

I think it would be much more informative for (new) players to see the rationale behind suggested cards - "you have X Time cards, so consider playing this many Time Sigils", "your deck has a lot of units, so try using Rakano Banner". This one is more of a personal bugbear, but I wish the game provided a recommended power base, rather than auto-filling power. Having recently started, the number of existing sets and old cards needed for a competitive deck can feel like a barrier to entry based on the frequency with which people are on here asking "I'm a new player, what's my next step/the best use of my coins/etc?", the game could maybe do a little more to point you on your way after the tutorial. One thing I do agree with in OP's post is that the new player experience could use some work. Personally, I play card games for the element of randomness, and I'd probably be complaining if the variance were removed entirely. Someone will always find something to complain about. We've seen a lot of mechanics that improve on the idea of a cardgame being decided by randomness, and I'm a big fan of anything that provides another level of decision-making. It's great to see you embracing the upside more often and celebrating the good parts of Eternal.

That being said, I do really appreciate your recent attempts to counteract your own negativity. Even in Chess forums, you find people who are mad about players who make unorthodox plays because it introduces "too much" randomness into the game. It feels like no matter how little variance a game has, there will be a subset of folks who are not pleased about that amount of variance. I don't mean to crap on you too hard, but you've been around for a while and have consistently always found something, set after set, that isn't correct about the game.

I think, having seen enough of your own posts and similar stuff in other games, I can safely say that regardless of the mechanics dealing with variance, people would find something to complain about. I just hope the devs have a plan for A) getting the word out to new players and B) revamping the new player experience so they can get up and running playing with all these cool new effects. So yeah, kudos to DWD for coming so far since those days. Apparently all the Tenan decks went a combined 0-13 in the mirror somehow.wow). Alhed is good on his own, and comes and goes as far as the viability of heavy time decks goes (they got washed at worlds pretty hard. Thinking about how many "OMFG POWER SCREW REEEE" reviews that early Eternal had on steam with the "not recommended" sign, how some players said "welp, quitting Eternal because my best cards cost 5, but I lose if I draw 2 more power than my opponent", and so on, and seeing everything that Eternal has specifically done with mechanics that manipulate power and influence, makes me wonder just how much potential to grow the game has if the new player experience gets overhauled coupled with a strong introduction to all the power mechanics.Īlso, those power/influence mechanics have given rise to some incredibly skill-demanding decks built around Jarrall and Kira ascending. That said, I do wonder how much bigger the game could have been if all of these mechanics were around in set 1. Between etchings, pledge, petitions for cylixes, emblems, marketing power away (or for power, if you're a greedmonster), sigils-matter type cards (Jekk!), plunder, decimate, and other future mechanics we may have, one doesn't realize just how much has been done to actually reduce some of those FeelsBads that early Eternal had. So, for reference, here's the original thread that made into the !whatis balance command.Īnd looking moly, I think DWD indeed has done a great job driving said spike through variance.
