...needs to stop for the good of the game and people playing it.
There's a thread about poison, there's an NG thread (foolishly) created by me and more stuff like that. Having discussed some of these things, I now realize what most of these threads miss, namely scope and addressing the underlying issue - prevalence of removal over one's ability to produce points. Currently, nearly everything you try to put on board early in a round is destroyed briefly. If 4p specs don't get them, poison will. If it miraculously doesn't, there're always Vincent and YI...
...ahem, my anti-NG sentiments get the better of me again. Yet NG aren't the only ones who do it (they're just the worst offender due to having no value ceiling on far too many of their unconditional removals).
Certain SK/SY decks have the same effect - whenever my spider senses hint at the the presence of Gord or (or six damage specials in case of SK) in the enemy deck I feel a strong compulsion to just surrender that game even though it's easily winnable with what I am running. It just isn't fun to play. It got to the point where I started running several designated sacrificial lambs (Mantelet and a couple of Makhakam Defenders for anyone wondering) who I didn't even expect to achieve anything, but in the end it wasn't enough and now I only have five meaningful cards in my deck and they all play as one climactic little-to-no-setup finisher (a certain safe-ish instant 28 value gain combo + some heavy row punish), while the rest of them is basically meant to delude my opponents into thinking I have a greedy strategy of sorts and nothing else. I'm genuinely surprised every time I manage to gain some value from them and keep it. Most of the time, though, they could as well be a bunch of Elder Bears and it honestly would't matter. I hate Cerys or Geydineth Lippy, Elf Swarm and Uprising with passion, yet I perfectly understand people playing that. They got metabullied into this misery (still have 0 sympathy for people who decide to join the abnormal cell growth NG squad for same reasons).
The only real way to try and keep anything is to plop down a defender, and considering there's a hate-laden glowing-hot thread discussing those, you can safely assume they're at least somewhat controversial.
My point is rather simple, though. We need more viable shielding/armor options, less unconditional oneshots and maybe higher base values for most units (+1 may suffice), so that they finally have a reasonable chance to survive (and maybe disincentivize investing in damage so heavily, instead making people focus on creative ways to gain points instead of ruining their opponents', which is way more fun ultimately).
There's a thread about poison, there's an NG thread (foolishly) created by me and more stuff like that. Having discussed some of these things, I now realize what most of these threads miss, namely scope and addressing the underlying issue - prevalence of removal over one's ability to produce points. Currently, nearly everything you try to put on board early in a round is destroyed briefly. If 4p specs don't get them, poison will. If it miraculously doesn't, there're always Vincent and YI...
...ahem, my anti-NG sentiments get the better of me again. Yet NG aren't the only ones who do it (they're just the worst offender due to having no value ceiling on far too many of their unconditional removals).
Certain SK/SY decks have the same effect - whenever my spider senses hint at the the presence of Gord or (or six damage specials in case of SK) in the enemy deck I feel a strong compulsion to just surrender that game even though it's easily winnable with what I am running. It just isn't fun to play. It got to the point where I started running several designated sacrificial lambs (Mantelet and a couple of Makhakam Defenders for anyone wondering) who I didn't even expect to achieve anything, but in the end it wasn't enough and now I only have five meaningful cards in my deck and they all play as one climactic little-to-no-setup finisher (a certain safe-ish instant 28 value gain combo + some heavy row punish), while the rest of them is basically meant to delude my opponents into thinking I have a greedy strategy of sorts and nothing else. I'm genuinely surprised every time I manage to gain some value from them and keep it. Most of the time, though, they could as well be a bunch of Elder Bears and it honestly would't matter. I hate Cerys or Geydineth Lippy, Elf Swarm and Uprising with passion, yet I perfectly understand people playing that. They got metabullied into this misery (still have 0 sympathy for people who decide to join the abnormal cell growth NG squad for same reasons).
The only real way to try and keep anything is to plop down a defender, and considering there's a hate-laden glowing-hot thread discussing those, you can safely assume they're at least somewhat controversial.
My point is rather simple, though. We need more viable shielding/armor options, less unconditional oneshots and maybe higher base values for most units (+1 may suffice), so that they finally have a reasonable chance to survive (and maybe disincentivize investing in damage so heavily, instead making people focus on creative ways to gain points instead of ruining their opponents', which is way more fun ultimately).