ZenaRose;n10624122 said:
Why they killed Brokvar Hunter mechanic? It was not even in tier 2.
Probably for that reason. They thought it was too less played and with the removal of RETALIATION, it would get even worse. Though, I don't agree with this. Also, they gave it new synergies by making them Tuirsearch, which would have been possible without a rework, too.
ZenaRose;n10624122 said:
Why they killed Temerian Drummer, Field Medic
Temerian Drummer was just a worse version of the Reinforced Trebuchet. There was basically no reason to play it. Now it has at least a very small synergie with Temerian decks, though it is pretty useless.
The old Field Medic was great and unique, but lots of people requested a rework. The new one is a bit boring but is still usefull. It can easily get 17 point power changes, but in general it is much worse then similar units like Vrihedd Vanguard or Tuirsearch Veteran, because it can't boost other Field Medics, and there are too many cards that aren't affected.
It would have been much better, if the Field Medic had stayed the same and the Drummer would have been reworked.
ZenaRose;n10624122 said:
Now every faction have 3 body bronze which summons all copies, LUL nice unique faction mechanic
NR, MO and both of ST summon 3 bodies are pretty unique and all have different niches. It is just the reworked SK and NG ones that are bland and bad. And SK already had such a unit in a much better form with more setup, which is the Dimun Pirate. He is 11 strength with 2 deck thinning and two Discard triggers, but only one body. That is much more unique then the shieldmaidens.
They tried their best to rework units that weren't used that much, or were requested for reworks, but failed a lot of times sadly.
ZenaRose;n10624122 said:
Cards with simple mechanic like elf 6+6, bear 1+11, is not fun. They are boring.
Comparing that to poor poor PFI is a joke.
ZenaRose;n10624122 said:
Simplifying the game is main problem.
I completly agree on that.
While coinflip is a big problem, it gets even worse with simplification. As long as the last player can just dump a huge body, which needs no in-round setup, coinflip is amplified.
The same with the faction identity. The more simplified the game is the more all factions become similar. Why was the Panther added for ST? It has no synergie with the rest of the faction, doesn't fit thematically to it, and is just a 11 strength unit denying any setup, by zapping any 7 strength unit you want to play at the start of a round.
There have to be a couple of plain 11 strength units in the game, to allow new players to fill their decks, when they don't have enough synergie cards. But 2 per faction should be enough, or even a zero synergie neutral card.
But most of the other cards should be more complex.
Also, we have a lot meaningless synergies.
-Why do Wild Hunt uses Frost? Is there any benefit for them by having small units reduced or enemies not having units on a row, because they avoid frost or on the other hand, units stacking on a row such that they aren't hit by multiple weather? No. Wild Hunt uses Frost, because most of the other WH cards state that they interact with it. It is basically a forced synegie (exeptions are WH Rider, Drowner, and Jotun, of which the 2 latter one interact with any weather)
-Similar for reveal, what is the benefit of revealing the opponents cards? You get intelligence. But do you use it afterwards? No you just play point units, which interact with it because it states so on them. Having introduced some version of the Gold Morenn for Reveal would have been an interesting interaction. You know beforehand if the enemy has a special card and can decide to play that unit.
And because there is hardly any natural benefit in revealing your enemies cards, the number of reveals has to be that high that combined with a Mangonel it is such a big powerplay.
-The new introduced NR cursed archetype has all its synergie related from a single tag on the cards. Most of the cards are just versions of others, and the only thing special is this 1 tag.
Of course there are archetypes that are pretty unique in my opinion. Axeman, Spies, Death-wish, NR machines and to a degree also Movement, are some of them in my opinion, which feel pretty unqiue (if they are good gameplay wise is a different question).