[ENG / PT-BR] Rebellion Update: Good or Bad?

avatar

[ENG / PT-BR] Rebellion Update: Good or Bad?

[ENG] Rebellion Update: Good or Bad?

Hello everyone!

If you're not living under a rock, you're already aware that the new edition Rebellion is soon to be released! You can read about all the launch details here on the official post.

But, together with the release of almost a hundred cards, we'll also have lots of updates to the game: new rulesets, new mechanics, etc. It's this Update that what I want to review on this post right here.

So let's take a look.

New Abilities

The Rebellion cards will have 4 new abilities:

  • Armored Strike: I couldn't quite understand how this mechanic will work, as it was described in the official post as "bonus Melee attack for using your Armor stats". I imagine it will be a trade-off: the Monster will "spend" Armor points and, in return, will deal more melee damage. It sounds interesting, but I think it's going to be a niche skill.

  • Corrosive Ward: When you damage an opponent's monster, you deal 2 extra points of damage to the enemy's Armor and also reduce the maximum Armor by 2. The idea of this skill is to be a counter to the Repair skill. A great skill to play against Repair and Healing combos.

  • Flank: If a Monster with Flank is in its first position, as a tank, the second Monster on the team gains the Reach ability, allowing it to attack from the second position. I love this ability, as it will bring great flexibility to the secondary tank position, using monsters without Reach that normally wouldn't be able to contribute outside of the first position.

  • Lookout: Monsters adjacent to the monster with Lookout take 1 point less damage from enemies with Sneak, Snipe and Opportunity. The idea is to be a counter to these 3 abilities, which are all very strong; but I don't know if this restriction to only adjacent monsters will be enough to make it worth using Lookout: if the effect was valid across your whole team, it would be easier to use and actually be useful.

Multi-Element Summoners

This change had already been announced earlier, and I've even talked about it a few times here on my blog. Some of the new Summoners will be "dual-elements", i.e. they will have 2 different elements. In this way, these Summoners will allow the player to play with cards from 2 different Splinters at the same time.

Obviously, these Summoners will have a higher mana cost than a "normal" Summoner, to compensate for the advantages of having access to a greater number of cards to play with. But what makes me most excited about this change is the possibility of making combos that are currently impossible within a single element (obviously ignoring Dragon Summoners).

I always say and repeat: the more strategic choices the player can make, the better. And these dual summoners are great, reminding me a lot of the 2-color decks in Magic the Gathering!

Summoner Tactics

This is one of the biggest changes to Splinterlands gameplay, and one that has received very little comment from the community so far!

Some new Summoners will be able to use "Summoner Tactics". But what does that mean? Simple: these Summoners will have a number of buffs/debuffs at their disposal and, once the teams have been revealed, the player will be able to choose just one of these buffs/debuffs to actually have an effect on the game.

Yes, that's what you heard: AFTER the teams are revealed! This is a major change to the entire gameplay of Splinterlands: until now, all player choices were made individually, before the opposing team was revealed. Once the player had "closed" his team and could see the opposing team, there was no longer any kind of choice or strategy for the player: it was up to him to just wait for the cards to play themselves and see the result.

This has always been the basic concept of the game: you choose your cards without seeing your opponents' choices, close your team, and then wait for the game to play itself out. Now that's all changed, and you'll be able to actively react to your enemy's decisions.

[PT-BR] Rebellion Update: Vilão ou Mocinho?

Fala galera!

Caso você esteja boiando, vou te atualizar: a nova edição de Rebellion será lançada em breve, e você pode ler sobre todos os detalhes do lançamento aqui no post oficial.

Mas, junto com o lançamento das novas cartas, também teremos muitas atualizações para o Splinterlands: novas regras, novas mecânicas, etc. É sobre essas mudanças que vou falar neste post.

Então, vamos dar uma olhada!

Novas Habilidades

As cartas de Rebellion terão 4 novas habilidades:

  • Armored Strike: Não consegui entender direito como vai funcionar essa mecânica, que foi descrita no post oficial como "ataque Melee bônus usando o stats de Armor". Eu imagino que vai ser uma troca: o Monstro vai "gastar" pontos de Armadura e, em troca, causar mais dano melee. Parece interessante, mas acho que vai ser uma habilidade de nicho.

  • Corrosive Ward: Ao causar dano no monstro adversário, será causado 2 pontos extra de dano na Armor do inimigo e, ainda, reduzirá o máximo de Armor em 2. A ideia dessa habilidade é ser um counter à habilidade Repair. Uma ótima habilidade para jogar contra combos de Repair e Healing.

  • Flank: Se um Monstro com Flank estiver na sua primeira posição, como tank, o segundo Monstro do time ganha a habilidade Reach, permitindo-o atacar da segunda posição. Adorei essa habilidade, pois trará grande flexibilidade para a posição de tank secundário, usando monstros sem Reach e que normalmente não poderiam estar contribuindo fora da primeira posição.

  • Lookout: Os monstros adjacentes ao monstro com Lookout tomam 1 ponto de dano a menos de inimigos com Sneak, Snipe e Opportunity. A ideia é ser um counter à essas 3 habilidades que são fortíssimas; mas não sei se essa restrição a apenas aos monstros adjacentes vai ser suficiente para valer a pena usar o Lookout: poderia ser algo generalizado, válido para todo o seu time.

Summoners Multi-Elementos

Essa mudança já havia sido anunciada anteriormente, e inclusive eu já falei sobre ela algumas vezes aqui no meu blog. Alguns dos novos Summoners serão "dual-elements", ou seja, vão ter 2 elementos distintos. Dessa forma, esses Summoners permitirão com que o jogador jogue, ao mesmo tempo, com cartas de 2 Splinters distintos.

Obviamente, esses Summoners terão um custo de mana maior do que um Summoner "normal", para compensar as vantagens de se ter acesso à um número maior de cartas para jogar. Mas o que mais me deixa animado para essa mudança é a possibilidade de se fazer combos que, hoje, são impossíveis de serem feitos dentro de um só elemento (obviamente, ignorando os Summoners de Dragon).

Eu digo e repito sempre: quanto mais escolhas estratégicas o player puder fazer, melhor. E esses summoners dual são ótimos, me lembrando muito os decks de 2 cores no Magic the Gathering!

Summoner Tactics

Essa aqui é uma das maiores mudanças na gameplay do Splinterlands, e que está sendo muito pouco comentada na comunidade até agora!

Alguns novos Summoners terão a possibilidade de usar "Summoner Tactics". Mas o que isso significa? Simples: esses Summoners terão a sua disposição alguns buffs/debuffs e, depois de revelados os times, o jogador poderá escolher apenas um desses buffs/debuffs para, de fato, ter efeito no jogo.

Sim, é isso que você ouviu: DEPOIS de revelado os times! Essa é a grande mudança na gameplay inteira do Splinterlands: até hoje, todas as escolhas dos jogadores eram tomadas individualmente, antes de se ver o time adversário. Depois que o jogador "fechava" seu time e podia ver o time adversário, não existia mais nenhum tipo de escolha ou estratégia do jogador: cabia a ele apenas esperar as cartas jogarem sozinhas e ver o resultado.

Esse sempre foi o conceito básico do jogo: você escolhe as cartas sem ver as escolhas dos adversários, fecha seu time, e depois espera o jogo jogar sozinho. Agora, isso tudo mudou, e você vai poder reagir, ativamente, às decisões do seu inimigo.

Thanks for reading this post, and until next time!

If you enjoyed the post, feel free to follow me as I'm routinely writing about Gaming, Investment, Fitness and Literature, and posting about other random fun subjects like Travel, Photography and Metal Detecting!

If you want to play fun NFT Games, I do strongly recommend 🃏Splinterlands, 🤖TerraCore, ⭐RisingStar and 🌿dCrops. Send me a message if you need help starting out!

And, if you're feeling lucky, go to HiveSlotGames and win money by playing on the 🍀Roulette🍀, 🃏BlackJack🃏, 🎲Dices🎲 and 🎰Slots🎰!

Unless stated otherwise, all images are created and owned by me.
This is definitely NOT financial, legal or investment advice. You wouldn't get your financial advice from a squirrel, would you? Cryptocurrencies are very volatile, so don't invest what you can't afford to lose.
Also, believe it or not, I'm not actually a squirrel! This handsome rodent in my profile picture is a character from 'Conker: Live & Reloaded'. Here's Real Life me!



0
0
0.000
12 comments
avatar

pixresteemer_incognito_angel_mini.png
Bang, I did it again... I just rehived your post!
Week 177 of my contest just started...you can now check the winners of the previous week!
15

0
0
0.000
avatar

1


This post has been selected for upvote from our token accounts by @luizeba! Based on your tags you received upvotes from the following account(s):

- @dhedge.bonus
- @dhedge.leo
- @dhedge.bee
- @dhedge.ctp
- @dhedge.pob
- @dhedge.cent
- @dhedge.neoxag
- @dhedge.waiv

@luizeba has 1 vote calls left today.

Hold 10 or more DHEDGE to unlock daily dividends and gain access to upvote rounds on your posts from @dhedge. Hold 100 or more DHEDGE to unlock thread votes. Calling in our curation accounts currently has a minimum holding requirement of 100 DHEDGE. The more DHEDGE you hold, the higher upvote you can call in. Buy DHEDGE on Tribaldex or earn some daily by joining one of our many delegation pools at app.dhedge.cc.

0
0
0.000