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Thread: Crafting consumables

  1. #1

    Crafting consumables

    Has there been any discussion on being able to craft potions or runes that give one time buffs? For example, a potion that gives a bonus to gold collected for X amount of time or gives a hero an additional ability. It seems like I've only heard about crafting in reference to equipment -- at least I've only thought about in that way up to now (obv, I haven't thought about it all that much until 2 minutes ago). If someone could point me to a relevant thread I'd appreciate it.

  2. #2
    Consumables are definitely part of the plan for crafting. Cory mentioned them in a recent interview (http://forums.cryptozoic.com/showthread.php?t=42902) and way back in his Q&A thread (http://forums.cryptozoic.com/showthr...812#post429812). That said I don't think we know anything about what the consumables will look like yet.
    Member of The Unnamed Council - the Hex TCG PvE Guild

  3. #3
    Alright, great. I haven't been excited about PVE at all, but now my interest is piqued.

  4. #4
    I'd like to see consumables that buff either a single encounter or a dungeon run, rather than a timed period, since that was briefly mentioned.

    But I'd also be interested in consumable cards like Spectral Lotus that just go in your deck (maybe not counting towards the minimum 60) that provide powerful temporary boosts. Not sure about this idea, but these as pve rewards seems cool. However, I'd hate to see them unbalance certain raids where you just stockpile consumables. I think there's room to tinker with it, though.
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  5. #5
    Quote Originally Posted by Kurasa View Post
    That said I don't think we know anything about what the consumables will look like yet.
    What are people hoping for in consumables?

    IMO, anything that has a direct impact on a match would need to be limited. By limited, I mean more along how many consumables are usable for one match or over the course of the dungeon; I.E. if a consumable exists that can instantly give the player back some health, I wouldn't want that consumable to be spammable like D2 health potions.

    Allowing anything outside the traditional deck building will take some getting used to for old TCG players. I don't see why filling out a "Belt" of consumables at the start of a dungeon wouldn't be an awesome addition to the traditional formula.

    Question: would people want consumables only usable at the start of a match (going into a boss fight, quaff that potion that lets you start with a Command Tower in play, etc) or do people expect consumables to be used throughout a match when it makes the most sense (I didn't know I would need extra health going into the fight, but 7 rounds in I figure I can probably win if I can just regain 5 lost health, so I then use a health potion). I kinda hope both kinds are available

    What kinds of consumables would be worth making? What temporary boosts are people hoping for?

    In particular, assuming crafting reagents are created based on the item destroyed to make the item (complete assumption), what consumable/temporary benefit would be worth the destruction of a rare or legendary card? Seems like the boost would have to be pretty great to be worth it.

  6. #6
    Gigantisaur
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    I personally would rather consumables are just used pre-match, like buffs mentioned above (plus the examples we already see in Arena if you beat the challenges), rather than something that affects gameplay within a match. I think for the latter in PvE, having equipment is already a wondrous thing that modifies the TCG formula just the right amount.
    Also, being able to use a consumable pre-match opens up that nice element of luck/chance (should I use this now? Maybe, but what if I happen to breeze through this encounter), rather than waiting upon the optimal moment to use it.

    I dunno, that's just my gut reaction. It may change once we know exactly what consumables are.

  7. #7
    Gigantisaur
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    Quote Originally Posted by Aradon View Post

    But I'd also be interested in consumable cards like Spectral Lotus that just go in your deck (maybe not counting towards the minimum 60) that provide powerful temporary boosts. Not sure about this idea, but these as pve rewards seems cool. However, I'd hate to see them unbalance certain raids where you just stockpile consumables. I think there's room to tinker with it, though.
    Despite what I said in my previous post, I do love this idea.

  8. #8
    I envisioned consumables as usable during a match, like one-shot charge powers. There would have to be some limitation to keep things reasonable. I like Rycajo's 'belt' idea. Along with choosing a deck, you could choose consumables to bring to a dungeon or raid up to the capacity of the belt. That also opens of the possibility of being able to refill empty slots in the belt with consumables found during a dungeon run, which could be cool. More consumable cards along the lines of Spectral Lotus also sounds like a good idea. I'm not sure I'm as enthusiastic about consumables used pre-match to provide some kind of buff, but doesn't mean there couldn't be some great ideas in that space.

    Ultimately I'd like to see a wide range of consumables that work in different ways with a variety of effects, so that we can tailor our choices to different dungeons and deck choices. Maybe we need some added punch for a boss fight, or maybe some extra durability. Maybe we just need to our deck to be a bit more flexible in case we run into a particular encounter.

    Effects like "Gain X health" or "Draw a card" or "Buff a troop" are fine, but I hope we see a lot more than that. How about a variety of potions that transform a troop into a completely different troop you wouldn't normally see? Or a sleeping potion that exhausts a troop and removes its abilities for a couple turns? How about a seed that grows into a plant with some ability or effect after you use it, and the plant adds more seeds to your deck that can become plants in turn? It seems like there could be room for a lot of different effects ranging from the mundane to the wacky to the crazy powerful, so long as there are limitations in place to keep players from breezing through dungeons just by throwing consumables at them. Rarity and crafting expense is a factor here, too. Powerful consumables should be hard to find and/or expensive to craft, to help discourage players from burning through them willy-nilly to clear content.
    Member of The Unnamed Council - the Hex TCG PvE Guild

  9. #9
    In pve I think there could be a lot of room. Consumable to decrease your minimum deck size, consumable that allows more than 4 of a card, consumable that increases your health, or decreases your opponents health, consumable cards that can be put into a deck for a single dungeon, hell, even consumables that alter your deck after the game starts, adding cards to your hand, reordering your deck, letting you view your deck order. These are just off the top of my head, the possibilities seem limitless.
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  10. #10
    To counterbalance my earlier post, I think consumables sound neat, but I would absolutely prefer to be on the safe side against them at all. The last thing I'd want is to see items being sold that are needed for optimal play, like loot boosts. 'Pay to win' isn't really a valid concern, because we're already paying for better cards, so it's pretty much a non-issue, but I'd like to avoid repeating taxes on generic gameplay by needing potions for every dungeon, etc.

    On the other hand, if they are obtained only by playing PvE or crafted by PvE only drops, then I suppose they could be limited enough that they don't become commonplace or mandatory.

    The other route I would like to see them explore at some point with consumables are items that increase the challenge for better rewards. For example, a 0-cost 'Each opposing champion draws two cards. You get 20% more gold from this encounter' or a 7-cost card that just says 'You get a 50% chance of getting an extra loot drop from this encounter.' Even though it doesn't have any effect, it wastes both your cards and mana. Things like the challenges from the Arena on cards too would be neat optional variables.
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    Quote Originally Posted by Aradon View Post
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