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dogmod
06-05-2013, 02:43 PM
I got some new ones for you guys to bash :)

Hex Ball:

Similar to the void raid boss life totals in this dungeon or game mode do not impact the game. Instead for each instance of damage you gain 1 point. The end is a predetermined point total or it could be a predetermined turn #.

Either one of these point total reached or turn reached would have different strategies that would go into deck building.

A variant would be the ability to choose a team to have in play at the start of the game which could be maxed out at # of creatures as well as total cost of creatures.

Are you an offensive player or will you have a strangling defense?

Variant Questions:

Life gain would give your opponent -1 point? (Would work well in predetermined end turn, but work poorly possibly if there were predetermined point total wins)

Restart the second half of the match with your team out again with the possibility to sub?

Fan effects? Similar to the arena, pleasing the fans could lead to boosts for your team. Home court advantage? (If this were implemented as a dungeon and you had to work your way through a “playoff” to win the dungeon this could lead to interesting home court advantages for the AI to increase the difficulty) Arenas having board constant effects… Swamp arena which gives all creatures -1/-1 or Mana sink arena that increases the cost of all spells (or maybe just actions) by 1.

Other ideas?

Achievements:

Buzzer Beater: Finish a match by beating the opponent by 1 point

Finish a match without giving up any points to your opponent

Finish a match with your opponent having a negative score

dogmod
06-05-2013, 02:44 PM
Math Camp:

The generic mechanic behind this dungeon is that for creatures or constants players may pay the inverse cost of a card on a 1 to 7 scale and 7 to 1 scale to spike any opponents card into the graveyard ( i.e. to spike a 1 cost creature off the board you would need to pay 7, and for a 7 cost (and above) creature you would pay 1 resource to spike it) which would be managed by adding permanent effects on all card played throughout the dungeon. The counter to this is that the opposing player may pay X+1 to block this effect where X is equal to what the player paid initially to spike the card.

This adds interesting deck decisions about low cost versus high cost.

This will be a VERY meta dungeon, and honestly it might not be that fun to play. It would be thoughtful and hard and you will kick yourself many times. It might fit best as one of the dungeons with very few or one fight as you would likely wear out on the concept very quickly.

A variant could be that you start with 4 random creatures from you deck in play. Do you build a deck with a large # of high cost creatures and then focus on building resources solely to defend spikes of those creatures or do you build a low cost creature decks that cannot be spiked easily or efficiently but allow you more leeway to play other cards/spells on your turn. I think this mechanic would really put this over the top in terms of strategy, variety of game play each time you play the dungeon, and it would get over some of the intial blockade where you or your opponent are preventing each other from interacting do to spike spike spike spike spike spike… Etc

Thoughts on how to change this so it is more fun or ways to make the original concept more fun by a variant?

dogmod
06-05-2013, 03:12 PM
Card Concept:

Dwarven Roulette:
1 red threshold
Cost 2

When played the card has an 80 % chance to deal 1 damage to the player that played the card and a 20% chance to deal 10 damage to the opposing player. The opposing player may choose to discard 2 cards prior to resolution of damage (wording could be better but basically before you know who is going to be damaged) to counter this spell.

Alternately it could be choose to discard 2 cards to ensure that the spell resolves as 1 damage to the opponent.

dogmod
06-05-2013, 03:36 PM
Card Concept:

Dwarven Roulette:
1 red threshold
Cost 2

When played the card has an 80 % chance to deal 1 damage to the player that played the card and a 20% chance to deal 10 damage to the opposing player. The opposing player may choose to discard 2 cards prior to resolution of damage (wording could be better but basically before you know who is going to be damaged) to counter this spell.

Alternately it could be choose to discard 2 cards to ensure that the spell resolves as 1 damage to the opponent.

Equipment: Rare: Make the cost to block this action 3 cards
Legendary: Switch the probabilities

dogmod
06-05-2013, 04:38 PM
Dungeon Mechanic:

So not really sure on the overall theme of the dungeon but a interesting mechanic that would be really fun in a dungeon would be if they did some fun stuff with the draw phase. So instead of the normal "draw a card" you switch it up and you draw three cards and you must choose which one to go into your hand, one to go into the graveyard, and one to be shuffled back into the deck. In a certain sense this is kind of "cheating" but if your opponent is doing it as well or if your opponent is a super bad ass decked AI then its not really cheating and it would be a super fun mechanic to switch up the way we normally draw cards for a single dungeon.

It also adds some interesting card interactions with things like Omen of Oblivion or Booby Trap. By cycling through the deck much faster you will run into these cards much faster and force interesting decisions... "Do I take the hit now? But that means I have to discard one of these 2 cards I really like? That also means I might run into it at a later point?"

It would speed up games as you would be able to choose the most efficient option but if you are playing a strong AI or they have the same option then it is a level playing field.

I think it would be fun. Any ideas on the dungeon concept that would surround it?

Anyone else got any sweet ideas for cards or dungeons or mechanics or world peace?

dogmod
06-05-2013, 05:59 PM
Dungeon Name: Altar of the Fallen

Game mechanic:

Another wacky dungeon that plays with card mechanics.

General Concept:
Allow creatures to be played as quick actions that either do "Deal damage to target creature or champion equal to this creatures ATK" or "Gain life equal to this creatures DEF and trigger this creatures text if applicable" And void the creature after being played in this manner and it is unavailable to you for the rest of the dungeon.

The idea is a play off of the WoW TCG mechanism of being able to play any card as a resource. Now any creature can become a quick action with the trade off of the card get pet into your graveyard and you may lose board presence and card advantage in the long run. Perverting an essential game mechanic for one dungeon or instance to keep the game interesting :).

The general outline of the dungeon could be an evil Vennen temple that you are tasked to take down. Ardent taking it down is obvious, but the necrotic want to take it down because the creatures sacrificed at the temple cannot be used to be turned into more necrotic forces, so obvs necrotic don't like this.(or something else)

This could lead to interesting faction/role play decisions where if you "sacrifice" a creature in this manner than it could be against your characters principles etc. And perhaps a diverging mechanic could be that each creature sacrificed in this way "powers up" the final boss, or perhaps sacrifcing one way boosts the boss and sacrificing the other way debuffs the boss? Adding further cost/benefit analysis to the decision to use your creatures in this manner. And as we all know there can be a cost/benefit to reducing your deck size below 60 as you proceed through the dungeon, so maybe you sacrifice some of your weaker creatures so that you have your sweet combos more available at the end, but perhaps this leaves you with a pretty out of wack resource to spell ratio?

Achievements:
Finish the dungeon without sacrificing a single creature
Finish the dungeon without playing a single creature to the board
Finish the dungeon with 45 cards or less (depending on length of dungeon obviously this could change)
Finish the dungeon only sacrificing creatures for ATK
Finish the dungeon only sacrificing creatures for DEF


I really like this one, I think it could make for some really fun playthroughs and interesting deckbuilding :)

dogmod
06-05-2013, 08:29 PM
Dungeon Name: Altar of the Fallen

Game mechanic:

Another wacky dungeon that plays with card mechanics.

General Concept:
Allow creatures to be played as quick actions that either do "Deal damage to target creature or champion equal to this creatures ATK" or "Gain life equal to this creatures DEF and trigger this creatures text if applicable" And void the creature after being played in this manner and it is unavailable to you for the rest of the dungeon.

The idea is a play off of the WoW TCG mechanism of being able to play any card as a resource. Now any creature can become a quick action with the trade off of the card get pet into your graveyard and you may lose board presence and card advantage in the long run. Perverting an essential game mechanic for one dungeon or instance to keep the game interesting :).

The general outline of the dungeon could be an evil Vennen temple that you are tasked to take down. Ardent taking it down is obvious, but the necrotic want to take it down because the creatures sacrificed at the temple cannot be used to be turned into more necrotic forces, so obvs necrotic don't like this.(or something else)

This could lead to interesting faction/role play decisions where if you "sacrifice" a creature in this manner than it could be against your characters principles etc. And perhaps a diverging mechanic could be that each creature sacrificed in this way "powers up" the final boss, or perhaps sacrifcing one way boosts the boss and sacrificing the other way debuffs the boss? Adding further cost/benefit analysis to the decision to use your creatures in this manner. And as we all know there can be a cost/benefit to reducing your deck size below 60 as you proceed through the dungeon, so maybe you sacrifice some of your weaker creatures so that you have your sweet combos more available at the end, but perhaps this leaves you with a pretty out of wack resource to spell ratio?

Achievements:
Finish the dungeon without sacrificing a single creature
Finish the dungeon without playing a single creature to the board
Finish the dungeon with 45 cards or less (depending on length of dungeon obviously this could change)
Finish the dungeon only sacrificing creatures for ATK
Finish the dungeon only sacrificing creatures for DEF


I really like this one, I think it could make for some really fun playthroughs and interesting deckbuilding :)

I thought this would be a difficult mechanic to program potentially then I had a breakthrough that also could lead to a legendary card drop from the dungeon:

Card: Altar of the Fallen
Constant
Starts in play for each encounter of Dungeon Altar of the Fallen and has Indestructible or something

0: Void target troop in your hand and deal damage to target troop or player equal to troops ATK. Voided card is unavailable throughout the rest of the dungeon.
0: Void target troop in your hand and gain health equal to target troops DEF. If playing the troop would trigger an ability do so. Voided card is unavailable throughout the rest of the dungeon.


The card cold drop from the raid boss or dungeon boss and could have a casting cost of 2 and a ability cost of 1 or 2 for each ability... Could be pretty neat :). And if you really love the mechanic of this dungeon you can try and bring it with you to other dungeons, wild west or keep defense.

TheWrathofShane
06-05-2013, 09:03 PM
I had an idea for a sports dungeon.

Its more like there is a ball that starts in the middle of the board
Then when you attack with a troop and are unblocked, that troop grabs the ball.

Then that troop can attack again and if unblocked has a 50% chance to score a goal. The opponents troops could have 75% chance because they are professional players.

If a troop with the ball is blocked, if he is destroyed by opponents troop then that troop gets the ball. A blocked troop cannot try to score a goal, unless it has crush and also destroyed the opponents troop. If both troops die in combat, then the ball is reset.

If a score is made, ball is reset. If a score is failed, ball is given to random opponent troop.

First to 3 points win, and if you do not attack with a creature who has the ball you get a FOUL!!! and either random opponent troop gets ball, or ball is reset to middle again.


:O

dogmod
06-05-2013, 09:05 PM
I had an idea for a sports dungeon.

Its more like there is a ball that starts in the middle of the board
Then when you attack with a troop and are unblocked, that troop grabs the ball.

Then that troop can attack again and if unblocked has a 50% chance to score a goal. The opponents troops could have 75% chance because they are professional players.

First to 3 points win, and if you do not attack with a creature who has the ball you get a FOUL!!! and either random opponent troop gets ball, or ball is reset to middle again.


:O

That sounds pretty sweet... and you could have players that are able to tap and tap an opposing player so as to free up your player to score etc... interesting :)

TheWrathofShane
06-05-2013, 09:05 PM
That sounds pretty sweet... and you could have players that are able to tap and tap an opposing player so as to free up your player to score etc... interesting :)

Thanks, edited a bit :)

dogmod
06-05-2013, 09:12 PM
Thanks, edited a bit :)

Ball starts in the middle. If you attack when the ball is in the middle you get the ball. If you are a creature with the ball and block another creature than you lose the ball, and if there are any unblocked attackers and your creature with the ball is able to block he MUST do so.

You could also twist it so that if the creature with the ball gets through then it is worth 5 points and if a creature without the ball gets through it is only worth 1. If you attack with the ball and are blocked you lose the ball.

Creates interesting how do I attack with enough creatures to score points but not give up the ball... And then add in some actions that will vary the gameplay off of this basic concept.

Could be pretty fun :)

TheWrathofShane
06-05-2013, 09:17 PM
Ball starts in the middle. If you attack when the ball is in the middle you get the ball. If you are a creature with the ball and block another creature than you lose the ball, and if there are any unblocked attackers and your creature with the ball is able to block he MUST do so.

You could also twist it so that if the creature with the ball gets through then it is worth 5 points and if a creature without the ball gets through it is only worth 1. If you attack with the ball and are blocked you lose the ball.

Creates interesting how do I attack with enough creatures to score points but not give up the ball... And then add in some actions that will vary the gameplay off of this basic concept.

Could be pretty fun :)


Yeah :D
Could also give an exhaust ability with anyone with the ball, to pass the ball to allied troop. 20% chance to be "intercepted" and give the ball to random opponent troop (or "fumbled" and rest if no troops). Your professional opponent would have a 10% chance to be intercepted when passing :P

TheWrathofShane
06-05-2013, 09:17 PM
Ball starts in the middle. If you attack when the ball is in the middle you get the ball. If you are a creature with the ball and block another creature than you lose the ball, and if there are any unblocked attackers and your creature with the ball is able to block he MUST do so.

You could also twist it so that if the creature with the ball gets through then it is worth 5 points and if a creature without the ball gets through it is only worth 1. If you attack with the ball and are blocked you lose the ball.

Creates interesting how do I attack with enough creatures to score points but not give up the ball... And then add in some actions that will vary the gameplay off of this basic concept.

Could be pretty fun :)


Yeah :D

Could also give an exhaust ability with anyone with the ball, to pass the ball to allied troop. 20% chance to be "intercepted" and give the ball to random opponent troop (or "fumbled" and reset if no enemy troops). Your professional opponent would have a 10% chance to be intercepted when passing :P

This would make steadfast really fun, as you could attack and do a quick pass to someone who is unblocked!

dogmod
06-05-2013, 09:19 PM
Yeah :D

Could also give an exhaust ability with anyone with the ball, to pass the ball to allied troop. 20% chance to be "intercepted" and give the ball to random opponent troop (or "fumbled" and rest if no enemy troops). Your professional opponent would have a 10% chance to be intercepted when passing :P

This would make steadfast really fun, as you could attack and do a quick pass to someone who is unblocked!

Love adding the element of randomness.. As any sports fan knows probabilities and randomness do play a small to large part in sports :) And keeps things varied

TheWrathofShane
06-05-2013, 09:20 PM
Love adding the element of randomness.. As any sports fan knows probabilities and randomness do play a small to large part in sports :) And keeps things varied

^_^

funktion
06-05-2013, 09:30 PM
Haven't read any of the replies yet (or even the entirety of the OP), don't want them to influence my response, sorry if this isn't what is meant by the thread.

"Survival / Arena" mode battle within the dungeon. At some point within the orc themed dungeon you are thrown into the gladiator pit. You need to face off against three seperate decks, one after another. You enter the 2nd and 3rd battles with the exact same board state / life total / deck size (and graveyard, hand, and remaining cards etc)... and it's still HARD. To design the second deck to be able to still compete with an already establish board state, would be pretty interesting, maybe the 2nd deck sweeps the board of all creatures when it enters play, and maybe the third turns off any life gain you can do while also milling 2 cards from your deck every turn. This seems like it potentially be grueling (which for me = fun).

"Infernal Machine / Ritual" There's a demonic machine or ritual being built / taking place. MAYBE BOTH at once! Maybe there's 8 different events you can take part in for the dungeon as well as a final event. You can enter the final event at any point and depending on whether you cleared the other ones, it makes the final one more difficult or even easier. I prefer that it makes it more difficult for each part of the machine you build so that if you conquer all of the branches that you get to the end and discover that the final boss deck is about to crap all over you from the extra buffs / abilities / cards it gains. For me this creates an interesting challenge / meta.

dogmod
06-05-2013, 09:39 PM
Haven't read any of the replies yet (or even the entirety of the OP), don't want them to influence my response, sorry if this isn't what is meant by the thread.

"Survival / Arena" mode battle within the dungeon. At some point within the orc themed dungeon you are thrown into the gladiator pit. You need to face off against three seperate decks, one after another. You enter the 2nd and 3rd battles with the exact same board state / life total / deck size (and graveyard, hand, and remaining cards etc)... and it's still HARD. To design the second deck to be able to still compete with an already establish board state, would be pretty interesting, maybe the 2nd deck sweeps the board of all creatures when it enters play, and maybe the third turns off any life gain you can do while also milling 2 cards from your deck every turn. This seems like it potentially be grueling (which for me = fun).

"Infernal Machine / Ritual" There's a demonic machine or ritual being built / taking place. MAYBE BOTH at once! Maybe there's 8 different events you can take part in for the dungeon as well as a final event. You can enter the final event at any point and depending on whether you cleared the other ones, it makes the final one more difficult or even easier. I prefer that it makes it more difficult for each part of the machine you build so that if you conquer all of the branches that you get to the end and discover that the final boss deck is about to crap all over you from the extra buffs / abilities / cards it gains. For me this creates an interesting challenge / meta.

I love the persistent board state challenges.. You need to make it interesting for the player too though so if the 2nd guy comes in and just wipes the board it may not feel very persistent. But if you had other interesting effects like maybe he deals 3 damage to you each turn unless you sacrifice a troop or artifact or something else. So now he is "wiping" away the board but it doesn't feel like the computer is cheating to reset the encounter. I am sure there are some other cool ways to make it interactive but maintain the challenge.

I love the idea of having previous events effect the final boss battle either negatively or positively. I had a post about "Golligun's Island" with a very similar mechanic. I think they should also impact the loot table in direct or indirect ways to encourage people to complete the events and inject some cost benefit analysis to the decisions. Make the players think, make the players interact with the dungeon, and add replayability in one fell swoop.

Sweet ideas :)

funktion
06-05-2013, 09:43 PM
Yeah dog, seems like you and me are totally on the same point there! Though I would say knowing ahead of time that the 2nd deck is going to wipe you right off the bat; meanwhile you're still having a hard time beating the first even though you've still got the cards in hand to finish em off. Kinda creates a game of "what to use now and what to save for later" type of thing. If the third deck was the sacrifice effect like you mentioned, just imagine how it would be pressuring you to beat them before you run out of steam after already having your board wiped.

Seems pretty intesnse to me... I LIKE IT!

I get what you're saying though about keeping the interactivity up.

dogmod
06-05-2013, 10:24 PM
Yeah dog, seems like you and me are totally on the same point there! Though I would say knowing ahead of time that the 2nd deck is going to wipe you right off the bat; meanwhile you're still having a hard time beating the first even though you've still got the cards in hand to finish em off. Kinda creates a game of "what to use now and what to save for later" type of thing. If the third deck was the sacrifice effect like you mentioned, just imagine how it would be pressuring you to beat them before you run out of steam after already having your board wiped.

Seems pretty intesnse to me... I LIKE IT!

I get what you're saying though about keeping the interactivity up.

I love this stuff :)... Maybe when He comes in he randomly selects 5 cards from the board or you hand and voids them... Or whatever number you choose... Adds a bit of randomness so that when he comes in the player may be saying PPLLeEEAASSSE NOT MY LEGENDARRY PLEEASSEe... and adds a wipe and allows players to think around it but it doesn't feel quite as unfair

TheWrathofShane
06-06-2013, 12:26 AM
OOO another idea for a single encounter. Gladiator arena style.

You face off verse troops instead of attacking the player. Opponents troops attack you each turn.

At the start its just a 2/1 troop with speed. (Ouch)

Then it builds up and more and more troops enter the battlefield attacking you in a long onslaught!

Can you survive the endless hoards and beat the arena?

TheWrathofShane
06-06-2013, 12:56 AM
OOO another idea for a single encounter. Gladiator arena style.

You face off verse troops instead of attacking the player. Opponents troops attack you each turn.

At the start its just a 2/1 troop with speed. (Ouch)

Then it builds up and more and more troops enter the battlefield attacking you in a long onslaught!

Can you survive the endless hoards and beat the arena?



Woooah I realllly wish I had immortal now :(

Have the dungeon theme be Like barbaric sports and mobs of audience cheering and booing.
The gladiator fight would be one encounter of the dungeon, and the Hex Ball would be another encounter.

Dungeon could be called Slaughter Games, and at the begging the announcer says, "Let the Games begin!!" Followed by many cheering.

dogmod
06-06-2013, 05:36 AM
Woooah I realllly wish I had immortal now :(

Have the dungeon theme be Like barbaric sports and mobs of audience cheering and booing.
The gladiator fight would be one encounter of the dungeon, and the Hex Ball would be another encounter.

Dungeon could be called Slaughter Games, and at the begging the announcer says, "Let the Games begin!!" Followed by many cheering.

Sounds pretty grueling :)... a sports themed dungeon where every ecnounter was a different sport could get really interesting.. Could you Michael Phelps it and go for gold in 9 events? :)

dogmod
06-06-2013, 09:44 AM
Card Concept:

Name: Reverse Polarity
Cost: 1 or 2
Blue, quick action

Permanently swap target creatures ATK and DEF

Alternates:
-Could make it for a single turn ( I like permanently better as it plays into the permanent effects with digitial and adds really fun combo stuff with Rage creatures)
-Could make it swap any abilities that deal with ATK and DEF also (Would kind of mess up the rage combo stuff but other stuff could be fun, switching up inspire effects etc.)

Equip:
Rare: Target creature gains invincibility this turn
Legendary: Make both ATK and DEF equal to the larger of the two original numbers

jaxsonbateman
06-06-2013, 09:58 AM
I don't know if this has been mentioned in the thread thus far, but something Mario Party-esque could be fun. As in, each encounter is some sort of mini-game (it can be done via typical TCG battles sure, but there might be some random element like "collect all the coins - to collect a coin, attack it instead of a champion"). Mario Party is heaps of fun, so having a dungeon dedicated purely to fun could be great. Could also be a dungeon best saved for a future update, and have it as a 3 player dungeon, where each player gets ranked based on their score in each mini game. At the end, everyone gets bonus loot, but the higher you place in your group, the better the loot you get.

If we're going to propose a card concept, a cheap draw spell or two in blue would be nice. Something like Sleight of Hand in Magic is perfectly balanced but will give a lot of sapphire/x decks a very solid 1 mana play.

dogmod
06-06-2013, 10:03 AM
I don't know if this has been mentioned in the thread thus far, but something Mario Party-esque could be fun. As in, each encounter is some sort of mini-game (it can be done via typical TCG battles sure, but there might be some random element like "collect all the coins - to collect a coin, attack it instead of a champion"). Mario Party is heaps of fun, so having a dungeon dedicated purely to fun could be great. Could also be a dungeon best saved for a future update, and have it as a 3 player dungeon, where each player gets ranked based on their score in each mini game. At the end, everyone gets bonus loot, but the higher you place in your group, the better the loot you get.

If we're going to propose a card concept, a cheap draw spell or two in blue would be nice. Something like Sleight of Hand in Magic is perfectly balanced but will give a lot of sapphire/x decks a very solid 1 mana play.

I LOVE the idea of having a "Raid" dungeon where you are actually playing competitively with the people in the raid with you. Could make it so you queue up with your friends or you get queued against randoms. You can't directly attack each other but you can still counter each other or in other ways affect the plays other players are making.

Then having a point system to divvy up the loot at the end is brilliant. Asymmetrical, competitive-cooperative play.

Also you might want to make it a sort of "easy" raid. So its easier to beat the boss if you are all working together but you all won't want to work together because the one person with the top score gets all the loot. You will have a balance between working together to get the shared goal versus screwing each other over so your buddy doesn't get all the loot. I know in my group of friends it would be VERY difficult to beat a raid like this haha.

dogmod
06-06-2013, 10:07 AM
I LOVE the idea of having a "Raid" dungeon where you are actually playing competitively with the people in the raid with you. Could make it so you queue up with your friends or you get queued against randoms. You can't directly attack each other but you can still counter each other or in other ways affect the plays other players are making.

Then having a point system to divvy up the loot at the end is brilliant. Asymmetrical, competitive-cooperative play.

Also you might want to make it a sort of "easy" raid. So its easier to beat the boss if you are all working together but you all won't want to work together because the one person with the top score gets all the loot. You will have a balance between working together to get the shared goal versus screwing each other over so your buddy doesn't get all the loot. I know in my group of friends it would be VERY difficult to beat a raid like this haha.

Even better if you GET points for screwing each other over. Making it that much more of a challenge to balance, and the loot table is increased by the overall points between all the players but only the top points player gets the loot. Ugh... I want this now.

jaxsonbateman
06-06-2013, 10:10 AM
Perhaps if we cozy up to one of the producers or tell the dev team of the idea they can see how they feel about it? :-3

dogmod
06-06-2013, 10:11 AM
Perhaps if we cozy up to one of the producers or tell the dev team of the idea they can see how they feel about it? :-3

Supposedly they read these threads... If they use your mario party thing they might throw you a bone :)

jaxsonbateman
06-06-2013, 10:14 AM
Or a banana. :-P

dogmod
06-06-2013, 10:15 AM
Or a banana. :-P

boomerang?

jaxsonbateman
06-06-2013, 10:16 AM
boomerang?
Boomerang? I was referencing DK. ;-)

dogmod
06-06-2013, 10:18 AM
Another Raid twist idea would be that you have to get through 2 REALLLY tough raid boss stages but then the 3rd stage is actually a 1v1v1 for the loot pile. So you have this tough decision at the end of the 2nd stage "Do I end it now and enter the 1v1v1 on the end of my turn? Do I have enough board presence/cards to win when that happens?"

Cooperative-competitive, getting a chance to work with my friends but also screw them over... god I love it

dogmod
06-06-2013, 10:18 AM
Boomerang? I was referencing DK. ;-)

I figured but just guessing at things they might throw at us...

jaxsonbateman
06-06-2013, 10:21 AM
Another Raid twist idea would be that you have to get through 2 REALLLY tough raid boss stages but then the 3rd stage is actually a 1v1v1 for the loot pile. So you have this tough decision at the end of the 2nd stage "Do I end it now and enter the 1v1v1 on the end of my turn? Do I have enough board presence/cards to win when that happens?"

Cooperative-competitive, getting a chance to work with my friends but also screw them over... god I love it
Could be a great follow up to the party-style dungeon. You have this follow-up raid that has the same sort of competitive-coop mantra. God, they could even make the raid boss resemble a certain King whose name rhymes with wowzer! But not close enough for copyright. :-P

dogmod
06-06-2013, 10:26 AM
Could be a great follow up to the party-style dungeon. You have this follow-up raid that has the same sort of competitive-coop mantra. God, they could even make the raid boss resemble a certain King whose name rhymes with wowzer! But not close enough for copyright. :-P

LFG Wowzer, Promise to split up loot after raid (liar)

I can see the forum posts: Dude stole 3 legendaries off wowzer drop after promising to shar... People are horrible

KeplerVerge
06-07-2013, 11:24 PM
Concept:

Dwarven Distortion Device
The dwarves built this contraption in an effort to change large areas of stone density for faster mining, but it's having unintended consequences...


Each turn a roulette spins on screen for a random effect and lasts only for that player's turn. Effects include:
ATK/DEF attribute swap
Cast costs increased by 2
Threshold cast costs removed
Gravity flux (all creatures gain flight)
Spontaneous combustion (player and all controlled troops take 2 damage)

Perhaps as you battle through and get closer to the device, the distortion effects become stronger

Phase shift (troops already in play vanish until your next turn)
Unveiled (cards in your graveyard can be cast as though in your hand)
Total Mayhem (each troop randomly battles an opposing troop. After battle results, the remaining troops swap allegiances)

Lots of flexibility to add/change effects and seems it could fit in, lore-wise!

dogmod
06-08-2013, 09:09 AM
Concept:

Dwarven Distortion Device
The dwarves built this contraption in an effort to change large areas of stone density for faster mining, but it's having unintended consequences...


Each turn a roulette spins on screen for a random effect and lasts only for that player's turn. Effects include:
ATK/DEF attribute swap
Cast costs increased by 2
Threshold cast costs removed
Gravity flux (all creatures gain flight)
Spontaneous combustion (player and all controlled troops take 2 damage)

Perhaps as you battle through and get closer to the device, the distortion effects become stronger

Phase shift (troops already in play vanish until your next turn)
Unveiled (cards in your graveyard can be cast as though in your hand)
Total Mayhem (each troop randomly battles an opposing troop. After battle results, the remaining troops swap allegiances)

Lots of flexibility to add/change effects and seems it could fit in, lore-wise!

I love it. It reminds me of the DotP, planes shifting mechanism but that isn't a bad thing it is awesome. It makes each playthrough of the dungeon different. And you could add in some super rare rolls that are amazing or awesome. Also is kind of like the old D&D wild magic effects of producing a random effect that is either awesome, terrible, or weird. They could get really creative with it and do some fun stuff.

dogmod
06-08-2013, 09:27 AM
End game raid concept:

So basically thus far in end game it seems we have: Keep defense, Raids, Dungeons, Heroic modes for dungeons and raids, PvEPvP, and then PvP with all its many variations. Thus far... AWESOME. I am stoked. I had one way to add a mode for the end game that could remain interesting viable and add long term replayability.

Basically turn any raid into a PvE-PVP.

Mechanism:
You sign up for a queue for a raid boss that costs a certain amount of gold (GOLDSINK, good for game economy and make sure this is less easily farmable, and makes it harder for people to abuse this mode)

Through 2 stages the raid boss is just like any other time you play the raid boss but perhaps he is on hard mode. The other thing that is happening during this time is that each player in the raid is accruing "points". The objective of these points is that the top 2 players (or could even just be one) are the only player(s) to get loot and this loot is either bumped up in terms of probability or has special rewards in its loot table that are unavailable from the normal raid boss loot table. Points can be for doing damage, destroying creatures, countering spells, triggering the transitions from stage 1 to 2 to 3, meeting raid boss objectives, bonus points for awesome turns, etc etc..

Now at stage 3 the raid boss still goes into his normal stage 3 transition but now player can attack each other and negatively impact each other with spells etc. So basically if after 2 stages you are WAY behind in the points you can try and take out one of the other players to get yourself into the loot, or another mechanism, if you fail in the 3rd stage the player with the LEAST points gets a very toned down version of the loot table. Of course whoever is the person to do the last bit of damage or whatever to the raid boss should also get a points boost in the final standings etc.

Competitive, cooperative, exciting, variety, gold sink, new loot. This mechanism could be added to a ton of raids. Obviously depending on the mechanism for the raids it may not be appropriate for every raid. I.e. I think the void demon raid would probably be a poor candidate for this type of raid. However you could also make a toned down version of this idea where instead of being able to negatively impact each other it is just a points race. It would still add a further dimension of thinking to each decision and even if you can't directly attack your opponents you could be able to not "cooperate" as much as you normally would so to put yourself in a better position to get points as opposed to them.

Ideas, thoughts?

dogmod
06-08-2013, 09:35 AM
Achievements Awesomeation:

Basically as it stands they have not fleshed out the achievement concept thoroughly (it is a pretty basic concept so I can see why they wouldn't) but I was thinking that they could really add a boost to end gaming if they made achievements even more chasey and something that EVERYONE would want to do to some degree, not just the completionists.

My idea is that for completing a dungeons achievements on regular mode you get a deck sleeve. For completing the dungeon on heroic you get a new game board. For completing ALL of the achievements for the dungeon, raid, on normal and heroic you unlock the dungeons raid boss as a mercenary. Who wouldn't want the kraken as their mercenary? Obviously they would tune their abilities etc. But what would be a more awesome way to represent your achievement then being able to play with a dungeon boss as your merc. And tell me that EVERYONE wouldn't want to finish the achievements for their favorite boss to get them as a merc?

Alternate ideas would include giving away cards for doing achievements but whatever reason I think that might be a step to far. It seems like any time people bring up cards people get all weird. This however could be AWESOME.. Alternate art version of a legendary/rare drop from the dungeon and you can only get one copy through the achievements. To get a whole playset you would have to trade with 3 other people who have completed all of the achievements... (Maybe completing raid achievements not on heroic?)

Some really cool stuff that would be available to anyone who plays the game at no cost but would add some really fun end game mechanics without negatively impacting the economy too much.

ramseytheory
06-08-2013, 09:36 AM
I love it. It reminds me of the DotP, planes shifting mechanism but that isn't a bad thing it is awesome. It makes each playthrough of the dungeon different. And you could add in some super rare rolls that are amazing or awesome. Also is kind of like the old D&D wild magic effects of producing a random effect that is either awesome, terrible, or weird. They could get really creative with it and do some fun stuff.

I really hate the DotP planeshifting mechanism. Some of the effects are just far too powerful - things like "remove all creatures from play" can easily just hand the game to you or your opponent on a platter. Losing an extremely long game to this was actually the final straw that drove me away from DotP for good.

jaxsonbateman
06-11-2013, 09:27 PM
I really hate the DotP planeshifting mechanism. Some of the effects are just far too powerful - things like "remove all creatures from play" can easily just hand the game to you or your opponent on a platter. Losing an extremely long game to this was actually the final straw that drove me away from DotP for good.
Planechase is one of the more common formats I play with my RL Magic playgroup, and yeah, the essence of it is that it adds a powerful random variable to the game. While you could win or lose before just based on the decisions of each player, cards drawn, decks chosen and all that, when you add planechase into the mix you can lose the game entirely by landing on the wrong land.

The amount of times I've played against goblins and they've gotten the double strike and haste land... grumble grumble...

funktion
06-11-2013, 09:29 PM
I love the random chaotic element formats.