March 23, 20169 yr Indeed! But that would require a lot of those unique cards, and now They Are only few of them. But the card pool is more or less the same as in real game, so counting is possible... Not counting those treasure chest cards... I hope that there will be a limit to them. Maybe you can have only one of each treasure chest cards in the box, like promo cards in the real game. So max one per character in multiplayer games?
March 24, 20169 yr As a means to counter "cheating", have the Devs considered a persistent "unlock" mechanic? For example, all the cards have a "level" already. B=0, then 1-6. Why not just restrict cards until that character has completed at least one scenario at that level? IE: Seoni can't accept a 1-level card until she's completed the first scenario in Book 1? Granted, I also am not too concerned if players "power-level" characters with a high-level one, so I can really go either way on this.
March 24, 20169 yr Alternatively, instead of having to do the method right now to "trade" (bring down a higher level character into a lower level party, play a scenario together), wouldn't their be an easier way with a Vault like setup? Have some screen where you can access all cards among all your characters and just allow players to trade cards they've acquired? Or would that make things *too* easy? (or again, is it even a problem?) Maybe make this a feature after you've completed the full game once, like a New Game +?
March 29, 20169 yr I agree culling cards is necessary for higher adventures to be challenging and that having to do it manually would be a long bore of a time. So how about a compromise. Let the game auto cull cards, but notify the player when this happens. Than build in a feature in the vault to allow the player to uncull certain boons.
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