1.0.9 Sneak Peek- Frozen

I’m glad there is something to help with the looping extra turns.

I was hoping for more triggered abilities like Inscribed. Something that would charge, and every time the opponent took like a 4th turn in a row, it would fire a damage ability at the opponent team.

Abilities that still happen when you’re locked out of the ability to take a turn.

I think @zelfore is probably correct in that this won’t get as much play as it’s being talked about.

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Devs:
'Hey we invented a new something whatsoever - just wanted to let you guys know it will be coming in the future - cause we’re good guys."

Community:
‘zomfg! IMBA!!!11’ - ‘super lame!’ - ‘totally kills the meta’ - ‘wwrararrarraarraar’

Just frickin at least wait for it to happen at all - and see how it works and if it works for you. Always-eatin-the-meal-before-it’s-even-cooked-kissmyblueberries-rage-a-lot -.- Could you at least give it a try!!?

@Sirrian Thanks for the information, totally looking forward to see how it will work =)

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Err… That’s what the forum is for, so people can say what they think. If the devs didn’t want us discussing it now, why would they post it in the forums in the first place?

When the thing actually comes out, assuming it will actually have any impact on the game, I’m sure there will be new discussions about if and how it works etc. But people should still be allowed to speculate to their heart content right now.

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to be fair, I and others stated excitement.

Thanks for your reply. I do agree, that this is what a forum is used for. Making up assumptions is totally fine. But crying about how a possible future change will ruin the game is just total bulls

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It seems like an interesting anti goblin/spam skill. I don’t know if I’m looking forward to playing against it, but I’ll enjoy using it.

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At first glance, not a huge fan of this status ailment. Much of the fun of this game is working your way through multiple turns, manipulating the board, counting gem drops, etc. Now if I get hit with this ability I might as well just choose a match at random like the computer does.

Sure, we can prioritize targets, but no matter how much you prioritize luck can turn against you and the troop you are trying to stop will charge. Then you lose all board control and the entire theme of your team goes out the window. You are forced to play the way the random AI wants you to play.

There is a line in card games right down the middle of the board. GoW and other games like it cross that line a little because we share a puzzle space. But when you start playing too much on the other person’s side of the board things get testy very quickly. I would rather sit through the turns the computer chains letting it do its thing, than have it reach across the board and start screwing with the basic concept of my team. Status ailments like poison, burning, entangle, silence. Fine. I can bide my time powering up, or switch to a secondary magic attack strat (or physical attack if silenced). But shutting down my actual ability to even play the game is too far.

I know things like this never get rescinded once announced and we never get a chance to chime in until it is announced. This leads to a vicious cycle where bad ideas are implemented over the objections of the community, but in this case especially this needs to be very seriously reconsidered.

The concept is interesting for sure. Changes suggested by @Fourdottwoone would help, they also point out a very obvious abuse of this ability. Another alternative would be a slot for team ailments, it needs to be a single slot overridden when a new team ailment hits with a single cure timer preferably at cumulative 20% since it is global.

Hopefully the dev team is listening and doesn’t just double down on something so obviously broken when we haven’t even resolved the current issues with the last series of traits that were released in a ridiculously broken state. True Shot Agile cards I can work against. They don’t stop me from playing the game, they just randomly cause me to explode. This ailment literally makes you unable to play the core match-3 mechanics of the game and that is ridiculous.

As to its interaction with burning, it shouldn’t. Clearly frozen is an incapacitation not a damaging effect. I can freeze your feet in a block of ice and still set you on fire. You will be both immobilized and burning, that is both status ailments. You would be long dead before that block of ice melted. If freezing did damage similar to burning, then it might make some sense to have them interact. As presented, it doesn’t.

-Razlath

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I like the new concept, I’m curious to see how it’s going to fare. Also I’d rather have in on troops rather traits, which bare pretty long to farm for as it is. But it looks like it could be pretty interesting.

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Don’t forget to add it to Hag’s random status effects.

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Yeah, poor Hag deserves some love too !

  • Looks at Hag *
    Well, maybe not, but give her some none the less !

Yeah, I just noticed that. Well, Firemantle already used Earth mana though, but, yeah, I enjoy this kind of tweak, that will force us to reassess what we can or cannot do putting some cards together !
On another note… It will change the traitstones needed to unlock his traits… Some may want to upgrade him right now has we (could) get a lot of Arcane Sword (Blue/Yellow) Traitstone during Zelaroth’s event, go for it boys !

Speaking of witch (pun intended), Ice Witch became a bit fiercer with her Arcane Trait, a Freezing effect on top of that might make her one freaking good card in my opinion… So… When is the Yellow / Purple Arcane Stone week again?

On reflection - and reading through the thread’s further comments - I think this status effect is too much as is. Its far too intrusive.

  • It doesn’t make much sense thematically - one troop is frozen and I can no longer use the board properly? Seems like something that should be more localized.
  • It forces the afflicted player to play badly - kind of self-explanatory with the inability to make use of 4-/5-matches but the need to get rid of them anyway. But it also becomes a question of whether you want to keep that troop alive at all if its having a debilitating effect on your gameplay - if its in front and its preventing you from chaining things, would you let it get hit by skulls a couple times so you could continue? I realize it probably lasts 3-4 turns on average but the thought crossed my mind…
  • It ironically also makes the OTHER player play badly - if my enemy has this cursed troop stopping them getting extra turns and vacuuming up mana, I’m sure as hell not going to wipe it out the first chance I get while its still having that effect

Instead of just locking down everything, this could be something that functions on the afflicted troop’s abilities and/or mana colors. So if you have a frozen Goblin King, it doesn’t give you extra turns for brown and green, but it will for the other four colors. Not entirely sure how that would work for transformers i.e. Valkyrie being frozen should lock up red, yellow and blue? More likely it would just be red and yellow unless she uses her ability in which case no extra turns can be gained from matching tons of blue or any ensuing cascades’ extra turn matches.

At any rate, keeping it localized to the afflicted troop/s allows people to play around it in ways other than running Herdmaster or Sheggra’s Heart whenever they have to deal with this.

Also, I am completely fine with this countering goblins, but being such a hard counter to an entire goblin team is not ideal. Localizing the effect would be healthier.

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I am a fan of changes, well done, Devs! :slightly_smiling:

I agree. When I first read it, I thought it only affected the targeted card. So for instance, a frozen Goblin would not be able to get his extra turn after he casts his spell. But if it affects the whole team, it might be a little more difficult to work around.

That. I like that.

  • No extra turn on the unit’s colors’ 4-/5- gem matches
  • No extra turn from the unit’s spell (wether it is through Goblin like spell or Board manipulation)
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I love the ability.

There are too many troops right now that abuse the cascades into multiple turns. Bone Dragon, Green Slime, Green Seer, Alchemist, Valkyrie, etc. Yes, I abuse them too.

The amount of potential gain from cascades + free turns have been undervalued in calculating ability costs.

This is finally an ability that gives you the chance to counter combo heavy decks. The abilities are not free to use, so you can play a counter tactic with mana denial, killing the unit, or mana drain.

I want to stress again, I don’t see this coming out all that often.

How many times are your troops afflicted with burning? I can count on one hand.

How many times are they hit with hunters mark?

Out of all the troops out there, this ability is not on any truly used troop.

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Neither burn, nor hunter mark nor any of the ailment status beat combos.

Freeze is a combo breaker.

Besides, without combos, there are no “smart outplays” giving you advantages over the AI.
Basically, without combos, a player cannot be much stronger than the AI (the AI doesn’t predict anything, it’s the only thing that would give us an advantage when it comes to matching gems only).

Freeze isn’t the same as evening the grounds between AI and players, since you need freeze to be applied and to stay applied on at least one living unit. But that’s the closest thing there is, so, yeah, unlike the other ailments, freeze should effectively be played in defense decks. Hopefully, there are some counter plays to this ailment…

I would agree with you @Machiknight if the ability itself weren’t so broken. In your examples, burning is frankly just not that great. Is it nice to stack on? Sure, but you don’t build around it. Combined with its rarity for being inflicted you just don’t see it. Hunters Mark only has two troops that can reliably apply it (I don’t count Hag or any other random ailment here). One of them does nothing else. On top of that Hunter’s mark is rarely going to be enough of a game changer to justify slotting those cards simply for that ability.

Shutting off your opponent’s ability to play the game is game changing and will be slotted quite often I am sure. And worse, it does it in this horrible you aren’t actually dead, but you have to keep playing kind of way. When I played Magic: The Gathering, this is exactly the kind of effect that destroyed friendships and drove people away from the game. Stay on your side of the board, take a couple extra turns, dish out smack, cripple my units, but for goodness sakes on my turn let me play.

-Razlath

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I still prefer the million times asked option to make all enemy turns happen in a blink.

If appears only on a few useless characters it will hardly help on offense, while has great potential to be another super-irritating thing facing on the opponent.

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