- Posts: 89
- Joined: Wed Feb 12, 2014 3:20 pm
Jigoku wrote:Hey guys,
just dropping by to say that we changed nothing about the injury costs with this patch.
All these costs are exactly the same than three weeks ago.
The only thing we did that is distantly related to injuries is that we severely limited the max amount of injuries received per game, and we added a very frequent drop of healing cards on matches end. That's all we did with this patch.
So, not exactly something "bad" for you.
Also, watch the language, please. This title (and some answers) are a bit over the top for a game mechanic that is several weeks (/months) old.
Have a nice day.
Sorry about the language, but that's the result of experiencing one frustration after another. Someone posted that it costed 28 healing cards (2800 ducats) to heal one injury. Does no one else think that that is ridiculous? You can buy 5 swordsman with that. I've never played a match that yielded more than 900 ducats (these tend to be very long matches too). So at that rate I have to play 3+ matches literally just to recuperate any loss from injury, during which time the chances of getting another injury is probably pretty high. I don't think it helps to point out that this issue is nothing knew and has existed 3 weeks ago. In my opinion this is a huge deterrent to player retention and loyalty. An issue that I think needs to be addressed with urgency.
On a lighter and more constructive tone, I think there's great merit in actively looking to balance a game such as this but maybe it would be easier on players if selective changes are introduced in a more incremental fashion rather than a massive dump all at once (in this case the massive dump was on lion). For me as a player when I have a hard time rationalizing a decision made by someone else, it causes mental stress, unease, frustration, etc. In psychology they call this cognitive dissonance.