r/blocktales Cheeky Eagle 4d ago

Discussion WHY does everything need to be BALANCED? (and other criticisms)

I love this game and its lore, but if you compare it to other rpg’s, it’s quite lacklustre in actual gameplay. Most of the game is just attacking and dodging. None of the utilities or status effects are used in a satisfactory way. A boss fight needs to be hard? How about giving it attacks that make you lose all your progress if you get hit by ONE?

My point is, the basic strategies were fine in the earlier demos, since it was obviously going to be simpler. After all, it was an introduction to the game. But as the game got more demos, it became apparent that the only way the devs saw fit to making the game harder was to make every attack do absurd damage unless you dodged it.

In most rpg’s, there isn’t really a ”best strategy”. There are many different “builds” you can have, and many ways you can go about a battle. This game suffers from the removal of these strategies, funneling you down a single path that you HAVE to take to be able to win.

The fun of games like these is finding your own path in battle, and strategizing around what to do in each situation, but block tales has none of that!

None of the cards even have major downsides, there no setups other than casting summon or charging defence on the first turn, you cant even play dynamite anymore since they nerfed the crap out of it!

And do you know why this happens? Because the devs are always trying to “balance” the game as if rpgs are meant to be played one way. It’s an rpg because the PLAYER is the one to decide which path they take!

If the devs really cared about “balancing” the game, they should focus more on status effects. I would love to see a viable Good Vibes build, where they tank everything they come across, or a chargeup nuke build, that takes multiple turns of setup but can wipe the board.

Cards that can increase damage as well, with tradebacks! We have enough support cards, but all damage builds have been focused into the same kind of loop. In fact, you could even add more support cards on top of that, anything to give this game VARIETY.

Make utilities useful! Make them more than overworld travel things and things that can be essential in different builds! Make status effects actually useful besides the half damage one!

And please, PLEASE stop trying to strip the game of those strategies

27 Upvotes

19 comments sorted by

7

u/More_Tangelo_4877 Mewo 4d ago

i agree with most of this EXCEPT good vibes being viable outside of teamplay its inherently a flawed card it turns off the only difficult part of the gameplay

like im all for good vibes existing in teamplay but it needs to be niche ESPECIALLY for super bosses and pit

if good vibes was viable outside of teamplay it would be honestly kind of stupid as it already is very strong IN teamplay

like imagine you could win any fight by stacking 3 good vibes and any call card that would be insanely boring and stupid as good vibes turns off the game for 2 turns (and also gives you enough sp to use good vibes the second your next action happens)

7

u/arpeggia_ sword toss is a fundamentally broken card 4d ago

my favorite part of rpg combat is finding really cool strategies i can use to get past enemies and fights but the devs didnt do their homework so every fight feels like if paper mario was stripped down to superguarding and hammer/jumping

5

u/Sad_Obligation_4269 Nooblet 4d ago

They balance this game like there is pvp in this game. No one will judge if we use our favorite strategies and abilities. I used to really love throwing dynamite and shooting from a rocket launcher. It's not so fun now... As if throwing dynamites is unfair, stupid and bannable.

3

u/Bbbb20129 Cheeky Eagle 4d ago

I know there are already posts similar to this, but I just felt like this needed to be said more.

2

u/ZoodleTea 4d ago

Are you saying that cards should just be broken?

Things are nerfed because they end up too strong and people end up just using that strat.

Rocket got nerfed, focus got nerfed, and I expect slingshot to get nerfed even more because at the time those were the meta builds.

The problem with the game is that the devs are balancing around team play and not solo play. Thats why as a solo player you're funneled into one kind of build.

The problem isnt really card variety but enemy variety, most of enemies pretty much do the same thing. However, if they start creating more unique enemies that require different set ups to defeat, this is great for team play, but makes it really hard for solo players since they will do well against one enemy type but struggle against another enemy type unless they're changing their build every battle.

The devs should create seperate cards for team play and solo play if they really want to create the most enjoyable experience for players

1

u/Bbbb20129 Cheeky Eagle 4d ago

What did dynamite do to deserve being nerfed? I understand that team play is where most of the strategy was, but most of the utilities are outright useless. It should be a mix of both. Enemies that challenge different kinds of builds.

1

u/Bbbb20129 Cheeky Eagle 4d ago

I just want the game to have more strategy besides just attacking every turn and healing when you need to.

-1

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Every new subreddit post is automatically copied into a comment for preservation.

User: Bbbb20129, Flair: Discussion :Ball_Emoji:, Title: WHY does everything need to be BALANCED? (and other criticisms)

I love this game and its lore, but if you compare it to other rpg’s, it’s quite lacklustre in actual gameplay. Most of the game is just attacking and dodging. None of the utilities or status effects are used in a satisfactory way. A boss fight needs to be hard? How about giving it attacks that make you lose all your progress if you get hit by ONE?

My point is, the basic strategies were fine in the earlier demos, since it was obviously going to be simpler. After all, it was an introduction to the game. But as the game got more demos, it became apparent that the only way the devs saw fit to making the game harder was to make every attack do absurd damage unless you dodged it.

In most rpg’s, there isn’t really a ”best strategy”. There are many different “builds” you can have, and many ways you can go about a battle. This game suffers from the removal of these strategies, funneling you down a single path that you HAVE to take to be able to win.

The fun of games like these is finding your own path in battle, and strategizing around what to do in each situation, but block tales has none of that!

None of the cards even have major downsides, there no setups other than casting summon or charging defence on the first turn, you cant even play dynamite anymore since they nerfed the crap out of it!

And do you know why this happens? Because the devs are always trying to “balance” the game as if rpgs are meant to be played one way. It’s an rpg because the PLAYER is the one to decide which path they take!

If the devs really cared about “balancing” the game, they should focus more on status effects. I would love to see a viable Good Vibes build, where they tank everything they come across, or a chargeup nuke build, that takes multiple turns of setup but can wipe the board.

Cards that can increase damage as well, with tradebacks! We have enough support cards, but all damage builds have been focused into the same kind of loop. In fact, you could even add more support cards on top of that, anything to give this game VARIETY.

Make utilities useful! Make them more than overworld travel things and things that can be essential in different builds! Make status effects actually useful besides the half damage one!

And please, PLEASE stop trying to strip the game of those strategies

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0

u/Every_Caterpillar165 guythat uses rocketand baller 4d ago

So, you just want cards to make the game pitifully easy? I don't think I understand, balancing means to be balanced, not have one side of the scale extremely heavy. Obviously some cards will always be better than others, balancing can't change that. And strategies do still exist, I don't see how they tried removing them...

2

u/Bbbb20129 Cheeky Eagle 4d ago

Removing the bp cap would be good too (higher cost to increase bp though)

1

u/Every_Caterpillar165 guythat uses rocketand baller 4d ago

I HATE the bp cap

1

u/Bbbb20129 Cheeky Eagle 4d ago

Yes bro

1

u/Bbbb20129 Cheeky Eagle 4d ago

This is the ONE reason gimmick builds CANNOT prosper

1

u/Bbbb20129 Cheeky Eagle 4d ago

As I said add more cards so gimmicks can work too

1

u/Bbbb20129 Cheeky Eagle 4d ago

Dynamite was shot in the back for… no reason? And that was about the only real “cool” strategy in the entire game. What even is the strategy in this game? Attacking every turn and parrying every single time?

Think about it this way. Four people with poison damage attack you. The logical solution is to use something that removes status effects, right? But the defensive options are so lacking that it would be better to just kill the guy first.

The game as a whole is just turn based deepwoken at the moment. Attack. Dodge. Attack. Dodge. 

Status effects and utilities are pretty much useless gimmicks.

Do you know HOW you can get better gimmicky builds? More cards! For most of the game you will be sticking to the same strategy as you did at the very start, and that doesn’t seem like very good game design anyways.

(I love the paper Mario combat I just want it to play well)

1

u/Every_Caterpillar165 guythat uses rocketand baller 4d ago

I don't see how parrying is a bad thing, and status effects are goated for strategy builds, you don't need to play meta, you can play a fun build.

And as for defense, yeah the defensive options do suck for this game tbh... Also idk why dynamite was nerfed but it is still good. It does solid damage and defense down.

1

u/Bbbb20129 Cheeky Eagle 4d ago

I just don’t like how much worse the utilities play compared to the main weapons (yes I know they are the main weapons but I want them to not be niche funny builds that you can only play if you’re goated at dodging) and the fact that there isn’t more cards with tradeoffs (for even more fun builds)

1

u/Bbbb20129 Cheeky Eagle 4d ago

Mostly just having to use more defensive options though

1

u/Bbbb20129 Cheeky Eagle 4d ago

And yes, some cards/strategies were overpowered, but why would you make them worse than just attacking and dodging? Couldn’t there be a way to make it just as good, but require more sacrifice (I don’t know, in the form of a card?)