Thanks again for all the insights : )
The thing about reactions to enemy actions is that I believe that it would be a mistake to have a full basic action as a rection. So "on poison, heal", "on shield, damage", has the potential of completely negating the other unit's action if the two units have the same power. We can tune it down by translating the reaction into power gain, as applying poison with 1000 power is very different from gaining 5 power. Most unit's cooldowns should probably be increased - with the other options being reducing the charged amounts. The initial idea in the game was not having enemy reactions at all. Maybe this behavior could be moved into unlocked silver-gold units, and reduce them to just 1 unit per type. I like how the inquisitor works in that regard.
I also noticed that the game is much easier to follow at 1x speed lol (some transitions' speeds need to be adjusted because they were developed with 2x speed, but the game makes much more sense).
As the game is mostly centered about getting 10 wins, I'm fine with "everything is op" in infinite mode for now.
My intention now is creating about 20 new units, 10 silver and 10 gold, to have the player unlock them.
The gold and silver shops allow the player to get an above-average unit earlier, but without much control on the types involved.
Another priority is addressing over-haste, over-slow and over-heal, and these builds are currently underpowered.
EDIT: going to check those poison ticks. We do have logic in place to only consider the difference if we have both regen and poison. I also noticed the poison counter reduce its value when the match is over.









