Discussion in 'Release 21 Feedback' started by Cryodacry, Aug 28, 2015.
that's a great step inbetween. @Chris read this!
Speaking of which.
Is dealing speed fixed? It doesn't looks like it at all. At times I get dealt glyphs at a reasonable speed, and I have at least some glyphs in my hand (just waiting for the global cooldown). At times, the hand is sadly empty and I find myself waiting for cards...
It's just an impression, didn't time it precisely. But it's a very, very "solid" feeling. Maybe having MindWipe in the hand slows down dealing?
I am also having deck problems since R21. I finally had to make a completely locked deck to combat the slug problem.
Of course this will also be less of an issue once more skills are added. Adding more spells for mages should be easy but for warriors I'm hopping over time they split archery into bows and crossbows, add throwing and unarmed (unarmoured as well maybe?) and then add general ranged and melee skill groups to give single weapons specialist more versatility.
I just figured something out regarding my slug issue. So I was in the 'y' key after purchasing my skills. There is a split window and then your skill slots below. So I was dragging the skills directly from the left window to the slots which wasn't make the numbers go down on the skill and was causing me slugs. So like I had 0/3 break armor skill then drag to slot and number does not go down and say 1/3. Next time I went to the trainer I drug the skills to the right window and the number went down. Then from the right window I drug the skill to the slots and it all worked no slugs. So perhaps that is not your issue, but if anyone else was like me perhaps this tidbit will help. Otherwise then it is just me
As someone with 40+ cards in their deck right now, I didn't even read the full thread, just kind of giggled at the title.
We used to have this exact thing minus the built-in slug mechanic until a few releases ago. Draw speeds could be increased or decreased but it was dependent upon points in the Quick Draw innate skill (I think that was it) in the Focus tree and it didn't affect slugs.
What if you brought back Quick Draw again? Draw speed box would then show up in the deck building menu as it used to.
And added a new skill called Specialized (or something like that nature) that gradually reduces slugs the more you train in it? Slugs would then be hidden from your hotbar in combat, but still effect the deck and the amount would be represented by another box in the deck window as marthos suggested.
I sometimes like the option of having a variety of skills a my disposal. But other times I would enjoy specializing in something particular like Fire, or Ice or pure Healing and feel hindered/penalized by the slugs which doesn't make a lot of sense to me. The Focus tree looks pretty lonely anyway. They could be arranged something like this in the skill tree or you know, whatever makes sense if this even makes sense at all.
I doubt that the system is broken. If you aren't seeing cards being drawn and you have cards being drawn into specific slots, what is happening is that the cards being drawn are ones that are meant to go into a slot where there already is a card. It only appears that no cards are being drawn.
I foresee a time when I will have plenty of glyphs to put in my deck -- when I have levelled up some more (currently level 8) and can add 2nd and 3rd level glyphs from skill trees I am training.
At this stage I managed to get rid of slugs only by paying for level 1 skills in magic trees that I don't want to train.
Players weilding swords don't see this problem because they start out with a number of glyphs from the Blades skill tree.
While on the topic of weapon specialisation I'd like to see a glyph in the ranges skill trees that lets you instantly switch to a melee equipped deck. The deck swap delay for restrategising is one thing, but it doesn't take an archer 2 seconds to switch from a bow to a sword when the enemy closes the gap in real life. Plus there should be a penalty for trying to use a bow in a melee, and given characters movement speeds, frankly more range on them.
The alternative is deck swapping times being based on the amount of equipment and skills changing and swapping ranged for melee is almost a freebie (while swapping from heavy to light armour would take the entire battle).
As for using decreased draw speed instead of slugs I'm in favour of getting ready of slugs entirely and that's a good trade of. My only concern with it is for specialists being slowed down (which makes no sense really) but again something that will be alleviated when there more diversity in the skills available.
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