Balance Changes
- [LIKE] Glad to see some Balance Changes to Songhai. Especially like the adjustments of Mana Vortex, Lantern Fox and Cryogenesis. I’m curious to see how this will effect the new meta.
Battlemaps
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[LIKE] I like the new maps. And having some unique ones to unlock and ‘show off’ to your opponent makes them very special.
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[SUGGESTION] However, I really liked the randomness and variety of maps I play on. I wouldn’t want to have the same one everytime I’m Player one, or that I would have to choose beforehand which one I like, but rather have the Game choose for me.
So here is my idea:
A Panel where to select any number of existing free maps + unlocked Battlemaps. And one of them will be chosen randomly when you are Player 1. If you only select one, that’s where you will end up on (as Player 1). This way you could have more than one Battlemap selected.
Quest Changes
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[SUGGESTION] The new Quest System is a nice attempt, and the bigger reward is attracting. But I found the second quest, in particular the ultimate aggressor, quite frustrating and tiresome to complete, and easily taking more than 10 games.
Also it tempts to building extra decks just for the cause of dealing damage to the enemy general, or destroying minions, but I guess that’s alright.
The bigger issue for me is the amount of time the 2nd quest can consume, which isn’t in favor of casual players. They might either not have the time a day to complete them, or it cuts them low on their ‘play for fun’ freetime.
I would like to see some numbers on these Quests lowered: - Adventurer: seems fine to me, it doesn’t require wins, only games played. If the reward gets lowered, cutting it down to 6 games might be worth consideration.
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Ultimate Aggressor: is way to high. In the best case scenario: this quest is completed in 6 games, that is if you win them all and the opponent does not surrender early. Average 9-10 games is more likely, and if it doesn’t go well 12+.
Cut down the damage to 100 and lower the reward if you wish. -
Assassin: very hard to predict. Haven’t had this quest yet, and depends hard on how long the games take, or what faction you are playing against.
Assuming you kill 4-8 minions a game, it would take at least 7 games, and average 9 to complete. That is acceptable, taking swarm games vs Abyssian or Vetruvian into account.
Might lower it a bit. To 40 or 35 minions.
Per-Win Reward
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[DISLIKE] Getting only 5 Gold per 2 wins after a while was really low, I agree, but in the exchange of earning 15 gold only every 3 wins now, disfavors and discourages new and casual players too heavily in my opinion.
Duelyst stands out by it’s very generous and rewarding system, even for beginners, encouraging and motivating them to keep playing, unlike other very grind-heavy or ‘force to pay’ games.
Of course players that play more, should be able to get some more out of it, than casual players. But gauntlet itself does that already, which is very, very generous and rewarding for experienced players, enabling infinite gold-loops, whereas new unexperienced, or simply less dedicated players, have to rely on the per-win gold.
This new System is just too much of a drawback for them, in favor of grinding, and that’s not what I’d like to see Duelyst to become. I’d rather see the Community growing. Therefor keep it a beginner and casual friendly game, that motivates with a generous system early on. -
[SUGGESTION] I would really want to see the 15 gold per 2 wins again, to keep new and casual players attracted. And for the grinders, increase the cap to 10 gold per 2 wins, instead of 5, which would be equivalent to 15 gold per 3 wins. So everyone profits.
~ CHIJO



chillin’ like a villian, 