#Aggro a TED talk

9 messages · Page 1 of 1 (latest)

sage perch
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AHEM Welcome to a uh- Uranprojekt level discussion. Let's take a moment to meditate and relax before we begin the discussion. Are we a bit calmer? Good, now from the top!

Aggro has been a deck choice that's meant to be a speedcheck for late game decks/a option for newer players to get into the game. It's been around for a long time and used to be pretty mid, but recent updates have made aggro into a monster. Ever since the Winter War update aggro has been on the upward popularity use trend, where tournaments now consistently have aggro decks in the top three decks used if not all three. It's become somewhat unmanageable and something should be done to help bring the game back from a playground slap fight to a strategic card game.

Firstly, let's address the concern of new players. The battle ready decks (the decks from both nation leveling and store purchases) are specifically made to help new players have something other than aggro decks to use. However, these decks have many issues one of them is that if you lack the cards that are within the deck you cannot use it. My recommendation is to give the cards within those decks to the players for free when they unlock those decks. This will encourage people to not only experiment, but also try other nations so they can unlock their cards too. This helps resolve this issue of new players not having alternative options. The game does have a learning curve, but the ceiling shouldn't be lowered so the floor can be raised. Let new players learn how to play the game and let them make some mistakes/struggle a bit. There has to be a balance between difficulty and easiness.

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Secondly, let's address speed check. Speed checking is healthy so decks can't just focus on the endgame and wait to deliver an ultimatum to win (think back to commonwealth). The game can't just focus on blitzing down HQs with 1-2k units, since it severely limits deck building and options unless you run ramp (which carries its own issues being unable to run a deck without US). My solution is this, add a barrier sorta like a no mans land between HQs it wouldn't have a ton of defenses (maybe like 5), but it'll be enough to give both players time to think. This change wouldn't kill aggro since it would only take a turn or two to destroy, but like I said it's enough time to give the other player time to think and plan.

Thirdly, let's address its capacity as a deck. Aggro shouldn't be removed entirely, and I'm hoping not to entirely kill aggro since it has its place in the game. The position it's in though is one of abuse, it runs the game, and unless something changes we will continue to see more renditions of aggro. My recommendation for this is to change a core part of the gameplay the way this would work is if you haven't played a card in the last two turns you will gain an additional Kredit (not slot but Kredit). This will help slower decks get moving, and keep them at a reasonable pace not enabling extreme ramp, but giving a bonus for playing methodically.

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Fourth, let's address game direction. 1939 has made it abundantly clear that their plan for game direction is aggro. For proof of this we can look at the lady few updates from Old Hares, the new SD, etc. These cards have directly increased aggro's potency as a deck and have made it one of the best options. Suppression was an entire mechanic added that directly benefited aggro, and minutely helped other decks. The direction is clear that they want fast paced matches where people engage in what could be called a playground slap fight. This should change and the direction should pivot; we need to move away from the idea that games should be settled by turn five, and instead let them play out. The matches don't have to finally be settled by turn 22 but they should at least be long enough for non ramp players to have a turn or two at max kredit count. This encourage people to make decks that don't rely on purely speed to pummel the opposition.

In summation, Kards needs to make a change and a move away from the current direction. There are more ways than the ones I suggested to help improve the game, and while I don't know all of them I think that these can give a good baseboard to move off of. As a community we alone hold the power to protest the games direction and how the company is handling it. So let's choose the side that encourages strategic thinking and careful planning, and accept but not exclusively use a rushed version of our game.

sage perch
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Forgot this part too. Aggro overall is built on an archaic idea, and it stems from a time where speed is vital since it's what makes it a mobile game. Just because a match takes longer than a 3min toilet break doesn't mean it's a bad game. Taking a bit longer to play and enjoying the experience is what should take priority not becoming like (insert raid shadow legends or other meme mobile game here).

rustic cobalt
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We get it. You don't like aggro.

I like aggro and interaction. I'm gonna have fun countering these early game threats.

sage perch
ancient ether
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it doesn't look good 🕊️

sage perch
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eh