Dragon's Gate Design Studio

October 23 – Dev Blog

A man wearing glasses with black hair and brown eyes smiling with trading cards in his hand

Hero Tactic Thursday’s Dev Blog!

Version 0.81 — Building a Damage Point System

Hey everyone, Guillermo here. Welcome to a sneak-peek into V0.81 of Hero Tactics! We heard your feedback and went back to the drawing board. Today I want to walk you through a new idea to make actions more consistent and easier to balance across sets: a Damage Point System.

The goal is simple. Every Action Point (AP) should map to a predictable amount of damage. Abilities attached to that action then subtract or add “value” from that baseline. This lets us compare cards apples to apples and tune them without guesswork.

Why a Damage Point System?

  • It creates a clear standard for designers and playtesters.

  • It makes early game and late game decisions feel fair.

  • It helps us price abilities so they feel powerful without being broken.

I’m giving extra weight to the first AP to set a strong floor for turn one plays. After that, damage grows at a steady pace.

Baseline Damage by Action Points

These are the starting numbers before any abilities are applied.

  • 1 AP6 damage
    Turn one needs to feel meaningful. This is roughly twice a basic attack.

    • If an effect is attached, it usually costs 1–2 damage, so a typical 1-drop with an effect lands around 4–5 damage.

  • 2 AP9 damage
    This is a bump from the current 7–8 range.

    • If it hits two targets, split the damage as evenly as possible.

    • Effects still subtract 1–2 damage depending on impact.

  • 3 AP12 damage
    These become more consistent workhorses.

    • Can target multiple enemies but not full-board. Split the damage evenly.

  • 4 AP18 damage AoE
    Medium frequency for true AoE effects.

    • 24 damage if the effect also hurts a Summon.

  • 5 APBig AoE and Ultimates (That’s right!)
    These are the flashy finishers. They help close games or flip a board.

Rule of thumb: Abilities deduct from damage to pay for their utility, unless noted as a positive tradeoff like Recoil or Two-Turn Attack.

How Ability Pricing Works

Each ability has a damage adjustment that reflects its impact on the game. You can think of it like a budget. Start with the AP baseline, then add or subtract points based on the attached effects.

I’ll drop the list here as bullets so we can turn it into a nice table later.

Damage Adjustment Reference

  • Blind: −2

  • Burn: −1 per Burn counter, −2 additional if it also hits another target

  • Companion: −1

  • Enrage: −2

  • Foresight: −1, −2 if Foresight 4 or more

  • Immune: −1, −2 if Immune 3 or more

  • Intimidate: −2

  • Recoil: +1, +2 if Recoil 3 or more

  • Mill: −2, −3 if Mill 4 or more

  • Mute: −2

  • Paralyze: −3

  • Summon: −3

  • Pierce: no change

  • Poison: −2 per toxicity level

  • Protect: −2 per target it protects

  • Rejuvenate: −1 per target

  • Shield: −1 for every 3 shields it grants

  • Taunt: −5

  • Two-Turn Attack: +3

Note: We heard the feedback loud and clear –  Poison has changed. It now scales by toxicity level. More to come!

Gameplay Scenario

A few quick calculations to show how this works in practice.

Example 1: 1 AP poke with utility

  • Baseline: 1 AP → 6 damage

  • Add Foresight 2: −1

  • Final damage: 5

Example 2: 2 AP split shot

  • Baseline: 2 AP → 9 damage

  • Targets two enemies, split evenly

  • Add Burn 1 to each target: −1 total for Burn, −2 extra for the additional target

  • Final damage pool: 6 total, split 3 and 3, each also gets Burn 1

Example 3: 3 AP heavy disable

  • Baseline: 3 AP → 12 damage

  • Add Paralyze: −3

  • Final damage: 9

Example 4: 4 AP AoE with Summon clause

  • Baseline: 4 AP → 18 AoE

  • Card also hurts Summons → rises to 24 AoE

  • Add Intimidate: −2

  • Final AoE damage: 22

Example 5: 5 AP Ultimate with Recoil

  • Baseline: 5 AP → big AoE finisher

  • Add Recoil 3: +2

  • Add Pierce: no change

  • You trade some survivability for extra damage. High risk. High reward.

Multi-Target and Splitting

When a card hits more than one target, split the damage as evenly as possible. If there’s an odd point, the controller chooses where the extra point goes unless the card text says otherwise.


What We’re Testing Right Now

  • How valuable should the first AP be compared to the rest

  • Where to set the exact breakpoints for AoE

  • How many points each disable should cost at different intensities

  • Whether Recoil and Two-Turn Attack need a tiny bump or reduction after more games


Tell Us What You Think

This is a starting point. I want to hear your thoughts. Tell me what feels off, what feels great, and why. The more specific you are, the better we can tune this. If you say you don’t like something, please explain what it did to your game state or how it changed your decision making.

  • Which AP tier felt too weak or too strong

  • Which ability costs felt incorrect

  • Any combos that became unfun or auto-picks

  • Where you felt your choices were limited by math instead of strategy

Drop your feedback in Discord. I’ll be reading everything.

Thanks as always for helping us shape Hero Tactics.

Leave a Reply

Your email address will not be published. Required fields are marked *