The DobberCast ep 1

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  • Опубликовано: 13 сен 2024
  • hey everyone
    after a long break the dobbers have returned
    join us for weekly uploads
    drop us a sub, like and comment on the videos
    we're glad to be back

Комментарии • 9

  • @zerogravitylaughs6777
    @zerogravitylaughs6777 2 месяца назад

    I’ll post this here so that you get the engagement: Blitz, based on what we’ve been told of the design goals, and in terms of what it brings to the broader game, is a categorical failure.
    1. “Many players, particularly new players, were expecting their attacks to do something right away when played.”
    Setting aside that this is a fake problem, the attack still isn’t doing something right away when played. The timing window is the start of the enhance step - the exact same time you would get to call your first enhance before AoT. If Blitz solves this then the problem didn’t exist, because *nothing is happening faster*. We’ve already passed responses at least once each to get here!
    What this actually does is make abilities that would have been Es less interactive, because the new keyword means less negates, and because you don’t get to play any non-response abilities between them getting activated. I suspect this is the actual intent: “I want my card to do all its things without being interfered with”. It’s more sanding off the edges.
    2.”Delaying the effects of attacks led to significant added time in resolving Attacks as players had to frequently evaluate and re-evaluate their options before resolving their attack, even though much of the time they weren’t making a new decision.”
    “Much of the time” is doing a lot of work there. This is exaggerated: it’s rare for turn players to not have a sequence of Es they intend to play, and since most attack Es are free this “wasted time” only comes up if real decisions are presented, which isn’t something we need less of. I don't agree that there will be appreciable time saving.
    3. “This is good for new players”
    I think is only partly true, in that the abilities are less interactive and so there is indeed less mental load. They get to do the thing their attack does and then think about how the rest of their board follows on from it. But it’s a weird, awkward window to use for it that'll require giving people more of the anatomy of the attack sequence - just more to learn.
    ***
    I suspect the card rules text reflects an earlier, potentially more interesting version of Blitz. Adam is right: automatic suggests no choice on the part of the player, it's redundant to include it otherwise. Mandatory abilities played at the start of the enhance step could at least potentially be a double-edged sword. It could've presented meaningful gameplay decisions and it feels like they chickened out.
    It's probably too late to stop them being printed with the text like that, too, an actual obstacle for new players.
    There is only one good use I can think of for this keyword, and it's to apply brakes to powerful abilities. Karasu doesn't get to ramp up the damage on Risky Encounter as much as he could if the Blitz was an E, for instance. That's it. 1/5 would not recommend.
    Thanks for coming to my Ted Talk

  • @UKVersus
    @UKVersus 2 месяца назад +1

    Hi Adam 😂

  • @UKVersus
    @UKVersus 2 месяца назад

    Snack Time needs to stay dead there is too much card draw

    • @The_Dobbers
      @The_Dobbers  2 месяца назад +1

      Snack time needs to be earth attuned - Connor

    • @TheBritishRat76
      @TheBritishRat76 2 месяца назад +2

      They need to reprint telekinetic mastery

    • @UKVersus
      @UKVersus 2 месяца назад

      @@The_Dobbers OK but can we get Mop Strike back Order Attuned

    • @The_Dobbers
      @The_Dobbers  2 месяца назад +1

      @@UKVersus No it will only be able to come back if its earth attuned - Connor

    • @UKVersus
      @UKVersus 2 месяца назад

      @The_Dobbers so Snack time comes back Earth Attuned but can Mop Strike come back with Order?