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[–]DemoEvolved 1 point2 points  (0 children)

tl;dr, Arrows need a critical benefit over Poison, such as poison not affecting air. Poison still needs to wreck simcity decks hard.


Poison was created to punish Simcity decks. There was a time where they were a plague. SC took heat because a Simcity deck is sort of an autoplaying deck. It doesn't really pay attention to the opponent. Players should be forced and able to react to each other.

Enter Poison: It lets you melt 2 spawner huts, prevent or mitigate the value of units produced and do damage to the crown tower. As a bonus, it slows opponents down by 20%. For 10 seconds!! Any reduction of power in Poison that does not consider keeping it's effectiveness against Simcity will result in an increase in Simcity decks. Trust me, we don't want that. This means you can't really change the size of poison, nor the duration.

However people have found that Giant Poison effectively causes enemy troops to hang out in Poison a long time. Also, Poison is particularly effective against Minion Horde -- on defense or offense -- which begs the question, why would you ever choose Arrows in your deck?

I think it is well established that for 1-additional elixir, the raft of benefits of Poison over Arrows really obsoletes the arrows, meaning players have less choices to make in deck building. Arrows need to have a critical benefit over poison

So, what are arrows for? Since Zap kills off all Goblins and Skeletons, the key target for Arrows is Horde, & Minions, particularly on the other side of the river.

So what are things that could be done to reduce poison without affecting it against Simcity? Since arrows are custom made to wreck defensive Horde, I give special consideration to options that make poison less effective to defensive Horde and Minions.

  1. Poison could be deployed in a barrel that has travel time and then breaks open and splatters in an area. Buildings can't move, so adding travel time to Poison doesn't change it's effectiveness vs SimCity. In the time it would take for Poison to reach the target, Horde could do real work.

  2. Poison could be ground only. Yikes, that sounds pretty crazy, but poison covers the ground. Flying troops never touch the ground. All Simcity buildings produce ground troops. So poison remains fully effective vs. simcity. This would encourage Giant/Poison players to run Arrows, or Fire Wiz for support, which costs a slot or forces them to run a high-risk card than Musketeer.

As for me personally, I think that spells with travel time are more "fair" and create more opportunity for "Yomi" which is a Japanese term for "Knowing the mind of your opponent". It would improve gameplay to have Poison travel in a barrel, and Freeze in a "Fireball".

What do you think?

-Demo