Faction Suggestions
Posted: Tue Feb 25, 2014 4:24 am
Haven't heard from you guys on what's coming since January 20th. You guys are pretty excited about factions, and I've questioned what the point of a faction is because only a small handful of cards (5-6) are influenced by faction. Adding more factions will only make these cards weaker. Here are some suggestions:
Suggestion #1) Have certain factions stronger than others. For instance, hell can hit nature 5% harder and is protected from nature by 5%. Overall, a 10% advantage. It might add a little more strategy in Pro games and give some meaning to the different factions. Of course, each faction would have factions it is either strong or weak against. I'm not a big fan of this one, but I thought I'd mention it.
Suggestion #2) Give bonuses for grouping factions. One would assume that cards teaming up with faction cards would create some synergy (Oh, I like that, call it the faction synergy bonus). If you have similar cards from a faction, then you get a small bonus. Say the bonus with 2 similar cards, a higher one with 3, higher still with 4, and so on. You get a super-bonus at playing 6 cards from the same faction. So, here are some suggestions:
Hell Faction
~~~~~~~
2 cards from hell = Entire deck does 2% more damage
3 cards from hell = Entire deck does 4% more damage
4 cards from hell = Entire deck does 6% more damage
5 cards from hell = Entire deck does 9% more damage
6 cards from hell = Entire deck does 12% more damage
Nature Faction
~~~~~~~
2 cards from Nature = Entire deck has 1% chance to crit (double damage/effect)
3 cards from Nature = Entire deck has 2% chance to crit (double damage)
4 cards from Nature = Entire deck has 3% chance to crit (double damage)
5 cards from Nature = Entire deck has 5% chance to crit (double damage)
6 cards from Nature = Entire deck has 8% chance to crit (double damage)
Alliance Faction
~~~~~~~
2 cards from Alliance = Entire deck reflects 2% of the damage received
3 cards from Alliance = Entire deck reflects 4% of the damage received
4 cards from Alliance = Entire deck reflects 6% of the damage received
5 cards from Alliance = Entire deck reflects 9% of the damage received
6 cards from Alliance = Entire deck reflects 12% of the damage received
Fanstiya Faction
~~~~~~~
2 cards from Fanstiya= Entire deck has 2% chance to dodge incoming attacks from unit, spells, and triggers
3 cards from Fanstiya= Entire deck has 4% chance to dodge incoming attacks from unit, spells, and triggers
4 cards from Fanstiya= Entire deck has 6% chance to dodge incoming attacks from unit, spells, and triggers
5 cards from Fanstiya= Entire deck has 9% chance to dodge incoming attacks from unit, spells, and triggers
6 cards from Fanstiya= Entire deck has 12% chance to dodge incoming attacks from unit, spells, and triggers
New Faction
~~~~~~~
2 cards from New = When activated, each cards has a 2% chance double its rating*
3 cards from New = When activated, each cards has a 4% chance double its rating
4 cards from New = When activated, each cards has a 6% chance double its rating
5 cards from New = When activated, each cards has a 9% chance double its rating
6 cards from New = When activated, each cards has a 12% chance double its rating
*double its rating means that a level 1 cards will act like a level 2 card. Level 20 cards will act like a level 40 card. Level 40 cards would act like a level 80 card (if they existed, but I'm sure with math you could calculate how that would all add up). This could go for units, spells, and triggers.
New Faction
~~~~~~~
2 cards from New = Unit cards are healed for 3% of the damage caused
3 cards from New = Unit cards are healed for 6% of the damage caused
4 cards from New = Unit cards are healed for 9% of the damage caused
5 cards from New = Unit cards are healed for 13% of the damage caused
6 cards from New = Unit cards are healed for 18% of the damage caused
I boosted that one since trigger and spell cards might not benefit. But if somebody played two spell cards from the new faction, the other four cards would benefit regardless of faction.
So, let's say I play 2 x The Hero, 2 x The Centaur Warrior, and 2 x Healing cards, my entire deck would get this bonus:
Each card gets a 4% chance to dodge, 2% chance to crit (double damage or effect), and the four unit cards will reflect back 4% of the damage it receives. That also means that a level 40 healing card would have a 2% chance of healing for 1,120.
Or an alternative, 6 x Kitty Girl. Regardless of total HP, this would have a 12% chance to dodge. Then add in that 69% if the HP conditions are met. This pack can already make grown men cry, add in that 12% advantage.
Suggestion #3) Get rid of factions altogether. Nobody wants another one anyway. If a new faction is the most exciting thing about a new release, then I wonder if you guys are running out of ideas.
Suggestion #1) Have certain factions stronger than others. For instance, hell can hit nature 5% harder and is protected from nature by 5%. Overall, a 10% advantage. It might add a little more strategy in Pro games and give some meaning to the different factions. Of course, each faction would have factions it is either strong or weak against. I'm not a big fan of this one, but I thought I'd mention it.
Suggestion #2) Give bonuses for grouping factions. One would assume that cards teaming up with faction cards would create some synergy (Oh, I like that, call it the faction synergy bonus). If you have similar cards from a faction, then you get a small bonus. Say the bonus with 2 similar cards, a higher one with 3, higher still with 4, and so on. You get a super-bonus at playing 6 cards from the same faction. So, here are some suggestions:
Hell Faction
~~~~~~~
2 cards from hell = Entire deck does 2% more damage
3 cards from hell = Entire deck does 4% more damage
4 cards from hell = Entire deck does 6% more damage
5 cards from hell = Entire deck does 9% more damage
6 cards from hell = Entire deck does 12% more damage
Nature Faction
~~~~~~~
2 cards from Nature = Entire deck has 1% chance to crit (double damage/effect)
3 cards from Nature = Entire deck has 2% chance to crit (double damage)
4 cards from Nature = Entire deck has 3% chance to crit (double damage)
5 cards from Nature = Entire deck has 5% chance to crit (double damage)
6 cards from Nature = Entire deck has 8% chance to crit (double damage)
Alliance Faction
~~~~~~~
2 cards from Alliance = Entire deck reflects 2% of the damage received
3 cards from Alliance = Entire deck reflects 4% of the damage received
4 cards from Alliance = Entire deck reflects 6% of the damage received
5 cards from Alliance = Entire deck reflects 9% of the damage received
6 cards from Alliance = Entire deck reflects 12% of the damage received
Fanstiya Faction
~~~~~~~
2 cards from Fanstiya= Entire deck has 2% chance to dodge incoming attacks from unit, spells, and triggers
3 cards from Fanstiya= Entire deck has 4% chance to dodge incoming attacks from unit, spells, and triggers
4 cards from Fanstiya= Entire deck has 6% chance to dodge incoming attacks from unit, spells, and triggers
5 cards from Fanstiya= Entire deck has 9% chance to dodge incoming attacks from unit, spells, and triggers
6 cards from Fanstiya= Entire deck has 12% chance to dodge incoming attacks from unit, spells, and triggers
New Faction
~~~~~~~
2 cards from New = When activated, each cards has a 2% chance double its rating*
3 cards from New = When activated, each cards has a 4% chance double its rating
4 cards from New = When activated, each cards has a 6% chance double its rating
5 cards from New = When activated, each cards has a 9% chance double its rating
6 cards from New = When activated, each cards has a 12% chance double its rating
*double its rating means that a level 1 cards will act like a level 2 card. Level 20 cards will act like a level 40 card. Level 40 cards would act like a level 80 card (if they existed, but I'm sure with math you could calculate how that would all add up). This could go for units, spells, and triggers.
New Faction
~~~~~~~
2 cards from New = Unit cards are healed for 3% of the damage caused
3 cards from New = Unit cards are healed for 6% of the damage caused
4 cards from New = Unit cards are healed for 9% of the damage caused
5 cards from New = Unit cards are healed for 13% of the damage caused
6 cards from New = Unit cards are healed for 18% of the damage caused
I boosted that one since trigger and spell cards might not benefit. But if somebody played two spell cards from the new faction, the other four cards would benefit regardless of faction.
So, let's say I play 2 x The Hero, 2 x The Centaur Warrior, and 2 x Healing cards, my entire deck would get this bonus:
Each card gets a 4% chance to dodge, 2% chance to crit (double damage or effect), and the four unit cards will reflect back 4% of the damage it receives. That also means that a level 40 healing card would have a 2% chance of healing for 1,120.
Or an alternative, 6 x Kitty Girl. Regardless of total HP, this would have a 12% chance to dodge. Then add in that 69% if the HP conditions are met. This pack can already make grown men cry, add in that 12% advantage.
Suggestion #3) Get rid of factions altogether. Nobody wants another one anyway. If a new faction is the most exciting thing about a new release, then I wonder if you guys are running out of ideas.