Conclave

  1. There needs to be a turn order or initiative system.

    As it stands it's often unclear who has the ability to progress the game. Especially if some people aren't present when others are. It would also be neat if the system could email you when it's your turn (or any other sort of social media update)

    6 votes
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    1 comment  ·  Flag idea as inappropriate…  ·  Admin →
  2. Criticals for all ability use

    Everybody loves criticals, and with the relatively low amount of abilities available (ok, 120, but those can probably be grouped into like 5 or 6 general types: movement, state, buff, debuff, heal, defend, relinquish (abilities that require the relinquishing of a positive state), and attack (attack already has criticals).
    Each type could have a special bonus for critical successes:
    critical move could remove unbalanced,
    critical state (Inner focus etc.) could have an additional bonus (like, +1 to dodge for the round),
    critical buffs could give a random positive state,
    critical debuffs could have an additional penalty for the round,
    critical…

    2 votes
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  3. 4 votes
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  4. Allow vanguard's shove to work on allies

    As a tactical positioning class with moves like step In and charge, allowing shove to work on allies would add another defensive and possibly offensive tactical element.

    2 votes
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  5. change how actions work during combat

    If another player acts while you're taking your action, it resets your action for that turn. While the ability to reconsider your action in the light of further moves is a good idea, an option to just confirm your previous action would also be nice.

    69 votes
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    4 comments  ·  Flag idea as inappropriate…  ·  Admin →

    Conflicts during action-taking no longer require an extra click to acknowledge the conflict, which should make them less annoying. Action-taking still requires a click to begin so that you can see the details of what just happened, but we’re considering whether we should streamline this further.

  6. add a pvp element

    Conclave is a pretty cool game but what if we added pvp like four on four players or more preferably more

    7 votes
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    5 comments  ·  Flag idea as inappropriate…  ·  Admin →
  7. Let party members send reminders/notifications to laggards

    Something to the effect of
    "Ho laggard, don't stand there like a dope while the troll witch burns her rope!"

    That way players can keep the game rolling at a pace that suits the group.

    20 votes
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    6 comments  ·  Flag idea as inappropriate…  ·  Admin →
  8. It would be nice if you could add more character portraits, or maybe a color slider for the current ones.

    I starting playing this game with a few of my friends and we all picked Mezoars. This wasn't intentional, we all thought the Mezoars looked the most interesting and it was a coincident. Two of us are sharing the same portrait and on the battle screen it's a little hard to tell the two apart at first glance. Would it be possible to add a color shader for the unit portraits, or maybe let people customize them?

    63 votes
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    under review  ·  2 comments  ·  Flag idea as inappropriate…  ·  Admin →
  9. add an option to see the dice roll when you attack

    Dice rolling was always a lot of fun playing a tabletop game. It would be cool to have the option (would simply be a matter of choice) to see what you have rolled. This would also be useful to help figure out your best course of action based on the likelihood that you are going to hit the target.

    73 votes
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    3 comments  ·  Flag idea as inappropriate…  ·  Admin →
  10. 3 votes
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  11. Tweak the "Recover" ability

    "Recover" as it stands is virtually useless. At the beginning of the game, it heals 1-2 points (I don't know if this eventually scales), and enemies tend to do 2-6 points of damage. Since you'll only ever want to use it when you're both wounded and threatened by an enemy, in virtually all cases you'll receive more damage that turn than you'll heal, plus you don't get to also attack the enemy, at all, making it a net loss pretty much every time you use it. There are certainly some edge cases where it's useful (if you have one of…

    29 votes
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  12. Enable drag and drop option for the character lineup in our account.

    This is helpful because we'd be able to group characters by Level, Class/Archetype, etc . . .

    4 votes
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  13. Range finders

    I would like to see tile markers for ranged attacks, something that would let me know when my hunting bow is in range.

    38 votes
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    5 comments  ·  Flag idea as inappropriate…  ·  Admin →
  14. Change the major Move action to move two squares instead of one.

    Changing the major Move action to move two squares instead of one would help create more fluid battles while also allowing melee-focused players to move more quickly to where the action is so they can do more interesting things.

    I also think it fits better into the spectrum of movement related abilities:

    Major:
    Move: move two squares
    Running Shot (True Bow): move one square then attack
    Parting Blow (Rogue): attack then move one square

    Minor:
    Move: move one square
    Dash (Rogue): move two squares then become unbalanced

    With this arrangement, the true bow or rogue may sometimes want to pass…

    4 votes
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    2 comments  ·  Flag idea as inappropriate…  ·  Admin →
  15. Remove defeated foes or move them to the bottom of the list

    Defeated opponents should be removed or sink to the bottom of the list so that the limited number of opponents visible on the first page stay populated with the active ones.

    20 votes
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  16. Kickback into an object or opponent should be beneficial

    If you are able to score a knockback hit against an opponent that has no space available to move back into, they should be knocked off balance or receive extra damage. Also, it would be helpful to be able to chain push (knocking one enemy into another causes them both to move back.

    35 votes
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    3 comments  ·  Flag idea as inappropriate…  ·  Admin →
  17. Add a Nethack-like component as a randomly generated adventure location on the map.

    Nethack and Rogue-like games are awesomely addictive, although they are just ASCII (or, in certain cases, ANSI) graphics. The addictiveness, other than heavy RPG-like customisable elements, probably stems from the randomness factor of the game.

    How about making a 'maze' or something similar, which would be randomly generated, which players could use to entertain themselves when they've completed all the prior quests (or, failing that, to help themselves level up so they can achieve previously unachievable quests)?

    There they can find random objects, fight with monsters of their level (or the level of the party), gain levels, and so on.

    38 votes
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    2 comments  ·  Flag idea as inappropriate…  ·  Admin →
  18. Character creation should not allow creation of a character with default name 'Unnamed'

    I didn't notice the 'name' field when creating a character and ended up with a character named 'Unnamed'. Which is kinda lame. There should be a warning dialogue box that pops up if the player misses entering something into the 'name' field.

    4 votes
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  19. Highlight the unit who's action is being described

    When viewing several enemy actions in a row, it would be nice if the enemy unit taking the action was highlighted, so the player could more easily determine who's doing what without taking the time to match up the name "first elite cultist" with the icon on the right, and then find the icon on the board.

    5 votes
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  20. Hide in shadow + recover

    Solo beta with Trow Rogue, hide in shadows + recover is cheese. Hide in shadows needs a duration limit (5 turns?)

    0 votes
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