Question:
What do the following Archetypes have in common?
A. Resistance?
B. Soviet or German Control?
C. Kredit or Card Denial?
D. British Commandos?
__Answer: __
-They all tend to run Very Few Units (5-8 typically)
-They all tend to run Tons of Orders/Countermeasures (30+)
-They are Toxic, and Frustrating to play against, especially for new players and may even drive them away.
A. hand gets too full, too quickly
B. no units to interact with, and every unit you put down gets insta-removed
C. one side doesn't even get to play the game
D. no unit interaction and the orders snowball quick
-They make for Piss Poor e-sports (easy one-sided snowballs, boring to watch, minimal unit interplay, minimal strategy as cards play themselves)
Suggestion:
-with Kards Mobile coming, and Kards e-sports trying to build up, now would be the perfect time to address this issue
-the problem with balancing an Archetype, is there are too many Orders available to Maximize the Efficiency of any Archetype, to the point of quick and easy snowballs. These 4 Archetypes do it very well
-Kards could try balancing a few cards from each Archetype, but I believe a more Permanent and Robust solution, would be considering a UNIT MINIMUM, or in other words a NON-UNIT MAXIMUM, for All Decks going forward
Implementation
-I think a 12 UNIT (Inf, Art, Tank, Ftr, Bmr) MINIMUM would keep these Archetypes viable, while not being so Frustrating/Boring/Toxic to play against, and keep the match as an e-sport Entertaining
-a case could be made for a 10 UNIT MINIMUM but I don't believe it goes far enough
-the Deck Builder could just set a NON-UNIT (HQ, Order, Countermeasure) MAXIMUM of 28 (or possibly 30 if thinking 10 UNIT MINIMUM) just like it sets an ALLY MAXIMUM of 12. Again, I prefer 28 here as it flows nicer (Maximum 28 Non-Units, and 12 Allies for the 40-card Deck)
Thoughts?
Do you think there should be a UNIT MINIMUM?
If so, should it be 10 UNITS or 12 UNITS?