Much like the Mechs, Battle Pets is one of those concepts that could be super duper nice in theory but needs some major updates. I’ll be slowly working here on individual cards but the core precepts of this proposal are: making away with some of their undercost idea by giving them a better AI and making usage of the new techs of the UI in their favor.
The revised AI
The new Battle Bet AI shouldn’t only consider physical distance between units, but threat range as a whole - every unit they can move into and attack should be eligible based on the parameters below. As for mobility and direction, a simple switch should do one of the most crucial things to keep ranged battle pets sensible: if you’re ranged, you move AWAY instead of towards your intended target.
A smart boy
- Priority Alterators (Taunts, targetting spells)
- Enemy General, if they can kill them
- The highest Attack Minion they can kill
- Enemy General, if that won’t kill the Pet
- Minions they won’t be able to kill
- Enemy General, it that would kill the pet
The UI and drawing lists
A previous issue we had with Battle Pet related cards is how there was little space to notify exactly what cards it could pull in days they had specific lists instead of an all-encompassing full-random pull. With things like the increased text size limit and the tech to show previews of related cards we see in Sentinel and Build cards, those smaller, more concise pools could be making a comeback.
I’ll be along the week tackle faction by faction, giving a look both at the creatures and their related cards. Ideas, suggestions, any quip on the theme is welcome. =w=/
Lyonar: