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New Card-Based Combat System: Feedback

New Card Fighting System vs. Classic Combat 1 member has voted

  1. 1. New Card Fighting System vs. Classic Combat

    • Keep the classic combat system as the primary mode.
      0%
      0
    • Replace classic combat with the new card system.
      0%
      0
    • Keep both systems as separate combat modes.
      100%
      1
    • I need more time and testing before deciding.
      0%
      0
    • I do not participate enough in combat to judge.
      0%
      0

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Featured Replies

I wanted to create a place where players can share their thoughts and experiences with the new card-based fighting system and compare it with the classic combat system.

The new system appears to offer a different style of strategy through cards and more direct choices during battle.

I would like to hear everyone’s opinions on the following:

  • Is the new system understandable and easy to learn?

  • Does it offer enough strategic depth?

  • How does it compare with preparing rituals in classic combat?

  • Do the cards feel balanced and meaningful?

  • Does player choice have enough influence over the outcome?

  • Are the battles too fast, too slow or appropriately paced?

  • Which parts of the system are enjoyable?

  • Which mechanics feel confusing or need improvement?

  • Would you like the card system to remain separate from classic combat, or interact with it somehow?

  • What features or cards would you like to see added?

  • Would you prefer the classic combat or card style combat if it were to change and the new card style be the permanent way of combat from now on.

Both positive and critical feedback are welcome. The purpose of this discussion is not to declare one combat system better than the other, but to identify what makes each one interesting and how the new system could become a meaningful part of combat.

Please share specific examples from your battles whenever possible, especially unusual interactions, balance concerns, confusing mechanics or strategies that worked particularly well.

Edited by redneck

The classic combat system has depth it took years to learn and master. It lets me grind the stats I need quickly (Exploration, Action Points, Worldly Inertia, & Vitale from Bursts). I can get a full rotation on all surrounding players, while rotating in on the Splinter without any delay (by double clicking attack, this way the battle popup is skipped entirely).

From what I've seen of the new combat system, nearly all of that is no longer the case. Fights take way longer than they should by a mile. That alone is enough for me to say no thank you.

I respectfully don't enjoy the new card combat system. Even polished, manual battles will never be as efficient as auto battles. I'm absolutely speaking from a grinders perspective, and my view is completely biased, but my vote is a solid no thank you.

A side mini game for those who like to dabble would be fine. Just please don't swap out my efficient combat system for... A duel of Yu-Gi-Oh.

I like the new system more than the old one, but I am not sure it is generally speaking, as practical for raising creatures.

I'd like to see the old system stay as-is (or perhaps, only giving wins but no stat rewards?).

I'd like to see the new system give greater rewards, as it does take longer and is much more PvP.

I can see the new system being used for tournaments, like we used to have, for roleplay as well.

I sort of see the old system fights as a passing comment, whereas the new one is trying to win a debate - it takes longer, more effort, and so should be the more rewarding of the two.

TLDR: Keep both ;)

  • Root Admin

@redneck make it a poll pls

yes different rewards to match fight duration was my intention too but ibwas hoping we can talk about the mechanism not the rewards. i think if i put you a "give something now" button in place of any fight, a majority would be happy.. well .. if it gets to remain, rewards will differ, but wont be a sudden update.. with bigger rewards comes bigger temptation to abuse it.

Also i want to make an important change to it.. i dont really like the stats difference making most strategies pointless.. i am not sure yet how to reshift the balance so that it makes sense to get better as you fight more, but at the same time don't render other weaker opponents absolutely powerless. I think in this card game chances should be that a good choice chain coild lead to a victory against the most outrageous opponent stats.

Also what victory means.. i was thinking to have the opponents decide intention BEFORE fight then consider it a loss or a win based on what came out.. anyway, all this is just ideas wanderibg aroubd lonely in my head, i will give them shape once i know if this new combat mode remains or not. So far the feedback was incredibly negative and i kind of lost enthusiasm for it for now. I want to add more cards to each crit but i womt spend more money and time and nerves on something that will probably be voted against in the end.

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