Calandra a écrit :
well then i have to explain my position further...
i actually dont play them as a main deck... because firstly i hate noz and secondly because i simply dont have chimera and the last action thus i have to use the "common" tools... which still makes me get a 50%+ winning quote (that is my line to decide whether a deck works or not)...
Yeah I figured.
Citer :
i can boost my stats to a 10ish defense in round 1 with zahal... i can manipulate enemy defense if needed... i can survive against decent mage decks because of the spirit boost... i can cross-heal chars (not by much, but still possible)...
Boosting Defense isn't a problem. In fact being able to boost to 9 DF with one card is a problem in of itself. Notice how no other deck need such tactics?
Citer :
the other experience i do collect is by playing against them... the DKs are not predicetable because they always have a choice... with the recycle action and that recycle shield the player always has an option to choose the best device for a certain situation... only nehant undeads can also claim this flexibility only that undeads need to set up first while DKs can start without much prep...
They have to discard cards too and then use 6 cards to maintain this strategy and also not burn themselves. 6 carrds that basically do the same things clutters the deck. Also what great choice do the have? Hey I am either gonna set your DF to 0 or use another Knights Honour to tank.
Citer :
from this i conclude that i totally have to go along with recliffs: "The dragon knight gameplay at the moment is very very solid and almost complete in a sense"
the gaps you see and feel will have to be filled from the neutral tool box... clumsiness and others will help discarding while crown of the border may help with stats protection...
Complete in the sense that the strategy they have is basically all flushed out. Not that is an all rounder deck or complete. Notice how he said almost.
Also no other Guild has to go to Neutral(or the better word general) cards to fill in the blank for much needed tech. They either have cards specifically design for them or have it in the guild already.
Citer :
the changes you suggested are not changing that... if you really want to change or extend their gameplay in a certain direction you have to actually come up with something "new" along with the "nerf" if needed and as you suggested already
Again you are not reading this thread if you think that. Here I suggest buff to spells that would never see play and nerf to Character/cards that pretty much an auto include. Made the obsolete weapons that don't see play viable.
Yet you still go "Hey they can do one thing right, clearly they don't need to be changed for the better."
But hey what can I expect from a wall that can't get past a simple Noz hate to see this.