Thanks Zejacques! Your support throughout the whole illuvium community is so uplifting I'm sure everyone love's to see your comments and the effort you are putting into wildfire!
Best feedback/review video I've seen so far! I think idea 1 and 2 are great, as much as I've loved the competitiveness of basically no RNG, its also highlighted to me what's great about having some RNG. Players will still be able to play their favourite illuvials/builds knowing it may not be 100% the best but having a variable in there like the mastery point variable that can allow them to win still. This also doesn't take any competitiveness away since adjusting on the fly to those variables is a skill. Not to mention the addictiveness that having RNG has on players. - Another idea in regards to RNG is to be able to "roll" for legendary augments using mastery points, similar to how TFT rolls work. I do disagree with idea 3 and 4, I think the game time is as good as it gets, not too long not too short. And it is as much for casuals are it is for competitive. Some times waiting for even 30-40 secs for your opponent to hit ready can feel long enough. And running out of time never feels like it was the timers fault but me just messing around not paying attention quick enough. Idea 5 and 6 hard agree, pretty sure devs are well aware of the issue with being able to climb to diamond on a new account within 2-4 games. Idea 6, I manually change my camera angle to being more top down and dont really any issue with placing augments, so I think having a more top down camera angle option should help with this without any major changes to the UI ect.
Great points on the timer, but if it only happens a few times a match, it isn't as bad as an opponent intentionally holding you hostage with the timer. By adding an advantage to acting quickly (banking more time for when you need it) you will also speed up choices and reward skillful and swift decision making. This also helps players if they get DCed and they have a chance to reconnect.
@@DanielDroegeShow I played a CCG with this implemented and one issue was if you are going to allow banked time, you kind of have to shorted the timer normally (which they did), so you cant end up banking like 3-4 mins (which turned out to be way to long). So issue 1 was if you didnt bank time, eg took too long turn one, got disracted ect, than in the later rounds you had very little time. Issue 2 was if you banked lots of time the rounds ended up being way to long and just feels bad. The DCed player you mention works both ways, they can dc without banking time than they are screwed when they log back in. maybe im bias to that past experience and they didnt implement it very well, but I think its probs not worth the devs time if its not clear cut if it will even be any better, especially given I think its working very well right now
Hey sorry for the delayed reply here 😅 Really appricate your comments as always! Great insights and I am hopeful this new arena mode (Hopefully dropping in PB4) is really good.
Great video, and ideas 👍 And agree with all of them except maybe the “time banking”, as it would also be difficult to actually implement, in a way that makes sense…. But it could be interesting to have different timers, like you have in chess. But definitely something for the future… One more thing I know has also been suggested already, is having a few more “slots” to build your team… just 2-3 more would make it easier to bring an extra weapon and a few more illuvials to make your deck more flexible.
Great video. I think adding multiple opponents would be the way to solve the problem with battles feeling a little scripted. If you had to prepare for multiple different decks, in a rock paper scissors fashion, it would make the strategy deeper.
100% my thoughts too, like 4 players per match. I just worry this is going to far away from what the devs vision was for it to be more competitive esport compared to TFT. I would love to see it though
Yes to all of this
Sorry I never got to the comments. I am hopeful this new arena mode (Hopefully dropping in PB4) is really good.
Great ideas Caveman!
Thanks Zejacques! Your support throughout the whole illuvium community is so uplifting I'm sure everyone love's to see your comments and the effort you are putting into wildfire!
Best feedback/review video I've seen so far!
I think idea 1 and 2 are great, as much as I've loved the competitiveness of basically no RNG, its also highlighted to me what's great about having some RNG. Players will still be able to play their favourite illuvials/builds knowing it may not be 100% the best but having a variable in there like the mastery point variable that can allow them to win still. This also doesn't take any competitiveness away since adjusting on the fly to those variables is a skill. Not to mention the addictiveness that having RNG has on players.
- Another idea in regards to RNG is to be able to "roll" for legendary augments using mastery points, similar to how TFT rolls work.
I do disagree with idea 3 and 4, I think the game time is as good as it gets, not too long not too short. And it is as much for casuals are it is for competitive. Some times waiting for even 30-40 secs for your opponent to hit ready can feel long enough. And running out of time never feels like it was the timers fault but me just messing around not paying attention quick enough.
Idea 5 and 6 hard agree, pretty sure devs are well aware of the issue with being able to climb to diamond on a new account within 2-4 games.
Idea 6, I manually change my camera angle to being more top down and dont really any issue with placing augments, so I think having a more top down camera angle option should help with this without any major changes to the UI ect.
Great points on the timer, but if it only happens a few times a match, it isn't as bad as an opponent intentionally holding you hostage with the timer. By adding an advantage to acting quickly (banking more time for when you need it) you will also speed up choices and reward skillful and swift decision making. This also helps players if they get DCed and they have a chance to reconnect.
@@DanielDroegeShow I played a CCG with this implemented and one issue was if you are going to allow banked time, you kind of have to shorted the timer normally (which they did), so you cant end up banking like 3-4 mins (which turned out to be way to long). So issue 1 was if you didnt bank time, eg took too long turn one, got disracted ect, than in the later rounds you had very little time. Issue 2 was if you banked lots of time the rounds ended up being way to long and just feels bad. The DCed player you mention works both ways, they can dc without banking time than they are screwed when they log back in.
maybe im bias to that past experience and they didnt implement it very well, but I think its probs not worth the devs time if its not clear cut if it will even be any better, especially given I think its working very well right now
Hey sorry for the delayed reply here 😅 Really appricate your comments as always! Great insights and I am hopeful this new arena mode (Hopefully dropping in PB4) is really good.
Great video, and ideas 👍
And agree with all of them except maybe the “time banking”, as it would also be difficult to actually implement, in a way that makes sense…. But it could be interesting to have different timers, like you have in chess. But definitely something for the future…
One more thing I know has also been suggested already, is having a few more “slots” to build your team… just 2-3 more would make it easier to bring an extra weapon and a few more illuvials to make your deck more flexible.
Sorry for not commenting earlier, I am hopeful this new arena mode (Hopefully dropping in PB4) is really good.
nice video
Hey sorry for not replying earlier 😅Thanks for the comment! PB4 should bring a new arena mode, super excited for that.
Great video!
Thanks for the comment!
Great video.
I think adding multiple opponents would be the way to solve the problem with battles feeling a little scripted.
If you had to prepare for multiple different decks, in a rock paper scissors fashion, it would make the strategy deeper.
100% my thoughts too, like 4 players per match. I just worry this is going to far away from what the devs vision was for it to be more competitive esport compared to TFT. I would love to see it though
I think allowing a muuuch bigger deck for pivoting. E.g. bring it up to 40 cards so you can effectively bring two illuvial decks in and pivot better
Hey sorry for not replying earlier 😅 From the last ama I heard it sounds like a multi opponent mode will be coming after open beta!
@@Polemos_io Cool, thanks for the updates