Post by ananiel on Mar 24, 2015 17:11:22 GMT
I do remember doing a poll before about how to improve Demon Invasions and a lot of players felt that adding minions would make the fight more interesting.
So... here we go.
Each demon will have three minions that are "corrupted" or "demonized" versions of existing cards. How EK chooses to display them as a recolor/palette swap or a totally different artwork is up to them.
Mechanics:
Minions will all have a wait time of 4 regardless of whatever wait time their base cards have. They will have slightly adjusted stats of their level 15 selves, more prominently on their HP since they are mini-bosses.
Defeating them will grant a multiplier to merit, XP and gold. One minion = 1.5x multiplier, 2 = 3x multiplier, all 3 = 5x multiplier, all 3 in the same fight = 10x multiplier.
They do NOT need to be defeated all in the same fight to get the 5x multiplier.
Now all of them will respawn again in 10 minutes since their defeat. So people who are using super decks with long cooldowns will fight them every 2 encounters.
They do NOT need to respawn altogether. Minion 1 can respawn 10 minutes after its defeat regardless if Minion 2 and 3 are still intact and able to fight.
They are all given the universal Evasion and Resistance to ensure that they do fight the player but are susceptible to whatever AoE spells the player has.
The Demon still arrives to the field first before any minions are drawn and played.
Minions will be played in random orders.
Minions will carry over their Attack and HP stats in succeeding fights.
Dark Titan:
Demonic Concubine (Mistress Gloom)
Attack: 1060
HP: 2150
Feast of Blood 8
Damnation 7
Evasion
Resistance
Demonic Knight (Ice Knight)
Attack: 1425
HP: 2510
Slayer 8
Damnation 8
Evasion
Resistance
Demonic Advisor (Draconian Elder)
Attack: 1110
HP: 2310
Quick Strike: Teleportation
Curse 7
Evasion
Resistance
The idea of putting all these three minions is to give a bit of a challenge when getting all the cards for Dark Titan out. As Dark Titan is a sitting duck once it is up against an Ice Shield card with a few Regeneration supporters and a Guard card hiding ways away, the added Damnations and Curse would help the Demon quickly send the Guard card to the graveyard. Feast of Blood helps poking through both the Ice Shield and Guard cards. Slayer and Teleport serve as annoyances that would greatly hinder the player's progress against Dark Titan.
Stacking is still possible but with more thought to the evolution skills and deck build-up.
Sea King:
Demonic Siren (Everglade Mermaid)
Attack: 1400
HP: 2215
Toxic Clouds 8
Group Weaken 8
Evasion
Resistance
Demonic Arsonist (Frostfire Maiden)
Attack: 1315
HP: 2390
Firestorm 8
Infiltrator
Evasion
Resistance
Demonic Abomination (Giant Crustacean)
Attack: 1470
HP: 2740
Retaliation 7
Counterattack 9
Evasion
Resistance
Since Sea King is also a fairly straightforward demon, these three minions help in dealing direct and indirect damage to all cards, causing massive mayhem as to which will be wiped by Devil's Blade. Not only that but the Siren severely impairs the progress of scaling tanks.
With this, Sea King's fight would be centered on taking out all three minions before being able to deal with it adequately.
Mars:
Demonic Lieutenant (Psionic Envoy)
Attack: 1080
HP: 2300
Wicked Leech 6
Fire God 7
Evasion
Resistance
Demonic Sorcerer (Grand Lich)
Attack: 1045
HP: 2105
Wicked Leech 6
Plague 7
Evasion
Resistance
Demonic Bandit (Glacial Interceptor)
Attack: 1100
HP: 2415
Wicked Leech 6
Counterattack 7
Evasion
Resistance
The Wicked Leech minions allow Mars to plow through Regeneration, Prayer and Guard cards that hide from him. Each also carry a nasty surprise for every turn that they stay on the field with DoT, debuff and indirect damage to keep the lineup very unsafe for the player.
This makes players be wary of their deck composition to ensure the minions do not quickly spiral out of control.
Plague Ogryn:
Demonic Barbarian (God of War)
Attack: 1495
HP: 2580
Blitz
Clean Sweep
Evasion
Resistance
Demonic Witch (Evil Empress)
Attack: 1280
HP: 2575
Mana Corruption 7
Firestorm 7
Evasion
Resistance
Demonic Scout (Moon Ranger)
Attack: 990
HP: 2600
Retaliation 8
Dual Snipe 8
Evasion
Resistance
With the Barbarian exploiting Toxic Clouds to quickly clear the field for Hot Chase and the two others dealing damage from skills, it makes Ogryn a lot harder to stack against. The Witch will deal heavy damage to any card avoiding to eat a Firestorm while the Scout continues to chip away the health of other cards.
This makes Plague Ogryn more unpredictable to deal with since Firestorm does not do flat damage, causing premature wipes if the wrong card is drawn.
Deucalion:
Demonic Stalker (Nuriel)
Attack: 1195
HP: 2765
Impede 1
Mania 8
Evasion
Resistance
Demonic Harpist (Empyrean Priestess)
Attack: 1090
HP: 2890
Divine Protection 6
Mania 8
Evasion
Resistance
Demonic Commander (Taiga General)
Attack: 1170
HP: 2450
Regeneration 9
Parry 7
Evasion
Resistance
The weakest Demon in terms of attack gets back up in the form of Mania minions. Those that survive Devil's Armor will be hit hard by the Harpist and the Stalker, making them priority targets to delete. The Commander, however, also heals them for what their Mania costs which means he will need to be taken out first before the other two hits explosive levels.
With these minions and Deucalion's innate bulkiness, players would have to consider the wiping potential of Devil's Armor and Mania before spamming him with short-turn Resurrection cards.
Pandarus:
Demonic Harbinger (Azriel)
Attack: 1360
HP: 2430
Blitz 6
Chain Attack 7
Evasion
Resistance
Demonic Shinobi (Shadow Assassin)
Attack: 1975
HP: 980
Concentration 7
Bloodthirsty 8
Evasion
Resistance
Demonic Warlord (Swamp Rider)
Attack: 955
HP: 2560
Craze 8
Parry 9
Evasion
Resistance
The worst Demon just got harder with the Harbinger exploiting the Poison, possibly killing all Skeleton Kings or Thunder Dragons or Pharaohs on the field. The Shinobi, although a glass cannon, will hurt if left unchecked with the Warlord.
Short-turn Resurrection cards would need to hit hard and fast against the Demon and its minions to make the most merit per fight.
Possible changes for this suggestion:
Minion stats. May make some fights impossible.
Replacing Evasion and Resistance with Devil's Protection. This makes the minion untargetable and invulnerable to all spells and abilities including Snipe and Retaliation, forcing Snipe cards to still focus on the demon but allows cards other than the tank to continue attacking a valid target.
Minion skills, in general.
Individual minion outcomes per player, i.e. Player A has defeated Mars' Lieutenant and Bandit but has left Sorcerer at 2100 Attack and 50 HP while Player B has Mars' Lieutenant at 1400 Attack and 500 HP, Bandit at full health and base Attack, Sorcerer with base Attack but 125 HP.
So... here we go.
Each demon will have three minions that are "corrupted" or "demonized" versions of existing cards. How EK chooses to display them as a recolor/palette swap or a totally different artwork is up to them.
Mechanics:
Minions will all have a wait time of 4 regardless of whatever wait time their base cards have. They will have slightly adjusted stats of their level 15 selves, more prominently on their HP since they are mini-bosses.
Defeating them will grant a multiplier to merit, XP and gold. One minion = 1.5x multiplier, 2 = 3x multiplier, all 3 = 5x multiplier, all 3 in the same fight = 10x multiplier.
They do NOT need to be defeated all in the same fight to get the 5x multiplier.
Now all of them will respawn again in 10 minutes since their defeat. So people who are using super decks with long cooldowns will fight them every 2 encounters.
They do NOT need to respawn altogether. Minion 1 can respawn 10 minutes after its defeat regardless if Minion 2 and 3 are still intact and able to fight.
They are all given the universal Evasion and Resistance to ensure that they do fight the player but are susceptible to whatever AoE spells the player has.
The Demon still arrives to the field first before any minions are drawn and played.
Minions will be played in random orders.
Minions will carry over their Attack and HP stats in succeeding fights.
Dark Titan:
Demonic Concubine (Mistress Gloom)
Attack: 1060
HP: 2150
Feast of Blood 8
Damnation 7
Evasion
Resistance
Demonic Knight (Ice Knight)
Attack: 1425
HP: 2510
Slayer 8
Damnation 8
Evasion
Resistance
Demonic Advisor (Draconian Elder)
Attack: 1110
HP: 2310
Quick Strike: Teleportation
Curse 7
Evasion
Resistance
The idea of putting all these three minions is to give a bit of a challenge when getting all the cards for Dark Titan out. As Dark Titan is a sitting duck once it is up against an Ice Shield card with a few Regeneration supporters and a Guard card hiding ways away, the added Damnations and Curse would help the Demon quickly send the Guard card to the graveyard. Feast of Blood helps poking through both the Ice Shield and Guard cards. Slayer and Teleport serve as annoyances that would greatly hinder the player's progress against Dark Titan.
Stacking is still possible but with more thought to the evolution skills and deck build-up.
Sea King:
Demonic Siren (Everglade Mermaid)
Attack: 1400
HP: 2215
Toxic Clouds 8
Group Weaken 8
Evasion
Resistance
Demonic Arsonist (Frostfire Maiden)
Attack: 1315
HP: 2390
Firestorm 8
Infiltrator
Evasion
Resistance
Demonic Abomination (Giant Crustacean)
Attack: 1470
HP: 2740
Retaliation 7
Counterattack 9
Evasion
Resistance
Since Sea King is also a fairly straightforward demon, these three minions help in dealing direct and indirect damage to all cards, causing massive mayhem as to which will be wiped by Devil's Blade. Not only that but the Siren severely impairs the progress of scaling tanks.
With this, Sea King's fight would be centered on taking out all three minions before being able to deal with it adequately.
Mars:
Demonic Lieutenant (Psionic Envoy)
Attack: 1080
HP: 2300
Wicked Leech 6
Fire God 7
Evasion
Resistance
Demonic Sorcerer (Grand Lich)
Attack: 1045
HP: 2105
Wicked Leech 6
Plague 7
Evasion
Resistance
Demonic Bandit (Glacial Interceptor)
Attack: 1100
HP: 2415
Wicked Leech 6
Counterattack 7
Evasion
Resistance
The Wicked Leech minions allow Mars to plow through Regeneration, Prayer and Guard cards that hide from him. Each also carry a nasty surprise for every turn that they stay on the field with DoT, debuff and indirect damage to keep the lineup very unsafe for the player.
This makes players be wary of their deck composition to ensure the minions do not quickly spiral out of control.
Plague Ogryn:
Demonic Barbarian (God of War)
Attack: 1495
HP: 2580
Blitz
Clean Sweep
Evasion
Resistance
Demonic Witch (Evil Empress)
Attack: 1280
HP: 2575
Mana Corruption 7
Firestorm 7
Evasion
Resistance
Demonic Scout (Moon Ranger)
Attack: 990
HP: 2600
Retaliation 8
Dual Snipe 8
Evasion
Resistance
With the Barbarian exploiting Toxic Clouds to quickly clear the field for Hot Chase and the two others dealing damage from skills, it makes Ogryn a lot harder to stack against. The Witch will deal heavy damage to any card avoiding to eat a Firestorm while the Scout continues to chip away the health of other cards.
This makes Plague Ogryn more unpredictable to deal with since Firestorm does not do flat damage, causing premature wipes if the wrong card is drawn.
Deucalion:
Demonic Stalker (Nuriel)
Attack: 1195
HP: 2765
Impede 1
Mania 8
Evasion
Resistance
Demonic Harpist (Empyrean Priestess)
Attack: 1090
HP: 2890
Divine Protection 6
Mania 8
Evasion
Resistance
Demonic Commander (Taiga General)
Attack: 1170
HP: 2450
Regeneration 9
Parry 7
Evasion
Resistance
The weakest Demon in terms of attack gets back up in the form of Mania minions. Those that survive Devil's Armor will be hit hard by the Harpist and the Stalker, making them priority targets to delete. The Commander, however, also heals them for what their Mania costs which means he will need to be taken out first before the other two hits explosive levels.
With these minions and Deucalion's innate bulkiness, players would have to consider the wiping potential of Devil's Armor and Mania before spamming him with short-turn Resurrection cards.
Pandarus:
Demonic Harbinger (Azriel)
Attack: 1360
HP: 2430
Blitz 6
Chain Attack 7
Evasion
Resistance
Demonic Shinobi (Shadow Assassin)
Attack: 1975
HP: 980
Concentration 7
Bloodthirsty 8
Evasion
Resistance
Demonic Warlord (Swamp Rider)
Attack: 955
HP: 2560
Craze 8
Parry 9
Evasion
Resistance
The worst Demon just got harder with the Harbinger exploiting the Poison, possibly killing all Skeleton Kings or Thunder Dragons or Pharaohs on the field. The Shinobi, although a glass cannon, will hurt if left unchecked with the Warlord.
Short-turn Resurrection cards would need to hit hard and fast against the Demon and its minions to make the most merit per fight.
Possible changes for this suggestion:
Minion stats. May make some fights impossible.
Replacing Evasion and Resistance with Devil's Protection. This makes the minion untargetable and invulnerable to all spells and abilities including Snipe and Retaliation, forcing Snipe cards to still focus on the demon but allows cards other than the tank to continue attacking a valid target.
Minion skills, in general.
Individual minion outcomes per player, i.e. Player A has defeated Mars' Lieutenant and Bandit but has left Sorcerer at 2100 Attack and 50 HP while Player B has Mars' Lieutenant at 1400 Attack and 500 HP, Bandit at full health and base Attack, Sorcerer with base Attack but 125 HP.