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Anti-Scouting boost

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Re: Anti-Scouting boost

Postby JPN Keepers » Mon Jan 08, 2018 4:32 am

DK is a pvp game.
Player who spent more time and money wins.
It would be unfair if there was no gap.

Raider has two boosts: scout and first strike.
Defender also has two boosts: Fortification and cave in.
Fortification is as good as first strike but cave in is nothing like scout. Scout is far better.
That’s why raider can buy the victory.
Anti-scout will balance the boost opportunities and make it strategy wins.
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Re: Anti-Scouting boost

Postby Gonjinn » Mon Jan 08, 2018 6:34 am

JPN Keepers wrote:DK is a pvp game.
Player who spent more time and money wins.
It would be unfair if there was no gap.

Raider has two boosts: scout and first strike.
Defender also has two boosts: Fortification and cave in.
Fortification is as good as first strike but cave in is nothing like scout. Scout is far better.
That’s why raider can buy the victory.
Anti-scout will balance the boost opportunities and make it strategy wins.


Your argument of introducing anti-scout will balance and make it a strategy does not hold. Removing scouting Boost does the same. Bottom line, you just want to win and don’t like others to beat you when they can see your traps.
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Re: Anti-Scouting boost

Postby JPN Keepers » Mon Jan 08, 2018 12:26 pm

Gonjinn,

This discussion is not personal.
I did not mention anything I personally want.
If you want it personal, come to my guild or send a PM to me.
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Re: Anti-Scouting boost

Postby Kongar » Tue Jan 09, 2018 9:43 am

Removing the scouting boost or introducing a 100% anti-scouting counter measure is too large of a change to the game. It affects many strategies, eliminates some.

Better to introduce "fog of war" to the game as a boost or a nerfing of scouting. Have it hide a percentage of traps to achieve a better balance between attack/defense. (Maybe higher DH level gives higher hidden percent?) After all, information about your adversary is never perfect.

Or... make some traps impossible to scout. Mines and fire traps? Perhaps this happens when workshop is bolstered.

Regardless of the method, increase the uncertainty of a win.

Are there other ways to reduce the advantage of scouting without its elimination?
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Re: Anti-Scouting boost

Postby Grimlord » Tue Jan 09, 2018 9:59 am

What about making Scout work 100% in the 1 minute before attack, then have it function as follows:

Those who don't have the "Fog of War" have their traps exposed through out the raid.

Those who do have the "Fog of War", have their traps hidden once the raid begins.

That way, the raider still has their advantage of foresight, but won't know if the Dungeon has the "Fog of War", much like the raider not knowing if their target has Fortification active, until it is too late. The strategy might not have to change if the raider is CAREFUL, but certainly they'll have to be a bit more on their toes.
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