For me, Monk made the most money, and was fun. Bard I hated so much at the beginning. Battles were so boring without many offensive spells. But with the willpower healing spell, I literally couldn't die They were just long slogfests. However, I'd advise you to buy the Stun card as soon as you see it (4 blue energy, stuns for 2 turns). Using the bard's unique spell that gives 3x energy, you can stun stack so the enemy never gets a turn. Late game, you can buy items that give, 1,2, and 3 starting energy. That means you can win without them ever getting in a turn. It's hilariously cheap, but I beat the game with this strategy.
I finally won for the first time and I can't remember the last time I got this much of a rush from a game! I have been so hooked on this game for days now and I am looking forward to continue playing with another deck. It is simply brilliant!
Yeah, it's not fast enough. The most painful one is when you flip over a card and the enemy plays, that bit is of course the most crucial as well. You could do a drop-down menu in the settings that had normal/fast/fastest if you think more than one speed setting is important.
Personally (with fast animations turned on) I think everything is fine BUT the initial cards path when you discover your next monster. If I could tap and just have next monster appear skipping the card walking animation it would be perfect.
Yes those card animations on the path to the next monster are painful. It's just a few seconds but watching that card bounce up and down when I just want to get into the action kills me. For me the speed of the game is fine, but on the path to monsters, not being able to quickly skip past the little comments and animations on that part just bogs the game the down a little bit. But I really like the game, I'm having a tough go with the wizard and can't beat that slime though, I might have to move on to the next deck for now
Really enjoying it so far! I've beaten it twice (Wizard and Bard) and enjoyed how each one played differently. I loved the mage's starting spell ability (which I later upgraded) and enjoyed the tankiness of the bard with heal. One comment is that it feels like some abilities are too powerful relative to the others (or too weak). - Stun: Too much value for 4 mana, I can't see why I'd ever play a different spell in this slot - Bash(?) (The 4 mana attack a card ability) It feels weird that this ability is strictly worse than the cheaper Stab (?) Having one ability that 'destroys' a target card vs 'damages' a target card, to help with abilities like Iron and Freeze, could make it more interesting In general, I'd love to see more class specific items or abilities to help differentiate the classes. The deck exclusive abilities are a great start, but the rest of the builds tend to be pretty same-y. It would be neat if there were more class abilities, and the class abilities could allow different play styles for each class. For instance, a mage 'zap' build would be what we have today (ability to zap back cards), whereas maybe a 'fire' build mage would get some tools to slowly burn down cards instead. Another interesting mechanic to look at from Dominion would be the ability to insert cards into your opponent's deck. For instance, the ability to shuffle a 'Curse' into your opponent's deck. When drawn, it could make them waste their turn and also damage some cards. You could imagine a warlock type class that would revolve around filling up the enemy deck with curses and whittling down the board that way. Overall, great stuff! Not sure what your update plans are, but I'm hoping you have some plans for more content!
Beat the game with Warrior and Paladin. I can beat it consistently with warrior to grind the gem things. Can't beat it with other classes yet.
Does each deck class have more or less of certain types of cards? For instance does the mage come across less defense cards? I feel like I rarely find them when playing the mage.
In the deck, yes. The class only has the two colors in it's draw deck. There is no favoring of colors in the tableau of cards though, they are always balanced with every color having an equal likelihood. (including coin) It probably feels that way going from Warrior to Mage, as losing that defense is a really noticeable change in the dynamic.
It sure is, including, effectively, loss of a good stun flow which is how I kicked butt with the warrior. #
RH, sorry but what do you mean by the "the class only has the two colours in its draw deck?". I'm playing wizard right now, although I truly haven't been paying great attention to my draws, more focused on what I can take from the field, but I didn't realise the wizard is only drawing 1 of 2 colours each time!? Is there a place where we can find out what class has access to what colours?
Ok thanks. I do recall seeing that actually, but thought it could be something like the class is biased towards those in spells appearing in the shop, or if it is for the card draw, then again, it's a bias only and not complete exclusion of the others. Not sure my (lack of) understanding there is entirely unreasonable if I do say so myself.
I think it is both a bias toward those as well as the deck pulling those two skills. The bias and the deck having those two specific skills go hand in hand.
I just discovered by mistake that swiping up on the squares at the bottom, tells you what each spell does, without needing to press the (i) button.
Ahh thanks! Now it makes sense. So I wasn't drawing defense cards so it generally felt like I couldn't use my defense abilities since I had to rely on finding them from the environment.
Yeah, you generally want to stick to cheaper abilities for something that isn't a class primary; I generally stick to 4 or less (except bard, which is a different beast). I have won with Warrior and Rogue. Just had a very strong run with Bard on my first try (hit a situation at the start of a match that would have killed any character), so pretty confident I cN win with them.