![]() Putting the C in CCGīuilding a collection in Duelyst is less daunting than in its competitors, as rarer cards have frequent drop rates and the game practically shovels gold at you. ![]() The Vetruvian faction builds structures that create temporary units at the start of each turn. Duelyst goes down a quieter, more cerebral path, and it works, just at the cost of exciting stories to tell my friends. It’s strange complaining about a lack of RNG given how often Hearthstone’s community whines about its prevalence, but after playing Duelyst I can understand why Blizzard chose the path it did: big, turns. There’s nothing like in Duelyst which, depending on who you talk to, could be a good thing or a bad thing. ![]() The cards are creative and unique, but also relatively straightforward. It’s not that every match plays out the same-far from it, as the decision-tree for any given match can branch wildly outward-but that there isn’t much opportunity for big unexpected plays. Short match times (8-10 minutes) and more consistent draws mean there’s little room for surprise. Still, despite that extra level of depth, I found myself occasionally missing the big “wow” moments I’ve come to expect from tense matches in games like Hearthstone or League of Legends. Falling behind on the board can be hard to come back from if you get surrounded, and the replace mechanic lets you draw into answers faster. This allows decks to be significantly more consistent, which is important to making Duelyst feel like a tactics game in addition to a card game. Once a turn, you can mulligan a card from your hand to draw a different one. Another great change from the CCG formula is Duelyst’s 'Replace' mechanic.
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