![]() I understand the game has shifted to a pure dps meta with HEAVY focus on balance but at the very least they could have divided the cards into three categories damage, crit up, DHC up, to test the waters instead of gutting it entirely. I also think that making all cards just give a minor damage buff to be pretty lazy. IMO the biggest loss was Royal Road and that feeling of setting up your hand for a big pay out made you feel like you were playing a TCG like magic or yugioh. If AST was in ARR it might be a different situation because the game was slow enough were niche skills were valued and phase transitions were very important, to the point where dps had to stop. The cards in 3.0-4.0 were designed with utility in mind, in a game where raid design is pure dps. ![]()
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