Amzin
Lord Nagafen Raider
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This is more of a design/balance question than really relevant, but why do game designers shy away from using larger numbers as a base for life/damage/costs/etc.? For example, just multiply everything in Hearthstone by 10, so you start with 300 life, Pyro does 100 damage, costs 80 mana, etc. Then you can make much finer adjustments. As it is now, 1 mana or damage is the difference between a broken card or a garbage card. If you could reduce damage by 0.5 (5 with bigger number system) or up mana by half a point, you could balance things much better.
Hearthstone just strikes me as a game with numbers way too small for their own good. They copied ideas from physical CCGs that don't really need to be copied for online-only play, and using a more versatile, bigger number set is something they really should consider while it's still technically in beta.
Hearthstone just strikes me as a game with numbers way too small for their own good. They copied ideas from physical CCGs that don't really need to be copied for online-only play, and using a more versatile, bigger number set is something they really should consider while it's still technically in beta.