Each skill costs a certain number of AP and number of AP is level9 x level (lvl 10 = 90 AP).
Very clever - solves the issue of useless skills very well, and also OP (over powered) skills, and adds another element to skill choice and AP management versus winning. It also helps the lower level Pixals get more fights and more xp. The danger of big changes like this I guess is that you accidentally break the "addictiveness" magic that the game has, even with a good idea, but hopefully this will enhance it.
* Please do now make the change that stacks the skills so its less confusing (ie the Charge skill is listed just once and x2 written if you have 2 cards etc). List the skills in level order and/or in AP cost order.
* I'm not sure lower level Pixals having lower AP is fair or fun? Although I guess it makes sense as it will mean they will have about the same number of fights as the higher levels.
* Can you still fight at 0AP just with skills that cost no AP? Pro and cons either way - unlimited fights might lead to boredom and ruin the day to day playability. Perhaps a "REST" option that puts the Pixal to sleep for 4 hours but recovers all their AP. And/Or a "HOSPITAL" effect, a 1% chance per hit (whether damaging or not) or needing to go to hospital for 8 hours (all AP recovered). Or a "REJUVENATE" button that restores your AP to full once every 12 hours... so defence will use up your AP but when you log on you can at least have full AP to fight with. Allow purchasing of AP, maybe in the form of a Rejuvenate Potion (fairly expensive so not overused) bought from the Mystic Store, that any Pixal can drink to restore AP?
* AP should recover quicker when you are not "Resting" between fights.
This also effectively adds something to defence since there is a limited number of attacks using full skills that can be done - and attackers are likely to be less effective as they try to manage their action points, whilst the defender does not use any AP. One thought here is that when you implement defending sites in the town map, the defender should get one free attack using one other skill from his deck when he is defending a site as he is "dug in".
Now just to argue the AP balance. I'd like to see the game self-correct, the more one skill is used by players the more AP it costs and vice versa. The test of your balance will be if people use the skills, here are whether I don't think will get used at their current cost - remembering that this only influences the attackers choices.
Roll 0AP (interesting) Wait 0AP (interesting) Jump OAP (still won't use due to the accuracy drop) AimI 1AP (good) Charge 1AP (probably too cheap, but interesting) Rage 3AP (an example of skill that should be set cheaper than Charge as it is worse than Charge for the same effect, Charge should be 3AP and Rage 1AP maybe?) Sand 2AP (I'm probably more likely to use this at this price, which will make for more interesting battles) Parry2 3AP (Might make this more attractive to use) SharpAim2 3AP (Good, more likely to use at cheap price) Stun 4AP (will be used I think, this skill is a bit confusing now with the skip attack thing) StopWeaponI lvl4 4AP (bit pricey for a lvl 1 skill) Berserk 4AP (very interesting at a cheap price as an alternative to Thrust) Grapple 6AP (too high to be used I think) Anger 6AP (good card since it will always go off) Disarm 7AP (too high for a skill that is difficult to get to go off) Dodge 7AP (I never used this skill much, and probably won't at this cost, but it probably deserves to cost a bit) TrapWeaponII 8AP (probably too high considering an attacker is more likely to choose aggressive skills anyway) Magic Shield 8AP (won't use as it is bugged anyway, but if it worked its cost should be really high, as should Mirror) Steal Energy 10AP (appropriate, makes it a bummer if you have to spend the AP and it doesn't work [1]) Thrust 10AP (good) Fireball 12AP (good, should be a high cost)
[1] Absolutely cool would be you don't spend the AP if you don't succeed with the technique? Or not? I guess that might mean people are more likely to choose high end skills and not use the rest.
* Please focus on fixing all skill bugs as we can't really determine balance with broken skills.
* Ah I see that the defenders AP are used up (I think, Thor logged onto 42/90 AP) if they are attacked? Is this only in the tournament? Intended? It might be annoying to log on and not have any AP to use. If the defender runs out of AP what then? Skills don't get used (confirmed yes the ability is forfeited for the round)? Can't fight? All annoying potentially. If this is the case the AP needs to be listed on the "Setup Deck" screen when setting up defensive cards, since we will now want to change to more efficient defensive cards. Also this could be exploited, I could attack someone with no skills of my own just to drain theirs, then attack so they can't use any skills.
* A defensive skill that can sap AP might be a possibility, or you could add that effect to Grapple "saps 5 AP out of opponent".
* Could make it that a duel victory leads to some victory AP, maybe you steal the AP the opponent spent or something. Or defenders in the tourney gain the AP you spend against them if they defend successfully. But you only gain AP if your opponent is of your level or higher maybe.
Lester can't perform the tech! Lester has sand on his eyes! Lester cleans the sand out of his eyes! > Lester misses! > Thor charges over Lester! > Lester shields Thor's attack!
<i>(15) - (2D2+14+2) - (3D2+1)%></i> Charge
(10) - (6D2+9) - (2D5+1) Fireball
Lester can't perform the tech! > Thor shields Lester's attack! > Thor charges over Lester! > Lester shields Thor's attack!
* No leggings in the general store now? * No weapons either - Azkerren's Playground or Adam's store, also Ranged Weapons (Fletcher and Adams) none listed.
level 13 leggings, hehe nice, but be a while before we get there!
Ibraham town unchanged, still can't mine or fish, and no more construction available.
"Stumbling"? Is this critical misses or because of the sand? Its not quite clear enough... I'm guessing its the Sand forcing a miss for each round in which case it should probably say "DEMON misses due to sand in his eyes."
> DEMON rages against ObamaGirl! DEMON has sand on his eyes! DEMON cleans the sand out of his eyes! > DEMON misses! DEMON drops his weapon! Critical Hit x 1! > ObamaGirl's stunning blow misses!
<i>(0) - (4)%></i> Stun
(0) - (3) Steal Tech
DEMON failed to perform the technique > DEMON misses! DEMON stumbles down to the floor! > ObamaGirl charges over DEMON! > DEMON evaded ObamaGirl's attack!
<i>(0) - (4)%></i> Charge
(0) - (1D5+3) Evade
> DEMON misses! DEMON stumbles down to the floor! -- ABCGi
> Burzmali charges over Femme Dracula! Burzmali has sand on his eyes! Burzmali cleans the sand out of his eyes! > Burzmali misses! Burzmali stumbles down to the floor! > Femme Dracula stuns Burzmali, taking out all of his defense Femme Dracula hits Burzmali's Golden Magincian Clothing, causing 6 damage Burzmali's Golden Magincian Clothing is damaged, defense reduced by 1!
<i>(6) - (0.0X(2D2+8))%></i> Stun
(9) - (7) Sharp Aim
> Burzmali aims his attack! > Burzmali hits Femme Dracula for 2 damage > Femme Dracula charges over Burzmali! Critical Hit x 1! Femme Dracula hits Burzmali's Golden Magincian Clothing, causing 14 damage Burzmali's Golden Magincian Clothing is damaged, defense reduced by 2!
* Anger card: if it does not guarantee damage it is useless - one would rather use +30% accuracy card. It needs to be changed to do a minimum of 1 damage, or maybe 1xlevel damage. -- ABCGi