[SUGGESTION] Unit abilities vs. dodge

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ansoncards
Posts: 4
Joined: Mon Mar 17, 2014 1:13 am

[SUGGESTION] Unit abilities vs. dodge

Post by ansoncards »

Adding this as a suggestion instead of a bug report, because I am assuming this is working as intended.

Dodging cards should not be able to dodge unit abilities.

Examples:
1.) Centaur Warrior - dodge units should not be able to dodge the 200 HP loss
2.) Unicorn - ability should still destroy Enchanted armor wearers (no current enchanted armor dodgers currently unless I am forgetting someone)
3.) Dryad - should still delay dodgers
4.) Dire Wolf - should still deal 30% HP reduction if target dodges
5.) Faerie Dragon - should still reduce target's attack if dodged
6.) Moonlight Assassin - should still deal 20% damage after a dodged attack
7.) Frosthunter - should still delay after dodge

There are still some abilities that should never work if the attack is dodged (like Duke Vamp), but I think allowing these abilities to still function after a dodge would go a long way to balancing the currently overpowered (in my opinion) dodge mechanic.

Don't get me wrong, I like farming the daily missions with my Hello Kitty deck as much as anyone else. This is just a suggestion from a roleplay point of view.

At the very least, I feel the dodger should have to dodge again to negate these abilities as the ability itself may not have anything to do with the attack (except for units like Duke Vamp mentioned above).
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