Mazy wrote:IMO, 4 mana for a failed disbelieve really improved the whole mechanic and is one of the best subtle game changes in recent times, it was a great move to take some of the mana-gain away from the card burning mechanic and redistribute it (as compensation) into something more interesting (disbelieves/dispels, real/illusion mechanic), it was part of a bunch of changes that totally improved the game.
Improved which mechanic? It may well have improved the mana mechanic's balance overall, but it's been detrimental to the Illusion and Disbelieve mechanic IHMO. Whether the change is good or not then comes down to whether you have a preference for playing a game which is dependent on mana building and strategies related to that, or a game based on a bluff and call of illusions and disbelieve.
For me personally, being in that second group, I certainly don't feel that the game is improved or more in balance. It's feeling stayed and less interesting with a focus that lands too heavily on just one mechanic whilst others are being overlooked.
Mazy wrote:The re-balanced mega-spell costs and the changes to mega-spell base cast %'s also complimented the decreased burn mana values and the increased mana value for failed disbelieves. The lessening of the alignment swing seems to have worked really well to (I thought it would de-emphasise it, but I think it's had the opposite effect).
Dispels became something that required mana.. There's a nice emphasis on mana management now.. Think back to when it was only 2 mana for a failed disbelieve, it was almost a pointless amount to have as a value..
Players already used strategies that involved intentionally failing spells to gain mana, they can also intentionally fail disbelieves (which is also a spell) to gain mana, it's the same process of sacrificing a vital casting turn to try to achieve something else, in both instances the cast still has a chance to succeed (instead of failing, which is the desired outcome), this would net you zero mana.
It's all part of the fail mana mechanic, the fail mana rewards used to be all over the place with all kinds of differing values for similar types of fails.. so the whole system was made more coherent by scaling the fail values with the base cast % values..
And this is the problem... It's ALL part of the mana mechanic now, but the game itself involves more mechanics than just that one. You burn a card; mana, you fail a spell; mana, you dispel something; mana, you'll be getting mana for making a cup of tea next.
Technically you can't 'deliberately' fail a cast, but I know what you mean, and again that's wrong in my book. Trying for an early Hyrda or Dragon used to be a risky move made by players who fancied a high risk gamble early in the game. Fail mana was introduced for players who felt that the game shouldn't be as RNG based (not that it ever was too much), we've then since had Law mode introduced which takes the game to the end of the scale where everything possible being about player 'strategy' and RNG is as mitigated as possible. Unfortunately we've not got a Chaos mode that takes us back to the opposite end of the scale when the game was a lot more about risk management.
The game's wrong if you're deliberately 'failing' a cast to gain mana, and the game's also wrong if you're deliberately disbelieving something that you expect to be real in order to gain mana. The key reason that you should be trying a high risk cast is because you took a risk on a spell, the key reason you should be casting disbelieve is because you suspect an illusion.
Mazy wrote:a 20% cast fail = 12 mana..
30% - 11
40% - 10
50% - 9
60% - 8
70% - 7
80% - 6
90% - 5
..100% (failed disbelieve) - 4
That's not strictly true. Disbelieve is a 100% cast that always works, it therefore doesn't carry and fail mana in the same way that 20-90% cast does. Existing as a 100% cast, disbelieve will always works as a spell, but the creature that it is targeted on can be real, and its the creature which triggers the 4 mana. Awarding 4 mana here, is akin to giving a player 4 mana for a Magic Bolt not killing its target, (Or for that matter, any spell that's boosted to 100% not having its desired affect when successfully cast)
Casting Disbelieve is also not just 4 mana on a fail, it's 4 mana, and the potential chance that you'll get it right, leading to another spell cast in the same turn. Your worst result from a disbelieve is 4 mana, your best case is that you make a number of correct guesses that then snowball.
Disbelieve used to be a one off cast, you never got that option for a repeat, it either worked or it didn't and that was your spell cast. I think that left the game in a place where you had a lot more illusions being cast, the repeat factor for disbelieves reduced that amount drastically, but giving mana for it on top of that takes things far beyond where they should be.
Mazy wrote:Chaos mode (classic & equipped) is in a great place balance wise, I cant fault it, I wouldn't like to see it tinkered with, all the core values are spot on..
Again it may feel in balance for the mana mechanic, but mana can be acquired from a number of ways whereas illusions and disbelieve are dependent upon each other.
The game doesn't feel in balance with regards to illusion and disbelieve. There's too much artificial incentive to cast disbelieve, and as a result there too much disincentive to cast illusions, I'm seeing matches where usually nothing is cast as an illusion any more; that disbelieve spell awards so much benefit, it's getting cast early and more frequently, and players know it. I think it's a real shame that we're effectively losing the fun which relates to this great bluffing aspect of the game, especially when mana doesn't need to be affecting it in the way that it is.