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Reader Comments (6)

Posted: Feb 3rd 2010 8:48PM (Unverified) said

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Really looking forward to these changes--PoxNora is an awesome game and will be even better with the changes!
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Posted: Feb 3rd 2010 10:57PM (Unverified) said

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I think a good question would have been to ask how the values of the older runes are going to be effected. Many of us have spent hundreds and in some cases thousands of dollars on this game over the years. The value of the runes were just thrown completely around with the christmas special. Harbys are now somewhat common compared to before and have lost so much value. How is everything else going to be effected? Should those of us with runes bail now?
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Posted: Feb 6th 2010 6:57PM (Unverified) said

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While pretty interface changes are great, the near elimination of rune customization(currently can increase each stat 20% or more, plus multiple abilities) to 5% increase of a single ability after playing a rune for 20 hrs, and another 5% after the next 20 hrs.

But the true problem is the cost- to have a competitive deck of one type in a single faction costs $300 to a thousand dollars since the only cards worth using are exotics. Since the only trading method is through message board, you'll be forced to trade 2 or 3 to one to get the specific exotics you need. A single map of legendary difficulty could take hours or could just plain be unbeatable without the right cards. When experiencing a single facet of a game costs as much as your computer or a house payment, is it any wonder the game is losing players?

Is some window dressing and amputating half the game down going to fix this?
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Posted: Feb 7th 2010 9:07PM (Unverified) said

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- I am not looking forward to any of the technical changes of the game at all. In fact, what I am reading now is making want to abandon the game after over $1000.00 invested. The problem with these changes seem to be the fact that the only reason is purely profit driven. They are going to take a VERY strategic and wide open structure and dumb it down to pick up more fan base. I think this is Horrible. It is going to RUIN the game for about 90% of the people who play this game over anything else because of the sheer skill it takes to play and master. People are drawn to this game in the first place because of its complexity...theres nothing like it. One other HUGE problem seems to be the fact that if your attack is not higher than another guys defense, then you do no damage. I cant even imagine how bad that is going to screw the rune design up and make runes useless. People will end up with 5 champions and 25 spells because of the fear of a rune with 25 defense that cant be touched.... How will players even take out champions if they dont have enough attack? Will they be forced to use a spell on 50% of the champions...OMG, please think about this.
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Posted: Feb 9th 2010 10:14PM (Unverified) said

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I'm a long time player-- I started playing just before the very first expansion. While the original champion cards had one, two or three special abilities some of the new cards have six or more. Even as a longtime player I'll sometimes play a turn and not even understand what happened because I didn't have time to read all the abilities on my opponents cards. For example, sometimes I'll attack a unit with a certain type of attack, only to learn the unit is immune to that attack.

The rework is exactly what this game needs. I am looking forward to playing the new combat system. Taking some boring stuff out and streamlining whats left is a great idea. I plan on trying out a lot more kinds of decks when the customization part is simplified.

I hope the marketing people succeed in bringing in some new players -- I think they will enjoy this unique game.
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Posted: Feb 10th 2010 8:24PM (Unverified) said

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Cost is the issue. I was a long time player then quit because I couldn't get the right kind of ruins. I would prefer a subscription based model where I pay, say, $10/mo to have access to all ruins. I'd play the heck out of this game then. In the mean time, I'm stuck with whatever pack I bought, and the crappy ruins because it is randomly based.

The game is too expensive!

Otherwise, I like what changes you are doing, Radar. But PLEASE note the cost issue! Even if that means subscription people only play against subscription people and can't play in tournaments or whatever. It's kind of like a "try before you buy" platform, where I would pay $10/mo to have access to all ruins and mess around and build decks and test them against other subscribers, then eventually buy the ruins I want individually to get into the ranked ladders.

You forget that a "collector based game" is irrelevant in a digital world. It's more about the game.
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