• We have updated our Community Code of Conduct. Please read through the new rules for the forum that are an integral part of Paradox Interactive’s User Agreement.

unmerged(649795)

Recruit
1 Badges
Jan 30, 2013
3
0
  • Dungeonland
As I love what Critical Studios are trying to do here, I decided to help you as I'm a brazillian gamer (and nerd :) ). I hope this can be useful for you, as it took quite some time to type it. Also, don't be harsh, I'm not fluent.
Here are my thoughts on almost every single card of the DM mode:

Ace up the Sleeve: 2 mana cost is too high for this gamble. Also, the chance of getting another Ace up the Sleeve is actually frustrating. Well, that's for most DM builds. If you use Mana Mimic it might become useful, but still, 2 is too high

Confusion: Great, no changes for me. It affects players in a smart way, they can counter it but it is still really useful in many moments.

Discord Curse: The idea is really neat, but as the damage has almost 100% of chance to hit allies if they are near, I would suggest to remove a single tick from the duration so players can choose, in really critical moments, to stay near each other on part of the duration

False Drop: This is all about tricking newer players. However, as it doesn't provide more strategies (see Mana Mimic), I think the damage is too low. A moderate increase of 20-30%, maybe.

Mana Mimic: Great! In a mix of gambling, tricking enemies and pure evilness, you can achiev many new strategies using some unusual cards/traits

Swap Positions: Really neat. If they are trying to have a full-time tank this will get some loud laughs from the Dungeon Master. Mana cost is debatable, but I think it's fine for now.

Beer Tower: Completely fine, mana cost and damage output is balanced. However, some players have experienced difficulties to identify tower at the map.

Blocking Wall: Perfect! No change at all, create great strategies and can still cause trouble if used smartly. Also, heroes can still counter it with pots or Ray of Awesome, as they can still be near each other

Resurrection Tower: Improve visibility and reduce a bit the speed of resurrection. Period.

Trapping Walls: It requires a bit more of skill to be really useful, but on the right hand (also with Bully Push) it can be deadly

I'm your Biggest Fan: I'm not confortable right now to give a precise feedback for this.

Real Missiles: As the damage has almost 100% of chance of striking, and it also has a pushback, the damage is too high. Reduce the damage or increase mana cost to 2 or maybe even to 3.

Bully Push: Almost perfect, but as the heroes have almost no chance of countering it, I think it's a good idea to remove the stun effect at the end. Just a small change

Darkness: Useless right now, because if you want this effect you should use Ninja Monsters (lower mana cost). Even with the possibility to hide some artifacts, it's not worth it. Reduce the mana cost is required in my opinion, and maybe a redesign might be needed.

Polymorph to Sheep: One word: awesome. Correct mana cost and players can counter it. It's hard, but the mana cost is high aswell.

Curse Trap: I'm not confortable right now to give a precise feedback for this.

Ice Trap: If used correctly it can be really useful. As it requires smart play from the Dungeon Master, I guess this is ok. Mana cost is debatable.

Mines: If players are just running on their direction they might just activate them, pass through the explosion radius, and don't receive any damage. A cool idea would be increase the radius of the explosion but have the damage increased the closer they are to the mine.

Monster Trap: Really neat. Used with other cards (and Stealth Traps) can be deadly. Mana cost and teleport radius is debatable.

Freeze: Precise freeze, average mana cost, average duration, players can counter it... seems balanced to me

Monster Circle: As it has a high mana cost, I don't think the spell is the problem, but monster balancing. More info below.

Healing Area: As players can, at most times, kite monsters out of the radius the spell is fine in my opinion. However, the duration of the spell could be reduced to help a bit the heroes to counter it on those evil moments where they can't kite.

Ninja Monsters: I think it's balanced right now, the only problem would be the balance of the monsters affected.

Teleport Monsters: On Harder and Impossible difficulties it's almost a guaranteed death for Mages and Rogues. For me, solutions are increase the mana cost to three and decrease the teleport radius.

Orc Berserker: RUUUUUUUU-dead. Seriously though, if players have to kite them (Elite Orcs, someone's down, etc) they have NO way to counter them. Waaaay to fast. The damage is okay, as long players can have a chance to kite them. It doesn't need to be "evading all attacks like a boss", but receiving 1 attack every 4 or 5 seconds while running.

Dragon: Weak. Period. Easy to avoid, low health, low damage. Maybe a faster projectile could create some nice scenarios.

Dire Duck: AKA the "I-can-destroy-anything" Ducks. Combine it with teleports or Monster Circle and it's over. A lot must be done with this brave soldier, such as reducing it's damage, health pool, spinning duration and/or move speed. Also, I good idea I read is don't let players possess sleeping ducks. However, I still think the possession itself is not the problem.

Monkey Commander: As they have kind of a guaranteed damage, I think they are ok right now. However, a small increase on little monkey's health would be nice.

Wizard: The most balanced monster in my opinion.

Skeleton Archer: The damage of the SA is fine, but as long as players can't one-shot them, they can be useful.

Killer Bee: This one is tricky. It has a high mana cost, projectiles are easy to avoid, but with a reasonable effort of the Dungeon Master they are way too dangerous. Reducing the amount of damage they do could be useful, but not much.

Imp: As they are slow, players can counter it as long Imps don't hit they as a truck. As sometimes the DM can be a jerk and freeze/trap players right at the moment he is going to use his special ability, a one-shot is not cool. Shields are fine, they just require a smarter play/strategy from heroes I think.

Troll: I think they are fine for most cases. The only problem would be where exactly the player is safe while trying to evade his stuns ability.

Rabbit Breeder: His normal attack is a little stonger than what would be cool, but his special ability is can be way more easily countered. Wierd. Health pool is ok.

Ninja Ratman: Requires way too much effort for way too low damage. Smoke damage should be higher, not normal attacks.

Giant Spider: As it has good mobility and a guaranteed immobilize, it causes more damage alone than it should. And by the way, it's a bit.

Stalkers: The AI seems a bit dumb to control them, so I don't know exactly how well these frogs can perform.

And finally, THE CHICKEN: Wait, it's a Phoenix? Seriously? Well, uhm... it's tanky, causes good damage, but as players can counter it in most cases I think it's balanced.
 
Last edited:
Well, first off I'd like to say that I read all of that.
I don't really agree with all of it but hey, this is YOUR feedback on the DM.
Some of the balancing ideas are pretty far out there and will only create more unbalanced issues. But I'll have to do some testing on the Monsters to get my own feedback on them.

Now, I must ask, you are aware there is more to the DM than just what you listed, right? Where is the feedback about Bosses? Traits?
Let people know what you think of them if you haven't already!