Titles are hard and this article will be exploring an idea that has been floating around in my head for some time. Like any longstanding game, new and challenging content has to be released to keep things interesting and we have seen some bizarre mechanics over the years. Some are more challenging compared to others but at least initially, had several ways to overcome them.
Sadly, I feel we may be starting down a less than ideal path due to GungHo releasing a new/dangerous mechanic and then unveiling a card who’s active can directly counter it. As such, players can now counter said mechanic and they can tune it upwards to the point where you must have the active or you lose.
In my opinion, this is not a good game design as it forces players to have these direct counters or simply lose the dungeon. This tends to be most punishing in longer content where one needs to cover so many mechanics already.
This article will explore my opinions on this matter and how it is possible to correct these problems before it gets out of hand.
–video coming soon–
Damage Absorb & Fujin
Damage Absorb (pink shield) is one of the worst mechanics at this point in time due to how “unfun” and impossible it is to overcome without a Fujin style active. Continue reading Actives that Directly Counter New/Dangerous Mechanics are Bad in the Long Run