I’m not angry. Dealing with Eternal’s mana screw / flood for 40% of my games one day, got me pretty angry. This isn’t anger, this is just me realizing that how the game is designed, just isn’t the type of game I was looking to play. Because the survery they have you fill out when you uninstall doesn’t give you much space to explain yourself, I wrote this here in case the devs wanted a further explanation.
As far as “not every deck can be answered by the same thing” that’s not it at all. I just got done playing Eternal for a week, and Eternal had the same thing. Aggro / Swarm decks need boardwipe answers, control decks with giant endgame bombs need silence / removal answers, etc. Same thing. The difference is that the “need to answer” moments in Eternal happen a bit later in the game and have some build up to them. In this game it’s like turn 4/5 which I feel doesn’t give you enough time to look for answers. Especially when you don’t even know what kind of deck your opponent is playing, because many decks use some of the same “goodstuff” starting units.
I just got done reading another suggestion thread where they were talking about the ranged ability and some dude was like “yeah range isn’t even good, it’s just something high level players use to bait removal”. I facepalmed so hard. If ranged wasn’t good, there’d be no need to waste removal on it. What people really mean when they say that, is that strong ranged units are a good example of “must answer” early game units to exhaust removal so that your opponent won’t have it for late game synergy.
Like, that seems so bizarre to me. If you DON’T happen to have the removal that the range is supposed to “bait” then what? If the ranged really is just “bait” then nothing of consequence should happen, should it? Like, people can’t have it both ways on this one.
I agree with your post, but note you’re missing the point. Yes, I just played a game today where this guy had like 4 19/19 growth, nasty monsters on field, and I managed to run away, make them chase me around, then power up a couple charge cats, send them in and get the kill out from under him. He was not happy.Yes, interesting comebacks can happen. But you want to know what happened turn 4/5 to allow the game to get that far? I happened to draw a dispel and a removal spell to deal with some early game stuff that would have immediately lost me the game had it lived.
What I’m talking about is the “back and forth” that happens turns 4/5 that determines if a game makes it far enough to have the interesting stuff happen in the late game that you’re talking about. Namely aobut how some combinations demand and IMMEDIATE answer that you don’t even know you need before you see it, and you don’t even know if you’ll have it until it happens. Feels less “strategy” and more “binary coin toss”.
Thanks for the replies, always happy to hear other people’s take on things.