Hello @ all,
at first I want to tell you, that i really like Faeria and I think it is a great game.
But there are some things that could be improved (of course, regarding that Faeria is early-access…).
I play Faeria now for aproximately 4-5 weeks, reaching God-rank a few days ago: And there starts the problem
I think reaching God-rank is too easy at the moment.
Getting bonus stars for a winning-streak and for winning against a higher league opponent is too much I think.
Getting both together - 3 stars for only winning 1 game - is really to much.
In Hearthstone (the only other TCG I played yet) the problem is solved by removing the winning-streak bonus for all players above rank 5. Don’t get me wrong: I think Faeria is a much better game than Hearthstone, but in this specific task the point goes to Hearthstone. The problem with the higher league opponent-bonus should solve itself when there are more players in the game.
The Meta:
Actually there are four different decks that dominate the meta:
- Yellow rush
- Yellow mobility
- Red rush
- Decks including “Three Wishes”
All other decks are seen really seldom.
I’m totally aware of the fact that there will always be the so-called Tier-1-Decks that are strong and will therefore be played by most of the people.
Regarding my own experience so far i can tell the following: From rank 5 on I startet to play with the Yellow mobility-Deck, seen by every player in last month’s “Monthly Cup”. Within only one day I managed to climb to God-rank and the follwing day i climbed from #79 to #25. On the next day (getting a little bored of always playing the same Deck for days) I decided to test different other decks (except the four I named already) including different kinds of blue, green and combined Decks…
I went down the ladder rapidely to #90 at the moment and i think that i would be rank 5 again if it was possible to lose God-rank within one Season…
Theres is one thing that I blame the most for this:
Removal spells:
Yellow and Red are having a massive amount of spells which are able to remove minions completely without any kind of board-interaction, such as “Last Nightmare” or “Firebomb”. Additionally they have spells which are able to finish off injured or low-health minions (“Seifer’s Wrath” or “Soul Drain”) plus having an additional bonus such as self-healing or damaging the opponent’s orb. Personally I think that this is not very balanced, especially regarding the fact that Green and Blue are missing such spells completely.
I really much like the way you created the Blue Cards instead: No “Hard-removal” or “Execute-like spells” but spells that are weakening creatures (“Humbling Vision”) or hex creatures (“Mirror Phantasm” or “Frogify”). Theses spells make it necessary to plan a following board interaction if you plan to kill an opponent’s minion!
Other balancing issues regarding Yellow and Red are already mentioned in other threads, such as the rush-Decks of these colours doesn’t get out of steam because of cards like “Zealous Crusader”, “Firebringer” or “Hate Seed”.
The Mulligan:
I really hate it when I get the same cards that i chose to discard. I think you all understand that point without further explanation…
Three Wishes:
I think the cost-reduction of the drawn cards is too strong. Getting for example a 0-cost “Soul Drain” is ridiculous.
I really like the idea of the “structures”. I think they should be “buffed” to be more important.
General ideas:
I would love to see special minions that are completely immune to any kind of damaging spells as a special ability.
I would love to see a minion with the special ability to disrupt the next spell played by the opponent (only once of course).
I would love to see a spell that banishes one minion for one turn, for example to ignore a taunt for one turn without killing it or to protect a minion for a short while.
I think I stop now, apologizing for my bad english
Bye
Knethaggis