Written by Nick D'Orazio January 22, 2017 11:25 pm

Faeria Developers weigh in on game’s current balance

StateOftheGame

 

State of the card game

Releasing new cards into the game is sure to change the meta, but there always lies a risk.

Developers want to bring exciting and powerful cards into their game, but in doing so they risk making previous cards obsolete. At the same time, the new cards need to be compelling and strong enough to break through the established decks and actually make a difference. Card game designers are posed with the eternal question: “Is it more fun for the new cards to be overpowered, or never used?”

If I had to answer this question rationally, I’d probably choose a universe where new cards are always powerful (maybe even a little too powerful), because at least that changes the game and adds something new. When a new card is so weak it is forgotten about, it is essentially useless. It punishes players for diving into new content and makes it less likely for players to look forward to future expansions.s.

Faeria’s rush deck problem

In this official post, Faeria developers explain that the hardest part about balancing rush decks is actually managing their “perceived” power level vs. their “actual” power level.

For instance, at lower levels of play where players are just beginning to understand the importance of defensive land placement and other nuances, rush decks punish the novice player quicker than any other type of deck. They “inherently end the game faster” and appear to be encountered more frequently because of this. When you lose to a rush deck, it’s fast. When you win vs. a rush deck, it’s as slow as a normal match.

Despite Faeria designers correctly reminding players that Slow decks on average perform better at the highest level of play, Rush decks are still a bane to the player community that draws a decisive line in the sand between “fun” and “not-fun”. Abrakam deserves heaps of praise for their ability to listen to their community, and their official response shows that they are willing to take the steps needed to fix this problem:

This is a very delicate line that we have always walked, but we’re prepared to try on some new shoes.

With our goals for the viability of aggressive decks still in mind, we do believe at this point in the game that rush decks in general are stepping over the line of their appropriate power level across all formats.

In regards to solving this issue, we feel there is some room to expand a player’s options for dealing with aggressive decks in general. We want to allow players more answers to aggressive decks, particularly against Yellow. This will likely involve redesigning a few cards, and we plan on doing this soon.”

Other mechanics looking to be changed

On top of rush decks, Faeria Developers confirmed that the Slam would be looked at and changed in the future:

“Without getting into too much detail yet, we’re looking at a suitable solution here, and expect to share it with you soon.”

The Slam keyword has been responsible for some pretty obnoxious scenarios for players defending against a green assault, and combined with Jump, Dash, and teleport mechanics available in green, seemed impossible to play around. Green creatures are mobile to such a degree that seems to betray their above average stat line. The general consensus among many Faeria players was that green was overpowered because of this, and a game where massive creatures can out-trade and out maneuver their opposition was not fun.

Surprisingly, however, Abrakam has double down on their support for green having such mobile creatures:

 

We’ve seen some confusion recently in the community over Green’s identity and where we are going with it- and we don’t blame you. Seems a little weird for Green to have Jump, Dash, and “Teleport” now after so long, right? We’ve touched on this before, but believe it worth mentioning again in case we weren’t clear.

The short answer is that we have gradually come to the conclusion that no movement tricks at all in Green does not lead to a fantastic gameplay landscape. Green’s lack of mobility didn’t pair well with their lack of board removal. We’ve therefore shifted design in such a way that leaves Red as the only ‘immobile’ color, which it compensates for with its multitude of direct and indirect damage options. Green has now become the master of using its creatures to solve problems. Now that Green’s creatures have more capability to travel across the board, we feel the color both now plays better and has had a healthy design space opened wide for future additions.

You can expect this new mobility potential to remain part of Green’s new identity for the future.

So there you have it– greens mobile threats aren’t going anywhere.

What do you think?

Are you satisfied with the direction Faeria is headed? Are the developers rational acceptable to you? Let us know in the comments section below!

Follow us at @PlayFaeria for more Faeria news, strategy, and content.

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