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Some Positive Changes to ToT

merpins
merpins
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So ToT is ok. It's a party game steeped in RNG, and aside from making it a 4-player game as I think would be good for the game, there are some other changes or additions that I think could make the game a bit better.

1. First, the game is very RNG heavy by design. I think to mitigate that a bit, making it so you don't discard your hand at the end of your turn, but instead draw back up to 5 (or discard down to in the odd cases you have more) would help with this. The game lacks any REAL strategy, other than the turn-to-turn strategy you get via RNG with your deck. Aside from the one-turn strategy you can make based on the cards you drew at the end of your previous turn, you can't really set anything up for later. The only way to really set anything up would be with the one deck that lets you remove cards from your deck permanently, allowing you to constantly draw the same 5-10 cards if you really build that way. But other than that one outlier strategy, you can't really dictate what your deck does; you just pick the best cards that pop up and hope the next card isn't the Armory or something for your opponent to grab.
2. You deck starts with 10 cards. You have 4 low-tier combo potential cards from the 4 decks chosen, and 6 gold pieces. There is no way to design at deck at present, but what if they added this functionality here? Adding neutral cards that you can add to your deck, allowing for more strategy beyond just the basic cards in the opening deck. I think this would really make the game interesting. As it sits, without the ability to really design your own deck, it feels less like a competitive card game and more like complex War (the card game). By doing this change and the previous, the game will feel more like a competitive card game without losing its core identity.
3. Some QOL changes and card additions go here. First, a longer and more pronounced countdown to the end of your turn, with actual numbers on screen to make it more clear how much time you have left. No 10 minute cooldown for conceding a match; some games you just know you can't win by turn 5, and unless the game becomes so dead that you can consistently pair against a friend of yours, this would be a non-issue for abusing the concede mechanic for daily rewards. More cards as well; right now, once your opponent starts gaining prestige, unless you have a lot of power or prestige gaining cards, you might not be able to catch up without also simultaneously putting your opponent further ahead (the crow patron effect for example is more detrimental when you have low prestige than it is helpful). So cards that deal damage to your opponent by removing prestige would be great here.

Any other ideas? Please do speak up.
  • Skvysh
    Skvysh
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    So ToT is ok. It's a party game steeped in RNG, and aside from making it a 4-player game as I think would be good for the game, there are some other changes or additions that I think could make the game a bit better.

    1. First, the game is very RNG heavy by design. I think to mitigate that a bit, making it so you don't discard your hand at the end of your turn, but instead draw back up to 5 (or discard down to in the odd cases you have more) would help with this. The game lacks any REAL strategy, other than the turn-to-turn strategy you get via RNG with your deck. Aside from the one-turn strategy you can make based on the cards you drew at the end of your previous turn, you can't really set anything up for later. The only way to really set anything up would be with the one deck that lets you remove cards from your deck permanently, allowing you to constantly draw the same 5-10 cards if you really build that way. But other than that one outlier strategy, you can't really dictate what your deck does; you just pick the best cards that pop up and hope the next card isn't the Armory or something for your opponent to grab.
    2. You deck starts with 10 cards. You have 4 low-tier combo potential cards from the 4 decks chosen, and 6 gold pieces. There is no way to design at deck at present, but what if they added this functionality here? Adding neutral cards that you can add to your deck, allowing for more strategy beyond just the basic cards in the opening deck. I think this would really make the game interesting. As it sits, without the ability to really design your own deck, it feels less like a competitive card game and more like complex War (the card game). By doing this change and the previous, the game will feel more like a competitive card game without losing its core identity.

    That's the entire point of deck building games - randomness, but fluid strategy, where adaptability is as valuable as general game knowledge. Proposed changes would very much go against what deck builders stand for.

  • Lysette
    Lysette
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    ToT is good as it is - it is as well not meant to be a party game, but a competitive game with a ranking system in place.
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