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Pacing worrys?(15 chars)

This are just my thoughts.

It appears that the powerlevel of every faction will take a significant boost(looking especialy at lifestream,Haruspex, accumulonimbus).This is not bad for the overall balance-if everyone is op noone is.

Hoever a even faster pace means less deph.Given the new powerlevel duels will probably snowball even faster than they used to.

What do you think about this?

Eventually im not taking the powerloss through rotation enough into account

My exact thoughts. I think a lot of decks will be looking to combo a shit ton of face damage at 8 mana (bonecrusher-cadence, double acculoumbis, meditate-harugi-mask- all those weird mythic cards seem to come online at 6/7 mana so they will look to kill 8), therefore very aggressive agro decks might see a rise in popularity. I can’t see traditional control decks surviving unless they use broken combos as well. I am worried about the expansion and how much it might push the game in a negative uninteractive direction. I feel like drawing combos might become more important than positioning

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Lifestream was the buff Lyonar needed, but other cards do indeed seem over-the-top. I’m hoping for nerfs to Haruspex, Accumulonimbus, and Meditate, cards that only seem to buff archetypes that are already dominating the meta more than any other.

I’m still waiting on that nerf to Thunderhorn. Where is it CPG!?!?!? :mag_right: :male_detective:?

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meh, the big-risky early drops are there to cover for wasteful mana plays intensify will make early on so i think it just evens out. i think the game will just accelerate faster, but the average speed remains the same. add the removal of saberspine ez rush and we’re all good with pacing.

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If you end up unhappy wth the meta you might give faeria a try

Summary

Its much slower with alot more options and deph and controldecks beeing just as viable as expensive minions:in Faeria the 2 most efficient removals are frogify(2 lake lands 4mana turn an minion into a 2/2 frog with jump) and last nightmare(2 desert lands 6mana destroy an enemy)

The different mechanics:
-emptry board:the board starts empty with you needing to place lands(different cards have different land requirements)
-no manareset:you gain 3 mana each turn and at the 4 corners of the map manawells spawn that allow to collect 1mana more per turn if a active minion of yours are nearby.Faeria has some very explosive turns but between those theres quite some downtime sometimes as someone collects the mana for the big combo over multiple turns
-Wheel:each turn you can choose between placing 2 normal lands,1 special land,drawing a card,gaining 1 additional mana.

Yes, all the threats depicted here are possible. There is the risk that traditional control decks will be predated by the new Trial and Destiny decks and aggro will become a natural answer. I also think a few cards are over the top and dangerously ignore positioning.

However, experience shows that it is extremely hard to make these calls in advance. What I can say for sure is that the meta will change completely and that there is a lot of fun stuff to try. For sure something will be broken, but it will be fixed and we will have fun again :wink:

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Haruspex and accumulonimbus look op, I agree with that, but both can be played around with positioning (a lot harder for the vet spell). I still hope both get tune down a bit but that’s not true that thay are completely uninteractive

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