monkey King / imprison / and trap dynamics
Posted: Fri Jun 26, 2015 5:32 am
There seems to be an imbalance in the dynamics of these three cards and card types that I think has hurt the game bc nkw almost no one can play traps anymore and this has put everyone "in a box". This means we are restricted as to how we can play. There are some creative ways around monkey King and with some high cd units the trap will potentially switch off monkey and on to that other unit. I have thought about this a bit and I have a suggestion that I actually believe some would support even those like me with high level monkey King. I believe something must be done to make traps more playable again. Below are various suggestions and different ideas.
One suggestion is to make monkey King cd "increase" by 1 each time a trap targets it instead of "decrease" by 1. The reason being is that monkey kng tends to eat the same trap all five times or maybe only four. I believe this is out of balance and that it should at least be analyzed. It is very easy to hide 8cd units behind it in core trust me I use this trick all the time with great success but likely great frustration to even a talented free player. Of course there could be some trade off to where monkey gets stronger when he gets slower or something like that. There is also another idea that is also different and that is to make monkey King cd at 9. Thus making it harder to use this card to eat traps. Such a change could maybe cause it's cd to "decrease" by 2 instead of by 1 each time it eats a trap instead. Although many players with epic would not be happy with this move I think as monkey is used to protect epics from imprison. I don't think many people with impruson get to play it anymore anyways though perhaps bc those with epics fear it so much that they will protect against it this making the card less useful.
One could simply take a hard look at impruson and make a change between the dynamics of impruson, monkey King, and traps in general. For example you could restore the strength of imprison back up to 400 hp per epic at level 1 to make it stronger but make it so that it doesn't actually trap the epic but just reduces the epics hp. This would embolden pay players to play different epics in different orders if the effects of imprison were still strong but somewhat more manageable. The idea that they can still throw there favorite epic out there first becomes a playable strategy again. And those that want to throw three epics risk getting hit for 1200 damage. Now everyone just starts monkey King. Or few play a 9cd early but immediately play monkey in middle or final round. Another idea would be along the lines of making imprison play more like gathering storm. It could be a trap that traps all units but does increasingly more damage based on stars. This of course would make this trap highly desirable as it traps a wider range and defends well vs epics. Whereas those with epics can protect them with lower star cards in front early in the match. This leaves the opposing player with the strategy of how to maneuver the trap with his other cards so that the trap can get to the epics as soon as possible. Now a layer of strategy has been injected into the equation.
Well these are just a few ideas and I know I am never popular when I suggest changes to premium cards but I feel it's important to take a look at this bc it will benefit the free player much but also increase the strategic range of the pay player as well.
There can also be some new ingenious card that ecb can come up with where many of these imbalances are sorted out. Sometimes that can be the best solution.
One suggestion is to make monkey King cd "increase" by 1 each time a trap targets it instead of "decrease" by 1. The reason being is that monkey kng tends to eat the same trap all five times or maybe only four. I believe this is out of balance and that it should at least be analyzed. It is very easy to hide 8cd units behind it in core trust me I use this trick all the time with great success but likely great frustration to even a talented free player. Of course there could be some trade off to where monkey gets stronger when he gets slower or something like that. There is also another idea that is also different and that is to make monkey King cd at 9. Thus making it harder to use this card to eat traps. Such a change could maybe cause it's cd to "decrease" by 2 instead of by 1 each time it eats a trap instead. Although many players with epic would not be happy with this move I think as monkey is used to protect epics from imprison. I don't think many people with impruson get to play it anymore anyways though perhaps bc those with epics fear it so much that they will protect against it this making the card less useful.
One could simply take a hard look at impruson and make a change between the dynamics of impruson, monkey King, and traps in general. For example you could restore the strength of imprison back up to 400 hp per epic at level 1 to make it stronger but make it so that it doesn't actually trap the epic but just reduces the epics hp. This would embolden pay players to play different epics in different orders if the effects of imprison were still strong but somewhat more manageable. The idea that they can still throw there favorite epic out there first becomes a playable strategy again. And those that want to throw three epics risk getting hit for 1200 damage. Now everyone just starts monkey King. Or few play a 9cd early but immediately play monkey in middle or final round. Another idea would be along the lines of making imprison play more like gathering storm. It could be a trap that traps all units but does increasingly more damage based on stars. This of course would make this trap highly desirable as it traps a wider range and defends well vs epics. Whereas those with epics can protect them with lower star cards in front early in the match. This leaves the opposing player with the strategy of how to maneuver the trap with his other cards so that the trap can get to the epics as soon as possible. Now a layer of strategy has been injected into the equation.
Well these are just a few ideas and I know I am never popular when I suggest changes to premium cards but I feel it's important to take a look at this bc it will benefit the free player much but also increase the strategic range of the pay player as well.
There can also be some new ingenious card that ecb can come up with where many of these imbalances are sorted out. Sometimes that can be the best solution.