![]() Grab as many early nods as you can, avoid maps that have stage bosses that you hate and play around those that you don't, kill your followers for fun, grab late game leader cards, and you are pretty much golden. ![]() The high tier ones are so broken that if AI uses it you'd probably quit life, so it's almost impossible to lose late game, with the push over final bosses.Īlso play around bosses, i see people losing against the unerfed leper when they can just keep clear the board and don't attack when the AI has cards in hand, like is that so hard to do? the AI doesn't save cards like at all. The most important aspect of the game is the leader cards, they help you win games, so make sure to grab the good ones for each leader, and buy leader cards at the last two maps as they have high tier cards. On average i reach the final gate at around 60 followers, so don't afraid to kill people. With high altruism you will almost get way more common cards that you know what to do with, these are your fillers that you want to play them wounded for the early game aggro/damage, and them dying is part of the plan. ![]() what you want to do is to prevent the death of key cards, as in at least rare and above, and i regularly sacrifice rare cards. I feel your opinion comes from some misunderstanding about how this game should be played, it is not about minimizing taking too many wounded, in fact you actually want some wounded in your deck because they have excellent value (1 less cost for 1 less health is insane). the bosses are nerfed as it is and you want to nerf them more? like i regularly clear through the dungeon even before the boss nerf on normal, so this is all luck? like my personal experience is not agreeing with you here. this is like saying the game is all about playing cards, yes, ultimately the normal fights are about ending the fight with as minimum health damage and to prevent key cards from dying, but many cards that do not have high health will get you there, either by outputting value to establish a board, protect your high attack but low health followers, or to counter the enemy cards, there's not many cards that fall outside of the three main categories so i fail to see how you can say only high damage cards are viable.ģ. you should have ways to deal with taunt, as in direct damage, blackouts, removal cards, poison, the equipment that blackout taunt cards, if you can't deal with the AI putting out one taunt per time, then i don't know what to tell you.Ģ. Can you imagine all the different builds & strategies □ġ. Not only that but it would really open the game up. That would solve like 99% of the problems with this game. ![]() I think you just solved the problem! Death should be the result of running out of convoy cards or suffering too many wounds to continue a run. Maybe just add more wounds after each defeat, and the cost of wounded cards isnt reduced anymore.īut, thats just my personal oppinion, ofc. I really think, that, in the long-run, a different solution than perma-death will have to be found, as it really hinders the quality of the game in multiple ways. Its making me sad, as it takes depth and variety out of the game, and prevents many playstyles and strategies. Playing NP feels a bit like Hearthstone, with all decks being head-hunter. Which means, that players are encouraged to avoid battles for board-control, and try to kill the enemy leader asap, while he will do the same. You need to prevent your units from dying. Originally posted by Rainbow Lotus:All of your points, with which i agree, btw, result from a single mechanic:
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