Problem: The Wildfolk are in a sorry state. Next month’s mythic, The Wild Queen, has absolutely nothing by way of synergy with existing Wildfolk. Why on earth would there be when the Wildfolk themselves have no unifying and defining racial trait like, say, the Dwarves or Elves? How does The Wild Queen’s spell and third trait carve out a design space that is tailored towards unique gameplay?
Observation 1: The Wildfolk currently lean towards Fast, Swift, Empowered, and Agile traits, but these are not unique to their troop type. Nevertheless, they serve to convey a sense of speed and unrelenting beatdown.
Observation 2: King Silenus’ third trait, Wild Mana, is at odds with the current design of Wildfolk having Fast, Swift, and Empowered—it makes no logical sense to have this as his trait when 5 of the remaining 11 Wildfolk start with at least 50% mana. That’s almost half the existing cast made redundant.
Hypothesis: Removing all Fast, Swift, Empowered, and Agile traits from the Wildfolk and giving all existing (and future) Wildfolk a new racial trait will preserve the existing design of speed and unrelenting beatdown in addition to further distinguishing the troop type’s design in the same way that the Elves’ Ancestry and Dwarves’ Fortitude have, while carving out a new style of gameplay that does not currently exist.
Solution: A new racial trait called Determination, to be given to all Wildfolk (except for Bard).
Determination: Immune to Stun, Burning, Frozen, Entangle, and Devour.
The rationale behind this is simple: The Wild Queen’s design serves to maximise skull damage. Assuming that we take this as the apex of the Wildfolk’s intended design, making all troops with this type immune to the above status effects will help emphasise skull damage, while also giving King Silenus a reason to be played as Wild Mana will no longer clash with these.
Naturally, The Wild Queen’s first trait, Wildfolk Bond, should be replaced with this new racial trait. King Silenus’ Impervious trait should also be replaced with this as well.
Frequently Asked Questions
Q: The devs can’t/won’t/are incapable of doing this due to [schedule/manpower/technical] reasons.
A: I’ve noticed a recurring habit among a handful of forum regulars to stonewall discussion about new ideas that they personally dislike by providing facile reasons. This sort of response is made for r/iamverysmart—please do not reply as such and think that you are contributing anything of worth to this thread.
The amount of people who have worked on this game and still play it actively are a known quantity, and you’re not fooling anyone by speaking from a position of false authority.
As a rule, unless you are a developer, staff, manager, or former developer (hi ex-guildies!) of the company that is running this game, or unless you are literally the person who created Unity, do not claim to speak on the devs’ behalf, as you are not in a position to do so.
Q: Won’t this break the Bard class?
A: No, just don’t give it the trait. Hell, replace the Wildfolk troop type from Bard with Human to make it more consistent. Anu knows the Dawnbringer-Bard combination doesn’t need to be stronger than it already is.
Q: But my Ragnagord…
A: It will be better, just not in the way that its current incarnation promotes with mindless cookie cutter team builds. You’ll live. Put King Silenus in your team if you want the old Ragnagord back that badly.
Q: “Determination” sucks and so does your naming sense!
A: Everyone’s a critic. Here’s some other name suggestions:
- Obdurate
- Irascible
- Vehemence
- Adamant
- Resilience
Q: Why Stun?
A: The reworking of Elves has shown that Stun is still a very potent way of bypassing status resistances, and this should put paid to that loophole. They’re Wild folk, not Easily dissuaded folk.
Q: Why Devour?
A: Look at the heads of the average Wildfolk, especially the ones from Pan’s Vale. Notice the horns? Me too.
Q: Why Burning? Why Frozen? Why Entangle?
A: The Dwarves have Fortitude, which emphasises tanky resilience towards degenerating status effects. Burning and Frozen immunity embody a different kind of resilience geared towards controlling elemental status effects that are widespread.
Entangle is a no-brainer because you want the troop type that emphasises skull damage to actually be able to attack.
Q: This is OP, it will never be implemented!
A: Fascinating yarn, my brethren. Kindly elaborate on your point without appealing to authority, seniority, tradition, or begging the question.
Q: You open a thread in the official forum for your favourite match-3 game.
A: Identifying the reference that the OP made fills you with determination.