Okay, so thinking on it more, I think I need to start by going back a bit.
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The basic position I have is that "The Skill-branch slightly is underpowered", but there's two separate ideas that lead me to that:
1) The power of Skill-cards scales depending on what CC you're facing.
and
2) Many Skill-cards are balanced to have only a slight advantage over their alternatives.
Most of my thoughts are just examples of those two things, and what they mean. The two are also related, in that the less accurate and flexible the numbers on CC are, the less accurate the balancing of Skill-cards is going to be.
For example, if the power of a card is "changing" depending on the situation, why do I think it's "underpowered"?
This is a "Win More"-card, and I would call "Only Us" and "Resolve", two high-curve skill-cards, two of the biggest "win more"-cards in the demo.
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Overall though, I might be blowing the difference out of proportion a little bit, since I'm talking about a very specific slice of gameplay, where you're comparing completed collections against some arbitrary "average", in a single-player game focused around customized, different matchups. Restricting the cardpool, balance-changes, adding more unique CCs and having incomplete information cause the "issue" to vanish, because the math changes. In fact the deck I'm using to form this opinion has an arguably broken draw-engine, so...
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Skill as it is, is all about increasing "efficiency", more than anything else, and as I've mentioned when talking about the CC-combo cards, it is kind of lacking an interesting payoff to playing Skill.
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I'm posting this part in two parts for the sake of readability.
_____
The basic position I have is that "The Skill-branch slightly is underpowered", but there's two separate ideas that lead me to that:
1) The power of Skill-cards scales depending on what CC you're facing.
and
2) Many Skill-cards are balanced to have only a slight advantage over their alternatives.
Most of my thoughts are just examples of those two things, and what they mean. The two are also related, in that the less accurate and flexible the numbers on CC are, the less accurate the balancing of Skill-cards is going to be.
For example, if the power of a card is "changing" depending on the situation, why do I think it's "underpowered"?
- Because it's not a strong enough play at it's cost and slot, compared other similar cards. It might have situations where it's strong, and you can engineer scenarios where the card shines over others, but the card will have more scenarios where it can't be played, or gets played after you're already ahead because of other cards.
This is a "Win More"-card, and I would call "Only Us" and "Resolve", two high-curve skill-cards, two of the biggest "win more"-cards in the demo.
____
Overall though, I might be blowing the difference out of proportion a little bit, since I'm talking about a very specific slice of gameplay, where you're comparing completed collections against some arbitrary "average", in a single-player game focused around customized, different matchups. Restricting the cardpool, balance-changes, adding more unique CCs and having incomplete information cause the "issue" to vanish, because the math changes. In fact the deck I'm using to form this opinion has an arguably broken draw-engine, so...
_____
Skill as it is, is all about increasing "efficiency", more than anything else, and as I've mentioned when talking about the CC-combo cards, it is kind of lacking an interesting payoff to playing Skill.
_____
I'm posting this part in two parts for the sake of readability.
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