Why "card deck" combat will be skill based
Many feel that it was a mistake to draw a strong parallell between SotA combat and card game systems since this gives an association to something artificial, slow and random. It is easy to instinctively assume that combat will be based all on luck, but I don't think so. Quite the contrary, such a "card deck" system might create a battle system that will be complex and challenging to master and with more variables than normal.
To be the best, you need to excel at several stages of combat:
- Knowledge:
- Know the effect of each skill "card" you have
- Know the potential of combining each skill "card" with other skills. I have the impression that there might be many ways to combine skills into more than they are on their own, so perhaps at times, you will even have several alternatives. Do I combine my Fireball with another Fireball for a Firestorm, or do I combine it with Swipe, to put my greatsword on fire?
- Strategy:
- Select a combination of skills that are right for your play style and that includes cards with the potential to boost each other
- Decide how often you want each skill to appear (by training skills more than once)
- Tweak combat parameters with skill points (like how long timers are before unused skills are replaced by new ones)
- Balance risk vs. reward by deciding on how many locked skills you want (skills that are always available). Locked skills cannot be combined with other skills to create greater effects, so you can choose to have a stable, reliable combat performance (like a traditional MMORPG) or gamble on one that requires flexibility, quick thinking and a bit of luck to pull off. The best combatants are probably going to be those who successfully manage with less locked skills or find some optimal middle ground
- Manage non-skill effects that modify your skills (non-skill "cards")
- Quick thinking and reactions:
- Activate the right skills before they are replaced by new ones
- Decide between playing it safe by using skills as they are, or waiting for new skills to appear that make combinations possible
You need to be good at all of this, so skill will separate good from great. Of course, harnessing the randomness of the system will be a part of that skill, but not the only one, and randomness can be decreased in favor of predictability.
All in all, this sounds like a challenge to me. I understand that some find that this "game inside the game" could make combat feel less realistic, but I'm not so worried about that. It doesn't have to be if it's fun. Successful innovation in battle is not common among MMORPGs and if this system is enjoyable, it's going to draw a lot of new players in.
The final result all depends on how they implement the battle system. Can they do it in a way where skill activation is not so absorbing that you lose control of the battlefield?
I'm more excited about trying out combat with this system than if it had been a traditional one. It might be harder, and I like that.