So despite not playing much Duelyst anymore, I still have it teetering around in my head from time to time. I’m going to make this post without any particular forethought so please bear with me if the structure is terrible and I’m a bit incoherent.
With the preface out of the way, lets get down to the main topic: Trying to figure out faction identities.
The reason I’m making this thread is because I have trouble grokking some Faction’s identities. Most notably Vetruvian and Vanar.
Not every faction needs to be able to do the same thing and some might not have access to some types of effects. This is fine and adds to their identity usually. Though they should still have some way to deal with various problems, try and keep the ways they do this in mind. Also this is what a faction is supposed to evoke, not what the ideal solution is (For example: Blood of Air is an amazing card but it feels very un-Vetruvian in the way it solves a problem the faction is facing. Same with Frostburn for Vanar). (Again: in my opinion)
I’ll try and explain this through the ways certain factions perform certain effects:
If you want to remove (multiple) enemies in the same turn most of the basic factions have some way to do that:
Magmar will do it through a creature with a spell effect (Makantor) or through a spell that has a power requirement (Natural Selections and Plasma Storm). Their focus is on minions, they have almost no direct damage that is not tied to a minion, all other effects are removal that does nothing unless specific conditions are met, usually minion-stat based. (at least initially, see my previous Starhorn threads and the addition later cards).
Songhai will straight up blast things with spells as their primary means of removal. They combo various effects and deal direct damage. This either through combo’ing spells to deal X amounts of damage to things or making them harmless. Songhai has no way to simply remove a creature without dealing damage. Yes they can switch places and transform them into pandos but they will never outright destroy something without dealing damage to it spell-wise. Minion-wise they still work with spells to remove things, by teleporting that minion around to activate its effect or get it into position or even reactivating it. Songhai works through their spells mostly. Again, no straight up ‘remove X’ just indiscriminate damage.
Lyonar is in a similar position to Magmar in that they do most of their work through minions, though more in the conservation of their minions than through the battering ram method that Mamar utilizes. To see the difference look at Lyonar’s version of Makantor Warbeast: Holy Immolation. It has the exact same effect as Makantor (deal 4 damage to everything around a minion) with an added effect (the healing). It’s just not one package and you need to have a minion on the board but it has additional effects. You don’t even need a minion on the board if you play a two-drop and then it even costs the same as Makantor. (this is a more of meandering point.)
Lyonar works through healing, sustain and defence of its own elite minions around the general. They remove minions of the enemy that are not near the enemy general, they deal straight up bits of damage usually coupled with healing by having their own minions damaged and then healed. Lyonar’s removal is having a posse of elite minions that get buffed, healed and beat the shit ouf of the enemy.
They work with direct damage but with sustain. Though they’re harder and harder to summarize like Songhai and Magmar as the expansions offer them more options.
Abyssian’s removal is simple: They either sacrifice one of their own to remove one of yours or transform things into one of their own. More recent expansions have given them options that remove damaged minions or remove stuff on things that will damage them anyway (Creep). They all work through the sacrifice mechanic that is integral to their faction identity.
Now both Vanar and Vetruvian seem a bit confused or I seem to simply not be able to grasp them.
Vanar initially seemed to be about keeping enemies at bay without straight up removing things, they had walls, teleports and transforms. Their ‘removal’ was mostly keeping you at bay and positional damage. Then they got straight up aoe damage and started doing other things.
Vetruvian had none, aside from removal next to their general and removing everything that wasn’t an obelysk.
I seem to sort have lost the point I was trying to make (late-night unstructured posting, sorry!).
Point is some factions have very clear identities and you can see what their way of dealing with a problem is (Magmar, Songhai and Abyssian are laser-focused on their themes). Others are (to me at least) very unsure and unfocused. For me these are mostly Vetruvian and Vanar, with maybe Lyonar having had a specific identity but now kind of searching as well. Though the biggest offenders are still Vetruvian and Vanar. I believe CP will keep giving these factions mishmashes of cards until they settle on a theme for what these particular factions are actually all about.
So hence the very long post:
What do you think the factions are all about or should be all about, what kind of effects should each faction have etc.
(If someone could explain Vetruvian and Vanar for me that would be swell)
It’s a VERY open question but one that I hope opens up some interesting discussions.