero of Warcraft 8901034 PostsJoined 03/27/2019
Posted 2 years, 7 months ago
Quote From Author
purely from aesthetics like cosmetics
The main reveal video already mentioned altnerative card art in various styles (including pixel art), aswell as the ability to "upgrade" the art and make it go outside of the card border.
Suchti0352Hero of Warcraft 8901034 PostsJoined 03/27/2019
Posted 2 years, 7 months ago
As far as I understood both players play cards at the same time and once everyone finished their turn the cards get revealed, which can trigger "on reveal" effects. There are also cards with passive effects like how Iron Man doubles all of the friendly attack damage for a zone.
The goal is to control 2 zones after 6 turns by having more attack power in front of them than your opponent, by either playing your own cards or destroying the ones your opponent has.
The rank system is also quite unique. Your rank point are "qubes". The amount of qubes you get by winning or loose by loosing the match is always the same for each player, but it changes throughout the fight. During the first 5 turns you can win/loose only 1 qube, on the final turn the number raises to 2. If players are confident that they are winning, then each of them can double the stakes to up to 8 qubes. So there is this aspect of do I concede early to not loose too many qubes, do I play save and potentially only win/loose 2 qubes or do I go all in and double the stakes, because I know that I can win this game for sure...only to loose it.
Suchti0352Hero of Warcraft 8901034 PostsJoined 03/27/2019
Posted 2 years, 7 months ago
Guess you were right, but the game really stands out from all of the other cardgames and will surely find a niche for casual card players. 3 Minute matches and not having any turns is incredible unique for that genre.
Suchti0352Hero of Warcraft 8901034 PostsJoined 03/27/2019
Posted 2 years, 7 months ago
I would totally disagree here. Yes, dredge is similar to other "predict" effect, but with the extra benefit of only effecting the bottom of your deck. This way you can not only manipulate your draw, but also get cards from your deck that you otherwise wouldn't draw in most of the games. All of the sunken cards also play perfectly with the flavor and have a unique play pattern (play a meh card, draw a really good card in the lategame or when you dredge) that wasn't in the game before.
Colossals are also much more than just "big minions". It's basically one minion that you can "weaken" by destroying parts of their bodies, which is super flavorfull. This is also supported by the fact that all of the body parts interact with the main body. Destroy the head and the rest is not big thread anymore.
Suchti0352Hero of Warcraft 8901034 PostsJoined 03/27/2019
Posted 2 years, 7 months ago
The game will stop trying to reconnect you to the game after 30-45 minutes. You can also avoid another softlock if you first concede, then wait around 10 seconds and then close the game.
Suchti0352Hero of Warcraft 8901034 PostsJoined 03/27/2019
Posted 2 years, 7 months ago
Don't try out the new bounty right now! It will softlock you out of the game and then makes you stuck on the "reconnect" screen whenever you relaunch the game.
- Is there a change to how refresh works in mercs? They list a few changes here like blink fox's mana blink. What does "Your characters’ abilities Refresh (5)" even mean compared the old "refresh your mercs abilities".
It means that instead of setting the cooldown of the abilities to zero, it instead reduces it by 5. That change doesn't really matter for Blinkfox (probably because they wanted to keep its funcionality), but a good example on how this rework could be used can be seen on the N'zoth merc. His third ability has a 5 turn cooldown and his second ability reduces the cooldown by 2 instead of completely refreshing the ability.
Suchti0352Hero of Warcraft 8901034 PostsJoined 03/27/2019
Posted 2 years, 7 months ago
I'm kinda sad that they are removing buddies. I never really had anything against Battlegrounds. It just never catched me, yet the buddies made the game feel the freshest it has been since the Darkmoon Prices.
Also those are more Mercenaries changes than I expected from a BG focused patch. Especially considering that the next big Patch (X.4) is supposed to focus on that mode. A new event merc (ok, I actually expected that one | they are basically following the Bg route with monthly minor content updates between the big ones), but also pvp fatique, a couple minor buffs and a "preview" of the next zone. Can't wait to find out what the next patch holds for that mode. The 100 packs I saved from finishing all of the merc tasks (thanks to the task rework) are certainly ready for it...I hope.
Suchti0352Hero of Warcraft 8901034 PostsJoined 03/27/2019
Posted 2 years, 7 months ago
It would be really awesome if the event also included his diamond skin, similar to the leeroy event. He also has way more potential for a cool kit than leeroy, which turned out to be rather boring.
Suchti0352Hero of Warcraft 8901034 PostsJoined 03/27/2019
Posted 2 years, 7 months ago
The main things I dislike about Clash Royals monetization is how ridicously hard it is to max out a deck, only for it to get nerfed later(even if it makes sense balance wise). The rewards for winning being gated and limited behind a hours long wait time doesn't help either. Needing gold to upgrade anything in addition to multiple copies of the card also actively discourages me from trying out new decks (even if I got enough copies to upgrade the cards), because it would actively hinder my progression on the one I already have.
I think the main problem I have is that the card level matter too much. Not being able to kill a unit purely because its one level higher than my spell just feels terrible. Two or more levels higher and my chance of winning decrease by a lot. This goes especially for the tower levels.
The pass might be a good deal, but the things it provides feels extremely unfair for players who don't purchase it. It more than doubles the gameplay relevant rewards, shortens the time gates (by isntantly starting the next timer, even if you aren't logged in) and guarantees that you complete every challange, destroying the whole purpose of it.
The monetization things I heard about Warcraft Rumble just sound like a straight improvement to me:
Suchti0352Hero of Warcraft 8901034 PostsJoined 03/27/2019
Posted 2 years, 7 months ago
Honestly, from what I heard the monetization doesn't sound that bad. especially compared to clash royale. There are no Lootboxes, everything can be earned with free ingame currencies, there are no time limitations, and in the 1v1 pvp everything will be normalized.
wasn't wrong though on the mercs part, but I absolutely can't understand why they don't make a dedicated blog post for it or even just mention it in the one they just published.
I honestly don't think that this is the teaser for the mini-set and that for multiple reasons.
Aside of a bunch of new mercs and bounties (I expect around 15-30) I also anticipate that they are going to release one of the major features they announced in the past. Kinda like how Battlegrounds added one big feature/gameplay element like Darkmoon Prices, Quillboars, Buddies etc. with their major updates. Those already announced major merc features include:
There will be over 50 location cards at launch (3 of which are randomly chosen each match) and the website mentioned that they are going to add more of those on a weekly bases. I wouldn't worry too much about game variaty.
The main reveal video already mentioned altnerative card art in various styles (including pixel art), aswell as the ability to "upgrade" the art and make it go outside of the card border.
As far as I understood both players play cards at the same time and once everyone finished their turn the cards get revealed, which can trigger "on reveal" effects. There are also cards with passive effects like how Iron Man doubles all of the friendly attack damage for a zone.
The goal is to control 2 zones after 6 turns by having more attack power in front of them than your opponent, by either playing your own cards or destroying the ones your opponent has.
The rank system is also quite unique. Your rank point are "qubes". The amount of qubes you get by winning or loose by loosing the match is always the same for each player, but it changes throughout the fight. During the first 5 turns you can win/loose only 1 qube, on the final turn the number raises to 2. If players are confident that they are winning, then each of them can double the stakes to up to 8 qubes. So there is this aspect of do I concede early to not loose too many qubes, do I play save and potentially only win/loose 2 qubes or do I go all in and double the stakes, because I know that I can win this game for sure...only to loose it.
Guess you were right, but the game really stands out from all of the other cardgames and will surely find a niche for casual card players. 3 Minute matches and not having any turns is incredible unique for that genre.
Who even said that it's going to be a cardgame?
Rare to get the whole crew together but this time it’s for a special occasion…. gonna be a big week!
https://twitter.com/bbrode/status/1526611857351446528
Not much is known about the game, except that it uses the Marvel Licence and that a bunch of other former HS devs are working on it since 2018.
...God, it has been that long without him. Atleast he still has his iconic shirt.
I would totally disagree here. Yes, dredge is similar to other "predict" effect, but with the extra benefit of only effecting the bottom of your deck. This way you can not only manipulate your draw, but also get cards from your deck that you otherwise wouldn't draw in most of the games. All of the sunken cards also play perfectly with the flavor and have a unique play pattern (play a meh card, draw a really good card in the lategame or when you dredge) that wasn't in the game before.
Colossals are also much more than just "big minions". It's basically one minion that you can "weaken" by destroying parts of their bodies, which is super flavorfull. This is also supported by the fact that all of the body parts interact with the main body. Destroy the head and the rest is not big thread anymore.
Also there are colossals that allow you to build a deck around. Hydralodon for big Hunter, Gaia, the Techtonic for mech mage and Nellie, the Great Thresher for pirate warrior.
I guess they now use Mercenaries as the primary pve content
The game now as a fps setting which is set to low by default. Changing this might solve your problem.
The game will stop trying to reconnect you to the game after 30-45 minutes. You can also avoid another softlock if you first concede, then wait around 10 seconds and then close the game.
Don't try out the new bounty right now! It will softlock you out of the game and then makes you stuck on the "reconnect" screen whenever you relaunch the game.
It means that instead of setting the cooldown of the abilities to zero, it instead reduces it by 5. That change doesn't really matter for Blinkfox (probably because they wanted to keep its funcionality), but a good example on how this rework could be used can be seen on the N'zoth merc. His third ability has a 5 turn cooldown and his second ability reduces the cooldown by 2 instead of completely refreshing the ability.
I'm kinda sad that they are removing buddies. I never really had anything against Battlegrounds. It just never catched me, yet the buddies made the game feel the freshest it has been since the Darkmoon Prices.
Also those are more Mercenaries changes than I expected from a BG focused patch. Especially considering that the next big Patch (X.4) is supposed to focus on that mode. A new event merc (ok, I actually expected that one | they are basically following the Bg route with monthly minor content updates between the big ones), but also pvp fatique, a couple minor buffs and a "preview" of the next zone. Can't wait to find out what the next patch holds for that mode. The 100 packs I saved from finishing all of the merc tasks (thanks to the task rework) are certainly ready for it...I hope.
How has this anything to do with the Unity engine? Also how is your reply related to the original comment in any way?
It would be really awesome if the event also included his diamond skin, similar to the leeroy event. He also has way more potential for a cool kit than leeroy, which turned out to be rather boring.
The main things I dislike about Clash Royals monetization is how ridicously hard it is to max out a deck, only for it to get nerfed later(even if it makes sense balance wise). The rewards for winning being gated and limited behind a hours long wait time doesn't help either. Needing gold to upgrade anything in addition to multiple copies of the card also actively discourages me from trying out new decks (even if I got enough copies to upgrade the cards), because it would actively hinder my progression on the one I already have.
I think the main problem I have is that the card level matter too much. Not being able to kill a unit purely because its one level higher than my spell just feels terrible. Two or more levels higher and my chance of winning decrease by a lot. This goes especially for the tower levels.
The pass might be a good deal, but the things it provides feels extremely unfair for players who don't purchase it. It more than doubles the gameplay relevant rewards, shortens the time gates (by isntantly starting the next timer, even if you aren't logged in) and guarantees that you complete every challange, destroying the whole purpose of it.
The monetization things I heard about Warcraft Rumble just sound like a straight improvement to me:
Honestly, from what I heard the monetization doesn't sound that bad. especially compared to clash royale. There are no Lootboxes, everything can be earned with free ingame currencies, there are no time limitations, and in the 1v1 pvp everything will be normalized.
1 2 3
Actually a dev on discord confirmed that there are no plans for lootboxes right now