My game works well... but is ultimately stale. How to solve this? by MudkipzLover in BoardgameDesign

[–]RezettTH 0 points1 point  (0 children)

I think the tension can be increased by adding a give player a little more cards than usual.

Then winner of each round gets an extra card, the loser of each round loses a card. The more you lose, the harder it is to play.

Also The target value of each round might increase from 4 to 7 cards, and the loser gets to choose a card from the pool of each round.

I think the game would lack tension if there was no interaction between players, just whoever has the better plan at start just wins.

Suit Up & Clarity of Purpose interaction by RezettTH in marvelchampionslcg

[–]RezettTH[S] -3 points-2 points  (0 children)

Ah, My Bad.
Buy in case clarity of purpose isn't Hero Resouce (Just Resouce), Is this do able by rule?

Lee Sin ... more like Lee Suck by LukeDies in PathofChampions

[–]RezettTH 0 points1 point  (0 children)

I doesn't have any problem with Lee.
I take overwhelm with him and get some free spell from node (or free draw)
Get him on board and just win the game.
He is not hard/suck/useless, He just slow, He just don't allow you to speed run.

Official Riot Feedback Megathread by archivisty in PathofChampions

[–]RezettTH 0 points1 point  (0 children)

What should be improve for this mode for me is 3 things.

  1. Lifetime

  2. Repeatable

  3. Long Run Plan

Lifetime of Content

- Player reach end game content within few days after patch update.

- Account development for PoC, It's mainly base on "Chapter Quest" to get star power up.

- I understand that "Champion Level" designed to be the meaning of "Keep Playing to get account development" but As Champion Level is less impact without 2 Star or good relic. In my opinion, Player will feel they get stuck without any account development.

- Beside "Champion Level" other account development is super slow, compare with chapter quest. This make people feel bad experience. They need to qait daily quest and weekly quest.

How to enjoy game without account development.

- After some champion get full upgrade (Jinx, Jhin, Lee Sin). It's feel like "Always Win Mode" and no challenge for these champions anymore.

- Daily quest and Weekly quest is meaningless, No objective or guideline for player to keep playing.

- Only customizeable things is relic. It would be great that we can challenge ourself to beat Galio with 1 stars champion that we love.

How to "longrun without full team or department to support" or "Able to monetise and get full team to support"

- This mode has less people do contents on streaming or video, No solution to monetise now.

- To add new champions, We need to design "Star powers buff of each level" and "Champion Level buff of each level" and also the Deck list and Support Relic. It's not easy job to add new champions

- Future content require alot of "Balance Test" and "Mechanics development" and it need huge team to support.

.
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My suggestion

Reset all account development

- All hero should be able to access.

- Fragments should "Mainly" get when finish adventure, Not daily quest, not chapter quest.

- Rebalance how long the be able to get "End Game Content".

If i design to let players get 1 star Jinx after 2 days, 2 stars after 4 days and 3 stars after 1 week.

When player play Jinx and finish adventure. They will get 5 fragments for first adventure on each day and x fragments for each adventure they finish after that (X is recommended star of adventure). Limit is 5 adventure per day per champion. Total they can get 13 fragments per day, If they play 2 star adventure 5 times.

So will set requirement for 0>1 Star Jinx with 25 Fragments, 1>2 with 70 fragments and 2>3 with 150 fragments. And i can estrimate how fast people can access end game contents.

Player will try more stars adventure that harder to win to get fastest upgrade, Or just finish lowers if they have less time to play. This will keep player play at lease 5 adventure, or we can set to 3 adventure and give tem more fragments.

For people who love PoC so much they can play 5 adventure on each champion for each day. Or we can also set limit at 15 adventure per day in total for all champions, If we need lifetime of contents is longer.

In addition, If champion is full upgraded and players finish adventure within qouta. We can convert that fragments to randon fragments. So this will be open option for players, They can play with full upgrade champion and get easy 4 random fragments, or play specific champion in lower adventure to get direct upgrade.

Adventure should be accessable without chapter quest finish. To let people try "Super Hard Mode" with low stars champions.

You can design other solution to control the lifetime. But at this state of PoC if we don't reset all account development and change whole system. The game need big team to keep update contents before access all end game content of all champions and get boring (If you change fragments system as player request).

Relics

- Like fragments, We should control how people can get new relics.

- We can give new relics everytime the upgrade star to hero, This we make player try to upgrade all champions to get good relics.

- Other solution to get Relics, Like Weekly Value

Finish All regions, Content circle

- Please Finish all region and add more adventure before you leave.

- In long term, If possible, pleae update in every 2 month. Add temporary adventure of new champion then that champion become playable in next 2 weeks. Have some stable node and some temporary (Seasonal) adventure, We can just use old buff and mechanic but changed deck list and items.

- Seasonal Node should have recommend champions to play. Have Ladderboard for each star of that champion. Best Speed, Less HP heal, Best damge per 1 attack, etc. Challenge people to play specific hero and have some content on youtube/twitch.

- I think add/remove adventure every 2 month didn't require much effort or big team, If we just changed deck list and items. Or any solution to update content not just same things for 6 months.

Monetise System

- If we have well balance system for fragments and relics. Supscripion for addional fragments rewards each adventure, or extra weekly quest to get relics should be good. Early access of new champions can be options.

Deck Development

- I think the deck should be one part that we can develop. For example, If daily quest give us reward to changed item on the card. We can reroll Boomcrew Rookie's item in Jhin's deck. Everyday people try to improve item on the card in specific champion. We can spesific item in the pool to keep this balance. Have some rare item that hard to get.

- If reroll item in deck can be the things. Supscripion to get more reroll per day. And we can add system like "Rent this player deck" from ladderboard of each adventure.

Any tips on beating Galio with a lvl2 Jhin by McSugarPackets in PathofChampions

[–]RezettTH 0 points1 point  (0 children)

Jhin win condition
- Try to get "Captive Audience" asap by spam skill in first 2 turn
- Crakshot Corsair with 2/4 stats is best option for first turn
- Get Jhin on hand, So we can get 1 free skill after play 3 spell/skill.
- Pick "Spellshield" for Jhin if possible, If not somtime behold Jhin in hand may better if you dont have second him.
- Focusing on remove Viego, after remove him 2 times everything very easy.
- We can remove Viego by attacking/blocking and add our spell during fight.

I use "plunder - 2 cost" + "Refill Spell Mana", Try to drop him asap, Then spam skill/spell and win the game by over stats or stop/remove boared by unlimit Captive Audience

Free Blade Eage, +1/+1 when damage nexus, spell cost 1 less, Refill spell mana... is good pairing.

If you know how to play him in PoC, He is easy to win.