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- consider the value of pattern shift as a curse, in fights where it has no or low impact
- consider the value of pattern shift to regulate your hand, such as switching INTO an attack on a turn with a good hand setup
- consider pattern shift in context of the large gap for immediate non-setup damage, Disciple has very few tools to deal with fast hitting or scaling enemies, low immediate damage, and troublesome aoe. Pattern Shift is a huge compensator for those situations
- consider the lack of t1 consistency for pattern shift when so many of the above strats are t1 relevant
And most importantly...
- the value of a pattern shift locally is always mitigated by the fact the enemy is doing another move instead. Example:Champ. Skipping the half health buff sounds amazing, but it skips into an execute. Additionally, you lose the tempo from the skipped turn. How many times have you ironclad stalled champ and then gathered strength to deal 240 damage to champ on the buff turn and the turn after with no risk? The answer for me is... all the time. Having two guaranteed, predictable free turns is how you beat champ on high ascensions on vanilla, but Disciple doesn't have much scaling, so that is mostly not an option for them. In the many situations like this, Pattern Shift is The core tool that prevents getting wiped out entirely. Is it op? Irrelevant, the class is balanced around this card existing, and complementing the slow setup toolkit
The definitive TL,DR is really that I personally think the mechanic would not exist outside of mods yet because it removes defining features of various fights so some kinda feel homogenous.
Again, it doesn't feel like something a developer would want to do unless there are enough playable characters so that it's fine to make an exception,
but I'm obviously just getting hung up on the desire to show the player as much as possible even though we have things like ash lake in dark souls and all sorts of other secrets and optional stuff,
not to mention the inherent boredom that comes from repeating things ad nauseam, which is another reason to justify this mechanic after all.
Even then I'm just wondering if you could make it work without entirely removing the things that make some foes who they are. Theorycrafting if you will, which I'm sure you've done extensively and might talk about in your own topic after vacation tm.
The mod author always has the last say either way, and I've yet to emphasize that it's dang solid.