Been playing since last update and here a few things I noticed and this is meant to be constructive criticism because I love your game.
First off, I have to say that trying to create a balance in a game like this must be a truly daunting task if not almost impossible.
The very nature of having a tiered card system already creates a caste type system with more common card become worthless and legendary cards are over-powered compared to lower tiers. A tier system is already counter-productive towards balance and diversity.
I have read post saying that there are plans in future updates to allow players to upgrade all cards to higher tiers. That’s a really cool idea! Again, that seem like a godly task trying to create a good balance so if you can pull it off, my hats too you!
The end game changed from webspinner builds to dragon builds. Over half of the games I play I am against a 4 dragon build. Goblin builds are the next most common. Jarl Firemantle in the next common build and that’s pretty much the whole game now. I also see some exploders mixed into the above three.
Granted this is more diversity than mostly webspinners but still feels limited. I myself can wins 19 out of 20 games using a dragon build anyways. But there isn’t really any point in using anything but a dragon build if you have the cards.
A huge amount of time went into creating glorious number of player weapons but now it’s more advantageous to leave the main character out of the build since replacing it with a card yield better team bonuses.
I like the idea of team bonuses but they feel like an after-the-fact implementation like; phase 1, dragons are super powerful so they should have lots of attack and health. Phase 2, add team bonuses and now all dragon builds have crazy superpower and phase 1, let’s make goblins not too powerful but give them extra turns. Phase 2 – now with team bonuses, goblins are super powerful.
I don’t bother to use the “scout” thing because I know I can own anything with dragon build anyways, so what’s the point?
Ultimately what would be nice to see when you invade other players is;
A wide diversity of builds to go up against, so each game feels different.
Some type of Rock beats Scissors, Scissors beats Paper, Paper beats Rock system that it’s impossible for me to create a single build that can win 99% against all other builds. Maybe if there were 10 different major build strategies, I would have to 10 different teams to beat them and the “scout” function would have a use.
So, I am not going to complain and scream “nerf the dragons bonuses” since I have dragons and can beat them anyways. I do think that lower level players without dragons will have very little chance of beating a 4 dragon build if they don’t have dragons.
That’s my 2 cents. Perhaps you are already working on this in future updates, but build diversity is definitely something that would make the game more interesting to me.
I would love for there to be so many potentials for good combinations of builds that I could spend hours experimenting with different combinations of troops to make new and unique builds. Before the update, webspinner was just so powerful that too many people were using it and there wasn’t enough diversity. Now after the update, dragons and goblins have become so powerful I am just not seeing much diversity.
One other note:
I have been using a Bone Dragon build. Ouch! That really hurt when you cast that card and don’t get matches. That makes sense, it should hurt. So I am careful and try not to cast the bone dragon until there either tons of skulls already on the board or until I can cast it against an enemy with an insane amount of armor. Which makes sense too! But you have it coded so there is a random chance that bone dragon will miss, just because there is that random chance. I have had times where the I cast Bone Dragon on an enemy with 18 armor and Miss! The whole screen is 60% skulls but bone dragon still missed and the enemy wipes out my whole teams with match after match of 4 skulls. That does not make sense. There should be a point where the screen has so many skulls and the enemies armor is so high, that in a truely random situation, the chance of missing would be 1 million to 1. Meaning, at some point, it should be safe to cast the card because a miss is just silly. I have even had a number of time where the card missed twice in a row; bad luck. Hope that makes sense.