Changing the way Potions work - diversifying the game away from buff-oriented meta.
Throughout the last couple of patches, this one included, the meta has in large part revolved around buffs. Dominant monster decks and Dwarves rely strongly on Thunderbolt Potion (12 points) and Immune Boost potion (9 points + 9 armor) to keep up on points while safeguarding their carry-over. This mitigates the vulnerability or carry-over in the case of Monsters (Harpy eggs primarily), the effects of weather in both MS and Spelldwarves match-ups, which otherwise might be a mitigating factor during a long round 1, and exacerbates carry-over power.
Other potions - Overdose (12 points like Thunderbolt, but spread over 6 random units) and Swallow potion (8 strength on one unit) - are never used.
The premise is that Thunderbolt and Immune Boost are too good, Overdose and Swallow too bad to the point of being unusable.
The trade-off of potions is theoretically that they require a board-state; if you have less than 3 row-stacked units, Immune Boost and Thunderbolt Potion will not achieve full value. If you have less than 6 units, Overdose will not achieve full value. Furthermore, Scorch/Gigni susceptibility is a risk that is associated with primarily Swallow, and to a much lesser extend Thunderbolt and Immune Boost potion. The two latter are thus simply too good. Furthermore, Immune Boost potion's niche - as an anti-weather tech - is nullified by its ease of application and the neglegible trade-off point-wise.
However, more often than not these supposed trade-offs are non-factors, at least for Thunderbolt Potion and Immune Boost potion. For Monsters, spawning 3 units is a non-issue, as is staggering their strength. For Dwarves, the same applies, particularly due to the revamped Elven Mercenary.
Short Analysis of each potion:
Overdose's conditions are too difficult to reliably fulfill, making it unusable.
Swallow potion is too weak to be worth using, particularly considering Scorch and Gigni.
Thunderbolt potion is too powerful (similar to Overdose) but much easier to fulfill, particularly due to staggering strength often being a non-issue.
Immune Boost potion is too powerful point-wise considering that versus weather, it essentially provides even more value.
The solution
Remove potions from the game as individual cards and introduce a new card: The alchemy kit. Playing Alchemy kit allows the player to 'craft' and play one of the four above-stated potions.
Furthermore, the potions craftable will be reworked into the following to account for the added flexibility of being able to choose:
Thunderbolt potion: Boost 3 units by 3.
Immune Boost: Boost 3 units by 2, add 2 armor to each (making it into a potential 12 point value if the row is weathered).
Overdose: Boost 6 random units by 2 (unchanged, but given the new flexibility it might see use, and the 12 points are justified given the requirements to board-state and random targets).
Swallow: Boost 1 unit by 10 (2 more points than Ambassador, but Ambassador is 8 + X value for NG with Impera Brigade(s) down, and can be nuked by Nauzicaa Brigade for additional value, can be Menno Coehoorned, Rot Tosser'ed etc... And Swallow will still paint a scorch target on the unit it is played upon. Higher risk, higher reward).
Why is this a good idea or even necessary?
Several reasons:
1) Thunderbolt and Immune Boost potion is seeing a lot of use in top decks and exacerbates the 'problems' of carry-over. Rather than thinking carry-over - a fine feature in itself that often comes with a trade-off - is a problem, I think it makes more sense looking at the things enabling people to play carry-over and keep up with high-tempo plays easily.
2) Certain potions are never seeing use, essentially making them dead cards in the card pool because they are either too situational or underpowered.
3) Future potions will as of currently have to compete with either 9+9 points or 12 points of strength respectively right now - so either we will face incremental power creep, which will render other cards unusable, or we will see potions that are even more tech-oriented and situational, which might not see use either depending on the meta at any given time.
Future prospects - what happens if more potions are added?
Categorize the different potions and introduce offensive/defensive alchemy kits for instance. The work-arounds are simply enough and would not impede what is essentially a more creative, more meaningful, more elegant potion system.
Conclusion: Ultimately, reworking potions into this would expand design space for future potions, rebalance their impact on carry-over, and indirectly help bring particularly the dominant Token Dagon meta into line, as well as to a lesser extend Spelldwarves. More diversity, better balancing, more meaningful micro-choices within a given game, less snowballing carry-over effects.
Throughout the last couple of patches, this one included, the meta has in large part revolved around buffs. Dominant monster decks and Dwarves rely strongly on Thunderbolt Potion (12 points) and Immune Boost potion (9 points + 9 armor) to keep up on points while safeguarding their carry-over. This mitigates the vulnerability or carry-over in the case of Monsters (Harpy eggs primarily), the effects of weather in both MS and Spelldwarves match-ups, which otherwise might be a mitigating factor during a long round 1, and exacerbates carry-over power.
Other potions - Overdose (12 points like Thunderbolt, but spread over 6 random units) and Swallow potion (8 strength on one unit) - are never used.
The premise is that Thunderbolt and Immune Boost are too good, Overdose and Swallow too bad to the point of being unusable.
The trade-off of potions is theoretically that they require a board-state; if you have less than 3 row-stacked units, Immune Boost and Thunderbolt Potion will not achieve full value. If you have less than 6 units, Overdose will not achieve full value. Furthermore, Scorch/Gigni susceptibility is a risk that is associated with primarily Swallow, and to a much lesser extend Thunderbolt and Immune Boost potion. The two latter are thus simply too good. Furthermore, Immune Boost potion's niche - as an anti-weather tech - is nullified by its ease of application and the neglegible trade-off point-wise.
However, more often than not these supposed trade-offs are non-factors, at least for Thunderbolt Potion and Immune Boost potion. For Monsters, spawning 3 units is a non-issue, as is staggering their strength. For Dwarves, the same applies, particularly due to the revamped Elven Mercenary.
Short Analysis of each potion:
Overdose's conditions are too difficult to reliably fulfill, making it unusable.
Swallow potion is too weak to be worth using, particularly considering Scorch and Gigni.
Thunderbolt potion is too powerful (similar to Overdose) but much easier to fulfill, particularly due to staggering strength often being a non-issue.
Immune Boost potion is too powerful point-wise considering that versus weather, it essentially provides even more value.
The solution
Remove potions from the game as individual cards and introduce a new card: The alchemy kit. Playing Alchemy kit allows the player to 'craft' and play one of the four above-stated potions.
Furthermore, the potions craftable will be reworked into the following to account for the added flexibility of being able to choose:
Thunderbolt potion: Boost 3 units by 3.
Immune Boost: Boost 3 units by 2, add 2 armor to each (making it into a potential 12 point value if the row is weathered).
Overdose: Boost 6 random units by 2 (unchanged, but given the new flexibility it might see use, and the 12 points are justified given the requirements to board-state and random targets).
Swallow: Boost 1 unit by 10 (2 more points than Ambassador, but Ambassador is 8 + X value for NG with Impera Brigade(s) down, and can be nuked by Nauzicaa Brigade for additional value, can be Menno Coehoorned, Rot Tosser'ed etc... And Swallow will still paint a scorch target on the unit it is played upon. Higher risk, higher reward).
Why is this a good idea or even necessary?
Several reasons:
1) Thunderbolt and Immune Boost potion is seeing a lot of use in top decks and exacerbates the 'problems' of carry-over. Rather than thinking carry-over - a fine feature in itself that often comes with a trade-off - is a problem, I think it makes more sense looking at the things enabling people to play carry-over and keep up with high-tempo plays easily.
2) Certain potions are never seeing use, essentially making them dead cards in the card pool because they are either too situational or underpowered.
3) Future potions will as of currently have to compete with either 9+9 points or 12 points of strength respectively right now - so either we will face incremental power creep, which will render other cards unusable, or we will see potions that are even more tech-oriented and situational, which might not see use either depending on the meta at any given time.
Future prospects - what happens if more potions are added?
Categorize the different potions and introduce offensive/defensive alchemy kits for instance. The work-arounds are simply enough and would not impede what is essentially a more creative, more meaningful, more elegant potion system.
Conclusion: Ultimately, reworking potions into this would expand design space for future potions, rebalance their impact on carry-over, and indirectly help bring particularly the dominant Token Dagon meta into line, as well as to a lesser extend Spelldwarves. More diversity, better balancing, more meaningful micro-choices within a given game, less snowballing carry-over effects.
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