-If we're still using Improvements that can be built from certain skills, I'd like to see some expansion on that.
In the mood for a bit of skill reworking.
Skill Trees (OP):
- Evasion
- Improved Resurrection
- Diversion
Evasion
You are now immune to 'Charge' and 'Aggressive Charge' stances.
Instead of outright banning the attack actions, it could provide a minor penalty, such as -2 upgrades for a Charge and -4 upgrades for Aggressive Charging. Alternatively, reduce the discard penalty on attacks from a Charge or Aggressive Charge. Being prepared for an attack doesn't mean you can outright dodge the enemy army, but if you're prepared you can minimize losses or maximize any nearby benefits.
Improved Resurrection
When defeated in battle, you resurrect immediately without having to go to Spirit World.
A choice between doubling your discard for an immediate resurrection or spending a turn in the Spirit World - if you want to get back into the action faster, it gives you a price for requesting the aid of the gods.
Diversion
Before a battle, choose a Common, non-Pillar card. Not you or your opponent can use this card during the battle.
If you use this skill, use 2 less upgrades this battle. Simple tradeoff for a simple skill.
Alternatively, you can only ban a card you currently own (knowledge is power, though this nerf might be too much).
One other nerf is to render you unable to ban cards of the enemy's main element.
Skill Trees (Boring or Bad Design):
- Fog of War
- Trickster
- Fiery Rush
- Destroy
- Steam Pirate
Fog of War - Was changed recently from the looks of things, but I'll comment on the current skill nevertheless:
Fog of War2
Use up to 2 copies of the Improved Fog card during any battle. Cards disappear after the battle.
The fog can be used to create illusions and disorient enemies - a possible change that more accurately reflects the nature of fog could be allowing Air players to 'flee' if they haven't won a battle and their opponent goes 3-0. Discard and salvage are negated, but winner gains another +1 XP for your cowardice.
Trickster
Before a battle, choose 6 elements. Your opponent can use any mark that is NOT from any of those 6 elements.
This seems kind of silly for what it currently does, especially late game where people will probably have easier access to rainbows, duos, trios, and the like.
Before a battle, choose 3 elements excluding your opponent's main element. Your opponent can only use 3 unique cards from this element (not including pillars ).
'3 Unique cards' means that your opponent can use up to 6 copies of 3 different cards. So if I ban
![Life :life](https://elementscommunity.org/forum/Smileys/solosmileys/../../../images/Misc/life18x18.png)
, my opponent could use Rustler, Life Pendulum, Emerald Pillar, and Thorn Carapace in a legal deck.
Doesn't punish the enemy too hard, becomes Shapeshifter's offensive counterpart, and becomes a bit more 'tricky' since enemies will have to figure what they'll have to use with their limits.
Fiery Rush
While Charging, if you win all duels within 12 rounds, losing player must discard double the amount.
I don't see this boring or bad design as much as straightfoward. Fire is the element of destruction, and this fits nicely. I'm not exactly sure what '12 rounds' is, but to be fair, you could add a 'fuel to the fire' sort of gimmick that involves a recharge time of 1 day or discarding a card in order to activate the double discard.
Destroy
Destroy an enemy improvement in your current hex. +1XP
Unless improvements are going to become very important to the game, this looks almost like a Lv 1 skill or a skill that could be accessed through a system other than the 13 factions (e.g. Guilds, a magical item, etc...) I would suggest replacing it with something more interesting, like "Spark - If you win a match in a battle, you can use 1 more upgrade the next match"
Steam Pirate
Steam Cannon: Discard Unstable Gas and Burning Pillar to inflict 6HP damage to a Wall.
Should probably be more intimidating or less situational given that it's a level 3 skill. If the siege system is to be kept, I would change the current card requirement to 1 random card and a Burning Pillar.
Also, since Pirates should have some powerful skill at sea, perhaps another bonus like "Use up to 6 additional
'Machine' cards while in battle. If you're not on a Water or Ice hex, this is lowered to 3."