The puzzle, as it was put, should be your mechanical know-how of how lanes works, attack types work, using your team's card builds to the fullest and knowing who can soak a hit in a lane and who can't. The power to hold your cards and discard most of your cards at will, removing this starts to make this game blend into the blur that is this genre. I liked this because that is(going to be was) a thing that set this game apart from other games of the same type. Well I'll bank it so it goes into my next attack turn, hold my hand and unleash next turn. I got a combo that takes 5AP but only have 3? OK. The whole "Running out of gas" thing should not be a thing as that's why you currently have the Individual's AP for. I'm very not on board with the fact my hand is going to get discarded at the end of the turn at all times AND I'm only getting two per hero back per turn. We'll see how it pans out! I'll be trying it out. Perhaps rolling out smaller changes would have been a good idea instead of a big massive patch. I'm hesitant, but willing to try out the new patch when it comes out. You could gamble between wanting to keep the card around situationally for next turn, or you could get rid of it and hopefully draw something better next turn.Īlso sad to see the simplification of combat as a whole, that was another thing that really set this game apart. Cards remaining in your hand and having the ability to sacrifice your ultimate meter to discard cards you didn't want next turn was a really cool mechanic that really set Arcanium apart from other similar games. Originally posted by Ethrin:Not sure how I feel about the combat changes.
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