This very much tho. I feel like, while we are certainly moving in the right direction, there is still a LOT of cards that limit what is essentially viable. Sure, you can build a Sarlac meme deck, but don’t expect to win. If you want to be viable at a top level, there’s usually only one to two archetypes available to every general/faction, and that’s just a pity, because in theory there’s many different options available, but most of them fall flat in certain ways. Additionally, certain auto-includes reduce the creative aspect even further. Yeah, you can play without Rev/Makantor/Holy Frustration, but why even bother?
Small Sets Are Not Trustworthy Anymore
I think op was referring to Meltdown V2
So uh, Meltdown and Enfeeble actually destroyed the meta. I outright stopped playing waiting for a patch that made Faie have to play somewhat fair. Simply put, on every observable level, Meltdown is a card that read bad, and fundamentally was bad- but emphasized playing exceedingly greedy decks. Duelyst’s cardpool is not at a point where something so obnoxiously battlecruiser can be given to a faction with disproportionate amounts of cheap removal.
As a whole, Bonds is the best set made so far- and a mark of progress when compared to Shim’Zar’s silliness (and Shim’Zar even introduced many of my favorite cards!.)
Also, I called a march//april balance patch to fix AB. While I’m glad that the devs took their time, and made drastic decisions, there really needs to be more forward consideration concerning the power level of neutrals, and the cost of spells altogether. Is there any really good reason that Circle has to cost 8 instead of 6? The game is invariably marked by a series of disparities created with the intention of building flavor, but instead just outright translating to power.
I like balance changes but seriously, if you need to nerf a card by making it 2 mana more expensive, you are doing a poor job at designing it in the first place. Sure, sometimes the true value of a card is hard to calculate, especially if it has a crazy or yet unexplored effect, but bumping the mana cost from 3 to 5 means that the original design had no proper value evaluation behind it. If it had been properly evaluated, the original card would cost 4 with nerf to 5 due to mistake, or cost 3 with nerf to 4. Same goes for Chrysalis burst, bumping it up 2 mana means that not much thought had been put in the original design.
I love balance changes, but only when they are small, such as with Meltdown or Variax, because the Value of a card can oftentimes be hard to evaluate right of the bet, and thousanda of games are needed to see it’s true strength. When CPG changes cards slightly, it just means that they made a small error calculating the value of a card, but when they make major changes, it just shows that their design philosophy is flawed.
Anyway, IMHO, CPG should take another look at their design philosophy and update it, as it is clearly flawed. Im saying this not to bash or hate on cpg, but to hopefully help them create better decisions right of the bat in the future.
Meh, mistakes happen, big or little.
Duh I don’t see what I can answer, I dont think you see real issue: “nerfs are based on…”, “we are certainly moving in the right direction”, “I love balance changes”, “mistakes happen”, etc.
I will quote a vet here maybe you trust him litle more. And next small set we will just see if it happens again or not - economist in me says it will, again and again, (happy to say im not game developer atm) hopefuly u will remember his words or just the idea *)
devs will make totally broken and op cards disregarding the game’s balance in order to entice players to buy those mini expac. And then after a few months they will nerf them to obscurity w/o any compensation.[…] Don’t get me wrong I like nerfing op cards to make the game more balance, what I don’t like is devs making obvious broken cards just to make quick cash.
Wat
The two most popular decks on the upper ladder are arcanyst faie and rush/pseudorush magmar.
Arcanyst Faie lives and dies by the Ancient Bonds expansion, and runs almost exclusively Arcanyst minions, with the exceptions of Hearth-Sister and the occasional Embla.
Additionally, AB and BB expansions are still great (I prefer those orbs every time) since you get a guanateed set of 3 instead of 5 random minions.
“We’re sorry for nerfing cards that the community wanted to nerf. We will refrain from further balance patches, despite being met with overwhelmingly positive feedback. We will also be abandoning this incredibly generous and convenient expansion model for an annoyingly slow and random collection process.”
-Nega-Counterplay
Let’s say you are right:
It’s normal for a f2p game to do this kind of thing, they need to make some money.
But they nerfed the broken cards, so not a problem here.
The exp was easy to grind and none of the cards/exp required real money.
You could always stop playing if you don’t like the game, or how it’s managed.
If you keep playing, i suggest you complain about something that actually hurts f2p players.
i can’t see how it’s even debateable that the devs have, and will continue to, deliberately release overpowered cards which they plan to nerf later in order to sell expansions. why the vast majority of posters seem so ready to jump to the devs’ defense on this matter, when it was witchhunt of the year over the miniscule reduction in legendary droprates in shimzar (when cp never promised anything other than 1 card in each pack being rare or better) is beyond me.
defenses like “it’s good they nerfed the OP card tho” are so asinine as to seem to be deliberately missing the point. no shit it’s good if OP cards get nerfed, but were they deliberately put in the game that way and will they continue to be to sell expansions? yes. are you ok with this? apparently so if you want to try to obfuscate the actual topic here and focus more on how disrespectful someone’s tone might be than whether or not they have a legitimate point.
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