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Taking Out Item Cards From Deck+Item Card Section

AuthorMessage
Mastermind
Jul 26, 2011
306
This has been on my mind since Darkmoor came out. Don't like or need a spell card a pet or certain gear gives you?Instead of wasting a round dispelling the cards, we should be able to take item cards out of our spell deck that we don't want. For example, if a Myth wizard is using a Polar Bear Cub as a pet and doesn't need the Woolly Mammoth cards, you can take the out of your spell deck. Or if you don't need those Shadowblades, Shadow Traps, or Shadow Shields your Darkmoor gear gives you, you can take them out of your spell deck. Where would these spells go after you take them out you ask? There can be a new Item Card section of your spells where you can add them back in when you want them. However, after you take the gear off the item cards disappear as well. Any ideas or concerns are welcomed.

Geographer
Sep 07, 2011
823
Yes! This has been suggested elsewhere and it's a good idea. There is no need to make permenant changes to anything. Simply let the spells in our lower deck be switched on and off. All our pet and gear cards could appear as normal, but we could click on them individually, and the ones we pick would grey out and not appear in our hand during combat. So if you didn't need the traps from your Mali robe, or only wanted one of you pet's three cards, or 2 of your 6 wand hits, or whatever, only those would come up in play. When you want to add them back, click the grey card in your deck and it would turn back to normal.

I hope this feature will be added. It would be a big help when farming especially.

Astrologist
Dec 26, 2013
1124
Megan Frostflame on Jun 8, 2015 wrote:
This has been on my mind since Darkmoor came out. Don't like or need a spell card a pet or certain gear gives you?Instead of wasting a round dispelling the cards, we should be able to take item cards out of our spell deck that we don't want. For example, if a Myth wizard is using a Polar Bear Cub as a pet and doesn't need the Woolly Mammoth cards, you can take the out of your spell deck. Or if you don't need those Shadowblades, Shadow Traps, or Shadow Shields your Darkmoor gear gives you, you can take them out of your spell deck. Where would these spells go after you take them out you ask? There can be a new Item Card section of your spells where you can add them back in when you want them. However, after you take the gear off the item cards disappear as well. Any ideas or concerns are welcomed.
Call me a purist but I have to disagree. I admit it might be a useful function but I think it offers too much of an advantage. I guess maybe I get too much enjoyment out of the strategy phase of the game. It seems to me that if you want the advantages a pet or article of clothing gives you, be it damage boost, stun resistance, power pip chance or spell card... then you should have to accept whatever you might consider a disadvantage as well. We shouldn't be able to pick and choose what stats or abilities we get from any item. They are what they are and we should have to make our choices accordingly. Much like a deck of cards with jokers included, there might be occasions when a joker is the last card you want. But if the decision is made to include them at the start of the game, then you have to live with the consequences. We have a relatively large amount of inventory space and the ability to customize gear sets and carry numerous pets. That should be enough to allow anyone to be prepared for most any situation. Just my opinion but I feel this would be an unnecessary tweak to a system that works pretty well the way it is.

Mastermind
Mar 13, 2010
328
I have to agree with TucsonWizard.

While I completely understand *why* you'd want this, and yes it would be beneficial, like another thread I've recently participated in, it doesn't follow logically. If you take the good, you take the bad. The advantages come with some disadvantages as well, and you have to weigh whether or not the advantage of doing X is worth the disadvantage of Y.

That's part of the fun of the game - the strategy, the thinking ahead - that would be lost if we could tailor everything to our advantage.

Yes, it would happen for everyone, so it would be "fair" to all players - but it wouldn't be "fair" to the game. (Fair isn't exactly the word I want, but I can't figure out what would be better.)

Perhaps if you had enough gear cards that they didn't all fit in your sideboard, you could choose which to eliminate? This would definitely provide an "unfair" advantage - however, it's better if the player decides X,Y,Z than the game. . .

Champion
Mar 27, 2011
405
TucsonWizard on Jun 9, 2015 wrote:
Call me a purist but I have to disagree. I admit it might be a useful function but I think it offers too much of an advantage. I guess maybe I get too much enjoyment out of the strategy phase of the game. It seems to me that if you want the advantages a pet or article of clothing gives you, be it damage boost, stun resistance, power pip chance or spell card... then you should have to accept whatever you might consider a disadvantage as well. We shouldn't be able to pick and choose what stats or abilities we get from any item. They are what they are and we should have to make our choices accordingly. Much like a deck of cards with jokers included, there might be occasions when a joker is the last card you want. But if the decision is made to include them at the start of the game, then you have to live with the consequences. We have a relatively large amount of inventory space and the ability to customize gear sets and carry numerous pets. That should be enough to allow anyone to be prepared for most any situation. Just my opinion but I feel this would be an unnecessary tweak to a system that works pretty well the way it is.
I think it would be a great addition to the game. If they aren't going to do it, then they should stop hamstringing good gear with absolutely useless cards. I don't want shadow blades or traps, power play cards, random shields or off school attacks ever. Yet the gear with the best stats often comes with junk like that. I rarely want more than one or two wand hits.

Letting us deselect those would be wonderful. Or make gear come with sockets rather than cards, then let us add the cards we want rather than useless junk. I understand your deference to tradition, but deck clutter is a common problem/complaint with a lot of players. I'd argue that the system has been off all along. I know I've avoided buying a lot of crown gear because it came with unwanted cards. There are pets I like for looks, but won't use because I don't want their cards. If I am fighting mobs, I'd love to be able to switch off my amulet blades and extra sharp, then switch them back on for a boss, rather than have to change my pet, change my amulet, change my boots, etc. Gear sets make that somewhat easier, but I still drop mana and downgrade other stats to get what should be a simple deck adjustment.

Player enjoyment should trump tradition.

Astrologist
Dec 26, 2013
1124
Dakota Death on Jun 10, 2015 wrote:
I think it would be a great addition to the game. If they aren't going to do it, then they should stop hamstringing good gear with absolutely useless cards. I don't want shadow blades or traps, power play cards, random shields or off school attacks ever. Yet the gear with the best stats often comes with junk like that. I rarely want more than one or two wand hits.

Letting us deselect those would be wonderful. Or make gear come with sockets rather than cards, then let us add the cards we want rather than useless junk. I understand your deference to tradition, but deck clutter is a common problem/complaint with a lot of players. I'd argue that the system has been off all along. I know I've avoided buying a lot of crown gear because it came with unwanted cards. There are pets I like for looks, but won't use because I don't want their cards. If I am fighting mobs, I'd love to be able to switch off my amulet blades and extra sharp, then switch them back on for a boss, rather than have to change my pet, change my amulet, change my boots, etc. Gear sets make that somewhat easier, but I still drop mana and downgrade other stats to get what should be a simple deck adjustment.

Player enjoyment should trump tradition.
I understand your position but bear in mind that one person's enjoyment might be another person's annoyance. You're correct that I'm speaking from the standpoint of my personal preference. I like your idea of socketing gear and hopefully that will be something that comes in the future. And I definitely agree with your point regarding Power Play! In all the time I've played W101 I can't remember anyone EVER casting Power Play. As for the other spells you mentioned, and off-school spells in general, in most cases for me it's situational. I guess I've just accustomed myself to accepting the good with the "bad" and preparing for it accordingly. I really don't see much more effort involved in switching a pet or a piece of equipment than what it would take to switch off a function (spell card) on a piece of gear. It's all just a couple of screens and a couple of clicks, a few seconds of time, and I feel that additional coding could lead to more potential glitching. Not to mention remembering to switch all of that stuff back on when you go into that big boss fight.

Mastermind
Jul 26, 2011
306
Maybe I can solve both problems in this post? Maybe a certain levels you can take out a certain number of cards starting at level 10. Level 10 gets one card removed, 20 gets two, 30 gets 3, 40 gets 4, 60 gets 5, 80 gets 6, and 100 gets 7. This way it lets you have control of the cards you have in your deck and keeps with a limit of what you can take out. Plus at level 100 if you have full Malistaire gear, Morganthe amulet, and maybe a beast pet, you can take out all cards no problem (minus the wand spells)