- Aug 25, 2017
- 3,011
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I'm not saying all the tarot cards are great, but the ones that are great are a head above what you can craft. Combined with the ability to somewhat pick the good ones from the bad mean the more effective ones inevitably end up in people's decks compared to extremely rare cards that practically never drop because of how low drop rates are.You make good points for the pre-beta version, and to some extent beta-1 as well. They really need more cards that give Clarity (energy). Hierophant being the only one is to the game's detriment, and effectively seals off power cards from being used. IDK how to feel about it, but tarot cards... I wouldn't really call them great by comparison to some of the other buffed cards in the current version. A lot of cards got changed and apart from Hierophant (which I'd agree good decks rely too much on) I feel like only Empress is reliably solid (gives stun 2 and vulnerable, but you can't play abilities for like 3 turns, so it's sometimes a questionable pick depending on your deck). [Edit: Actually on reflection Moon can be pretty strong because despite high energy cost the werewolf ally takes some aggro.] I do like some of the card upgrades and changes, in that I think some progress towards what you talk about is being made here or there, though not all changes were improvements. (I still think lifesteal sucks and a 3% upgrade to vampirism should not count as a real upgrade worth two cards, I feel.) Also, something needs to be done about cards in excess of max upgrade slots. As is they don't do anything, and you can't even sell or get rid of them. (Though maybe they'll be converted to class experience or something in 3.0 when that finally comes out? IDK.) Crafting is more or less glitched in the current version, which is also very annoying. Currently the only real use for resources is to increase vendor affinity or whatever. And it may be a bug but I sometimes lose card upgrade progress which bums me out.
I don't know what's in the recent updates, but I can't imagine it being all that large in scale too due to the inherent complexity of deck builders in general. Speaking of allies, the dev should probably give them toggleable skills with cooldowns if they haven't already. In the public version, your allies are basically meat shields that randomly does something every turn. I feel like they would be more meaningful if you could activate a skill to, for example, reshuffle your hand, give you temporary buffs, clear debuffs, restore your health, or alter the effect of certain cards in your deck. It would be even better if the skills unlocked or improved as your relationship level improved. It doesn't make sense that MC and the girls he's getting close to can't seem to effectively cooperate in a life or death situation.
Alternatively, they could go the Sunrise City route and have allies add a signature card or 2 to the deck.