Implementing rankings has been huge for Wands. Tons of people are playing and every game feels so much more important now. I love it!
But as great as it is, there are a few small issues that keep it from being amazing:Prison and Armor must be accounted for in every loadout
The majority of new players who are on the leaderboard got there using Gas/Prison or using Armor and hiding. These tactics are difficult even for skilled players to overcome and make for very tedious games. Also, it forces you to have a spell that counters Gas/Prison and a spell that counters Armor in every loadout, taking up half of your relics and preventing you from using creative loadouts. Some ideas for fixing Prison are , and some ideas for fixing Armor are .Spells cost too much mana, which makes it difficult to set up attacks, encourages you to wait for your opponent to attack first, and slows the pace of the game
It's very difficult to land hits against top players because attacks are easy to see coming and you can block or dodge them. I actually think this is a good thing because you should have to work hard to hurt a great player. The problem is, it's nearly impossible to put together effective combos since attacks cost so much, and initiating the attack often leaves you vulnerable (because you run out of mana so quickly). This encourages players to stare at each other and wait for their opponent make the first move. Once you spend all of your mana trying to hit each other, you're stuck staring at each other (or hiding) for 20 seconds waiting for it to recharge so you can do it again. If you don't wait, you'll only be able to use one attack at a time (no combos) which can easily be blocked or dodged. The pace of the game right now is much slower than it could be and big chunks of the game are spent waiting for mana to recharge. I think the solution is to make all spells cost 40-50% less.Being able to win on damage encourages defensive play styles and running when you have the damage lead
I think this is much
better than just getting draws when time runs out, but it's made me play much more conservatively because taking even one hit could result in a loss since your opponent can (and sometimes will) just run away from you for the next three minutes. I think the easiest fix for this would be making the winner the one who has more health left when time runs out. That way, at least your opponent would have to prevent you from getting pickups if they want the win.