Duelyst Forums

Hopes/Predictions for Expansion 2?

Huh. Wasn’t aware tournaments gave out keys. Thanks for that, Raqyee

Something that makes swarm the best and most OP archetype in the whole game. Or at the very least more support that can make it so that you can’t just drop a Skorn and win the game. It gets very hard to win at higher ranks as more and more people can afford things that kill your one Bloodmon or use a Skorn to kill everything in one turn. Basically a few more cards that can make Bloodmoon not be the one card holding them up.
Also a Rainbow Death Horse Cousin

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This is so cute :3

-Some good 3-drops, it feels like a really awkward spot right now, with just Spelljammer, Tiger, Skorn and some faction cards.

-Some options to make control more viable without nerfing what is strong about current aggro decks.

-Magmar Artifacts, I have a dream of a viable (not memey) solo vaath deck. SMOrc all day everyday.

-Oh and Abyssian should get some good budget finishers for both swarm and creep, both are kinda bad when you can’t afford legendaries which is discouraging for new players that are interested in Abyssian.

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I just hope they don’t add more rng effect and avoid power creep katara style + some love for the less played generals (also for the love of god i hope they wont add something stupid like the justicar from hs)

I want to see some buffs for vetruvian something that can deal with the range threats with some dervish synergy

more

anime

MORE… ANIME… PLZ…!

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Food for Zir’an, and I don’t mean cards. I mean, look at her waist and tell me that is a healthy shape.

Everything I ever wanted summarised. I’m a Blue Timmy trapped in an Aggro body. #ArchetypeDysphoria

EDIT: Grammar

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This migh be a bit weird, but secondary colour schemes for the factions. Right now, factions usually have units with relatively similar colour palets to give faction identity. with more units on the way, a secndary colour palet might work for some factions.

  • Lyonar already has some sky blue parts for certain units to spice up the gold (Solarius, Radiant Dragoon)
  • Songhai can do something with a green and white one to complement their red and black one.
  • Vetruvian has historically been very brown/white/gold faction. I would like to see more units with the black/blue colour scheme of soul burn obelisk
  • Abyssian has been a very purple faction with the occasional black and orange. Maybe more cards with blood red colours, like with Baronet and Reaper.
  • Magmar has almost no primarily orange cards. For a faction themed around Magma, I would like to see more cards with orange-red lava or volcanic rocks.
  • Vanar uses a lot of blues and whites. Maybe some crystalline/ multicoloured units could liven things up.
  • Over all, I would like to see new types of designs for units. The August monthlies all look unique and amazing and so does the “steampunk series” (Ironclad, Caliber-o). I would love to see more units with those art styles and more art styles.

Other than that, I want slower decks. Right now, the average game lasts around 4-6 turns. I don’t think The expansion will introduce decks that consistantly reach turn 20+ but slightly longer games would be nice. Maybe something around the 7-9 turn mark, with fast games lasting 5 turns and slow ones 11.

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Infinite Depth, Lightning-Fast Matches.

That’s why I’m playing duelyst so I hope they won’t add cards that make matches last much longer =)
I think the 7-9 mark is a fair one though, but i’m already disturbed enough by cards like kelaino that giving potentially infinite healing can lead to control-warrior like snooze fest, so just don’t add too many cards that can stall the game too long mmkay? kkthx =)

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I know many of you want it this way, but I’m with @melkorita and don’t want the games last much longer. But the way I mean it is “on average”. So I’d really like Control decks be viable the same way Rush decks are. So it’s all about balancing - I don’t know how to make this happen, but that’s not my job fortunately.

I’d really like some love for Magmar which doesn’t mean making them incredibly strong. I’d just like to see that they get the same love other factions get. I’m playing Duelyst since January and I really have the feeling that for the Devs Magmar is… just there.
So I want Egg-love, Grow-love. And I don’t want three (basically) unusable Legendaries (again). This said Shimzar was a big disappointment to me - from the Magmar point of view.

Besides that my most important hope for the 2nd expansion is that the Devs really focus on balancing, balancing, balancing. And not on memey new mechanics.

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Couldn’t agree more enough. Balance is key.

Well just a thought. Since the expansion is about BBS, how would Sajj’s BBS function if a minion allowed the use of BBS twice or multiple times in a turn. Would the damage be multiplicative like if Sajj has 2 damage then used her BBS then BBS again would the damage be 8? Has someone has already tried it with Alcuin? Thanks!

Effects like that stack, same effect for multiple darkspine elementals

You’re comparing 2 different games, we don’t know anything yet, and The Grand Tournament was busted mostly because of Mysterious Mother****er imo. In Poland we called him Koń Rafał (Google it if you want).

Duelyst is a different animal than hearthstone here.

Hearthstone’s inspire mechanic ended up being a failure because the game is just not meant to deal with the potential for infinite value. Meanwhile in duelyst has crazy crap like slithar elder which many factions have no hope of clearing past the first turn or two, and we live with that kind of thing because answer-or-die is how duelyst works, for better or for worse. So all the inspire cards in HS had to be undertuned for a different game, when led to the mechanic falling flat on its face.

In fact the only really crazy hero power card was justicar and then only because it upgraded your hero power for all flippin’ eternity. Even then though it was only worthwhile for a few classes.

Grand Tournament also had the abject failure that was the second mechanic, joust. Pure RNG, not very fun, useless for most classes. Can you imagine? That’s both of the major introduced mechanics that pretty much flubbed. Sure, a few cards here and there popped up into other decks, and dragons got some more support, and secret paladin cancer was introduced, but when both of your new mechanics are abject failures that really crimps an expansion’s style.

So unless the devs truly go all-in on the BBS synergy thing and learn nothing from hearthstone’s mistakes I would not get too worried yet. I personally would prefer almost anything to hearthstone-style hero power interactions, but CP is sure to introduce more than just that.

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So would Sajj’s BBS be multiplicative or additive? Deal 6 or 8 for using the BBS twice?

A Vetruvian addition to the “Lance” cycle. More neutral movement utilities. Some way to utilize Mogwai. A cycle of cards that reverse dispels, probably rooted in Abyssian and expanded to every faction except Lyonar and Vanar. And some more sweet flavor cards. Maybe even a few new petcards to let us obsess over utilizing?

The text reads “double”, so 8.