Casualty

I'll start with a TL;DR: This is a plea to ask Oktagon to fix the 2 biggest things that cause a bad player experience. It has already taken too many casualties.

Our coalition family (Black Phoenix, home of YouHave1Job and BlackLotus, among others) has lost some gifted players over this, and I know about other players who have left recently because they feel that the player experience is going down at an alarming rate. These are all prominent players that serve as rolemodels in the community. I can give specific details upon request, but will not disclose it publicly for privacy reasons.

Moreover, tracking the bracket flips for coalition events has shown some interesting data. Where the first 3000 players joined around 22-25 hours after event start just a couple of months ago, it's now around 38-42 hours into the event. Vacation time and an easier "max charges"-schedule have impacted this too, but that doesn't account for the full decrease in participation. The "fun"-factor is disappearing.

Standard is littered with “I win” combo decks.
These decks are not fun to play against and players are leaving this great game. What decks am I talking about: Danitha/Blade, Godo/Blade, and Kiora/Rocco.

My proposed solution would be to limit these combos to triggering X number of times. I’d say X equaling three would be good, but the exact number isn’t as important as the limiting principle, provided that the value of X prevents the combo from being an “I win” button. Most players don’t like facing decks with an “I win” button because there is less interactivity. If the player or the AI assembles the “I win” button, then they generally just win (especially true of the Kiora/Rocco combo). A lot of players dislike playing these decks too, but feel like they have no choice, because outracing the opponent is a better gamble than trying to fight against it.

Additionally, there are a lot of bugs out there.
Of course some are bigger than others, but some are really breaking down the player experience.
1. A very recent example is Kiora, she's not just broken when played with Rocco.
2. Marisi is another, ruining the experience of those who play against it. Marisi has been reported on Januari 25, 2023, and usage has increased since that day.
3. Void Rend: June 17, 2022 (and probably just a text issue).
4. Casualty not destroying creatures with Prevent Damage: August 3, 2022.
Not only does this lead to a distrust in your willingness to fix these bugs, it also causes less reports. Why would a player report any bug if it doesn't get fixed but knowledge about abusability will be more widespread? No one will self-sabotage like that, so they keep the information to themselves. Of course, these are just some examples. The full list of reported bugs is found in the bug forum.

Oktagon, you’ve made a great game. But we need to take steps to protect the game and ensure that more players don’t leave. In addition to fixing the problem that is rearing its head now in the form of these combo decks, it’d be great if you could have a pre-release checklist for your developers that included seeing if any such combos were present and addressing those combos before release. We’re all only human, so inevitably some combos will be missed and thus not able to be addressed until after release. But even having a search for these combos as a step that is pursued before release would be helpful.

Cut Your Losses - address these points. The community will thank you for it.

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Comments

  • Ekkias
    Ekkias Posts: 42 Just Dropped In

    I agree that the current meta is not fun and actually kind of stressful.

    Easy fix: an effect that fetches a creature, either directly to the board (like Blade) or with full man'a to hand (like Kiora), also disables that creature until the end of the turn. Thus, no infinite summon loop.

    Please do something to fix the state of play soon.

  • EmmaJane
    EmmaJane Posts: 1 Just Dropped In

    Agree all.

    100%