#A Suggestion to Make Arena Have More Gameplay Depth and Skill

1 messages · Page 1 of 1 (latest)

lyric onyx
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The Arena PvP has a fantastic core game. I am enjoying the crap out of playing it, but its weaknesses are repetitiveness and the simple ability for players to copy each others deck and then follow a step by step placement formula/plan without really engaging in active thought/strategy. As it is, it also lacks the elements that force you to rethink strategies on the fly as much as I would like.

This suggestion will require each deck to have multiple strategies in place, and require rethinking your strategy on the fly to counter your opponent.

This suggestion is to add two ban phases. One phase happens right at the start of the game. This would let you ban 3 opponent cards right out of the gate. You could target his late game Illuvials, his opening Illuvials (ban his toxic illuvials, or cheap ones), his core synergy (like remove 2 empath, so 7 empath is no longer possible), or his key augments. However, Weapons/Armor will not be bannable. The more you understand what your opponent is likely to play the more likely you'll be able to ban his best illuvials/augments.

The second ban phase comes after the third round is played. This would allow you to ban 3 more cards after you have seen them place several Illuvials down. This would allow smart players to target their opponents most likely cards to be played next, including key augments for the illuvials or key illuvials that match synergies on the board. You cannot ban Illuvials that are already on the board, so playing an illuvial in the first three rounds protects it from second round bans.

Each game you might be playing different opening illuvials/late game Illuvials, and your syngergies might also be different. It's up to the players skill and understanding of the game to decide which way to pivot each match based on which ones are banned.

We would need to expand the existing deck size by 6 additional cards so that players would have more flexability for the 6 banned cards. Thoughts? @hoary schooner

lyric onyx
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I guess I should have titled this better...

rotund thicket
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I like it, I think even just 1 ban done two times a game would probably get a similar result.

frozen fulcrum
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I agree with the core issue. The game is already so complex im not sure your system doesnt just make it worse

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But I agree this is a problem and needs to be addressed, teambuilding is the game and not the gameplay itself

lyric onyx
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I could understand if the team would not want to implement this, as it would not be cool to have your favorite and most expensive illuvials banned each time.

I didn’t want to overcomplicate the process, but we could also include the ability to protect 2-3 cards each phase as well. If the player chooses to protect the same cards that are chosen, then they are not removed from the deck. This would force players into thinking creatively about their bans so they pick ones unlikely to be protected.

lyric bough
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While it may or may not make it into standard ranked arena this is a general feature in consideration for custom/automated tournaments as part of the automated tournament system idea we’re brainstorming. Banning before or during match could both be added as options. Though it’s a late stage addition to the system.

nocturne talon
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i think the best way to implement this is for tournament structures, e.g. bring 3 unique teams to the tournament, one gets banned, you have to win with the other two to advance.

i dislike the idea of banning single cards from a team. in a team, every card has an important role. if you ban key units or augments, the whole team doesn't work anymore so the whole meta will shift to building teams that work even when you remove some cards of it. might just make an "all-random" game mode instead.

lyric bough
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If you do single cards then you need overflow cards/extra deck cards to replace with

lyric onyx
# nocturne talon i think the best way to implement this is for tournament structures, e.g. bring ...

The idea imo is that you don’t just bring a 1-2 hyper carries, but 3-4. Don’t just bring 2-3 opening illuvials, bring 5-6. Out smart your opponent by protecting and banning the right illuvials to counter their affinities or illuvials you think will cause problems vs your comp. I think the game would be more fun and challenging this way because each game would feel fresh and different depending on what was banned. More skill required as well.

nocturne talon
rotund thicket
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One of the unique parts of illuvium. Is you get to build your board and perfect combo everytime. In other card games it only happens rarely and you need another win mechanic usually to have over 50% win rate deck.

It is going to play differently when we have real NFT illuvials. getting your carries banned every game will be horrible, unless the banning happens later in the match and you are forced to play them early.

But I also think card banning would be a cool gamemode in the future.