#Ascendent Matches have One Huge Problem--Low Cost Repositioning in End Game.

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brisk pewter
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Ascendent is very addicting and fun now that we have all the ceatures/affinites/classes in the game. Really engaging overall. Enjoying the crap out of it! But...

Low cost repositioning is a huge problem, making the last 2 rounds 100% luck based RNG. Did you happen to reposition your carry (rhampyre/umbre/gyro/ranger/sear/phos) to the wrong side of the board that they repositioned their entire team to? Auto lose. Next round. Did they entirely reposition their team to otherside again? WHO KNOWS? It's random guesswork, and it sucks losing to this kind of RNG. It's not fun gameplay or game design.

The first 3-4 rounds are great. Very tactical. It is expensive to replace units or to reposition them since it means you won't be able to replace them with as good of units or put as many units on the board. But as the end game hits in rounds 5-6, you get lots of extra mastery to move the entire team to the other side of the map and to also upgrade units.

Low cost repositioning makes the entire end of the match ALL GUESSWORK. It does not feel tactical. It does not feel fun. Way to potentially fix:

  1. Make repositioning units cost 5 more mastery points with each round that passes. This makes it more strategic if you want to reposition your units in end game. It better be worth it.
  2. Repositioning more than half your team should not be possible in a single round, even when spending all mastery points on repositioning. This means you can only move 3-4 key units at most, forcing you to make more strategic and thoughtful decisions and making the game less RNG based.
  3. Overtime as the cost to move units goes up, it help cement your previous strategic decisions from early game in place--making you think more tactically about the game from start to finish.
grand junco
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I somehow like the mind game of repositionning but it doesnt feel right late game that we are capped out and can literally move our entire team for free (we are limited by ascend points late game not mastery points)

I think having dynamic mastery point cost would overcomplicate things but the idea of only being able to move 4 units sounds like it could help those rounds to be less of a coin toss

craggy kiln
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I like the ideas. This is one of the reason I miss augments having a cost and being part of the deck. You could put more power on the board as your opponent spent points to move. It feels like we have to much points to spare right now.

That being said, you would eventually end up being able to move all your team in later rounds.

I like the ideas you mentioned or even an increasing cost depending on how many units you have moved in the round. 1st could be 1x, 2nd 1.5x, 3rd 2x etc. (The multiplier is just an exemple and could change.)