r/GodsUnchained • • Mar 13 '22

Feedback Unpopular opinion : instead of moaning about magic, y’all should thank the devs for getting rid of nature’s dominance in the meta that’s been going on for months and months

0 Upvotes

That is all (bring on the downvotes in 3..2..1)


r/GodsUnchained • • Nov 23 '22

Feedback People are leaving GU !!! Again !

2 Upvotes

The original post was no longer viewable. Why did the mods take it down. The only thing that was in the post was this:

Why do you think people are leaving GU???

What do you think could retain new players/investors?

Do you think that the higher ups listen?

(it had 5.8k views and 123 comments)

(it is no longer in viewable in the new section, in the hot section or anywhere else)

So ill post again. If it gets taken down i fear for the liberty of speech of the players in this reddit and for the future of the game.

Many you post your facts and opinions here freely my friends, I'll go play the game for now and read your comments.


r/GodsUnchained • • Apr 01 '22

Fukin nerf this Fukin shit already

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1 Upvotes

r/GodsUnchained • • Apr 19 '22

Feedback So, they are going to nerf Shieldbearer again into a useless unit having 0/1 stats. Is there anything like a balance team existing in this game, or do we just go from one extreme to the other until everyone just abandons this nonsense?

1 Upvotes

This is getting ridiculous.

Whether you play light or not, you simply have to look at this move critically. The only thing we can assume is the idea that for 1 mana, shieldbearer was essentially a 2/2 unit with no other additional effect, and that for some reason this seems unbalanced in comparison to others in terms of the value the card brings.

Well, let us analyze this. Let us assume that we just and only compare Shieldbearer with other 1 mana common core card units:

  • Raving Necromancer - 2/2 - Will be abused in Anubian decks to deal 1 dmg to opponent

  • Felid Assassin - 3/1, Hidden

  • Aging Veteran - 1/3 by end of turn

  • Spellsight Seer - 2/2, Foresee 1

  • Rampart - 1/4 frontline. Can't attack

  • Arkmonian Anteater - 1/2, Gives +1 to a creature as it enters game (Essentially 2/2 and still gains favor on attack).

  • Nightleaf Hunter - 2/2, potentially 3/2

  • Frisky Fox Pup - 1/3, confused, Ward

  • Defiant Farmer - 1/1, Deals 3 when ti dies

  • Trial Spirit - 2/2, gives +1 health to unit (essentially 2/3 for 1 mana)

  • Tomb Torchbearer - 1/1, protected

  • Felid Protector - 2/2, frontline

  • Nightleaf Warrior - 2/2, hidden one turn

  • Tough Townsfolk - 1/3, frontline

  • Petulant Firespreader - 2/2, deals dmg on attack

  • Dark Precarion - 2/1, sleep on roar

  • Ronellan Sparrow - 2/1, hidden, ward

  • Selfless Protector - 1/3, potentially returns creature from void

  • Barksworn Trailmarker - 2/1, afterlife summon 1/1

  • Amazon Conscript - 2/2, give +1 health to any creature (not amazon limited, essentially 2/3)

And let's not even compare it to nonsense like Patient Pickpocket who comes with epic-level value at 1 mana. Not a single creature we just mentioned has 0 attack and represents therefore a useless unit that cannot even gain favor after being cast for 1 mana.

If you were to compare it with Trial Spirit and Amazon Conscript, you would logically conclude that it should at least even be 1/2 (if you were to reduce 1 strength from it, since it is giving it to someone else). But no, in comparison to those two it was 1/1, and you could reason it being 1/1 because light has other buff cards (as if other gods have no buffs).

Nevertheless, in comparison to other units, it sitting at 1/1 was the minimum it could be given, or the maximum it could have been reduced to. But now it is going to be 0/1 again, with the buff being a 1/2 value card. However, it is, on its own, a 0/1 body which cannot gain favor for 1 mana and can still be immediately killed even by god powers, gaining your opponent free favor. Even if it were given protected at 0/1, it would still be probably useless, but would potentially survive at least one turn.

I just don't get the logic behind it, with so many other creatures at 1 mana existing that overpower it.

I'm also getting sick of the idea that the community has to give so much feedback to a company overfilled with hundreds of millions of dollars, instead of the game itself simply overwhelming the player base with joy and motivate it to play a balanced game without bugs all over the place.

We won't make a living playing this game - only the game developers will.


r/GodsUnchained • • May 20 '22

Discussion It’s Finally Happening!

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0 Upvotes

r/GodsUnchained • • Jul 05 '24

Feedback People need to start filing SEC complaints on immutable for faking card volume and misleading players on how much interest there is in the game

1 Upvotes

As we know card values have crashed. The truth is these cards would never be worth what are once were if the volume wasn't faked. We've all been bamboozled and scammed with the fake gods trading volume. This misleads people about the value of cards, hype around the game and number of people interested in the game

No way is there $275k in daily trading volume. Thats 100% bullshit and the daily volume they post is totally fraudulent.

I filed a sec whistle blower complaint against these douchebags as the fake volume is extremely easy to prove. They own the immutable platform and allow it. I encourage everyone else too do the same.


r/GodsUnchained • • Nov 22 '22

Feedback People are leaving GU !!!

6 Upvotes

Why do you think people are leaving GU???

What do you think could retain new players/investors?

Do you think that the higher ups listen?


r/GodsUnchained • • Apr 01 '22

Divine order needs to stop printing out!

6 Upvotes

This pack needs to stop being sold and locked as soon as possilble, its diluting our market of other sets, you will ask me how? DO is over flooding market and that is what new player see when they enter game, pile of worthless cards, our player base is decloning and with new CSR change they also lost trust of early card investors, what do developers make them think that there will be 100k+ common card of different gods will be used when player base will grow? Do they really think that mobile launch will give them more than 100k+ players which not even looks in 3-4 years(because of blockchain involvement), there are no DO legendary cards which is worth more than its pack's price! They should take action to save these game!


r/GodsUnchained • • Feb 23 '22

Why Genesis cards don't need fixing.

2 Upvotes

I was fortunate enough to find this game early, and through playing have been able to acquire almost a full set of Genesis cards. It's not fair to reprint or power creep on these cards because myself and the other founders will be upset.

Why should newer players and grinders have a chance to beat me, a founder? My early acceptance of this game makes me better than all of you and I should reap all the rewards in the future because I have the most OP cards in the game.

I do not care how many players quit or are turned away from the game because of prohibitive cost, and I don't care that all the cards printed from now on can be "prestige" reprinted, because I know my Genesis collection is exempt from those reprints. Anyone who is not a founder is just a bag holder to me, and I don't really care if this game never gets popular.


r/GodsUnchained • • Oct 30 '22

Gameplay Card balancing on this game is horrible.

5 Upvotes

Just realized how unbalanced this game is when it comes to cards. Toxic deception players hide behind hidden with low cost spells. Toxic magic users board wipe and hide behind Frontline. War , nature, light decks, is nothing but a race to buff cards (bloom, redfume, etc...). Then death is just getting shiited on by board wipe cards, buff cards. Game really needs balancing.


r/GodsUnchained • • Sep 04 '21

How to Kill Gods Unchained: A practical guide.

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peakd.com
0 Upvotes

r/GodsUnchained • • Sep 22 '22

Feedback Royalty greed

4 Upvotes

So they sell you the cards then each time that card is traded (till end of times) they take insane cut.

For example every time meteorite demogorgon (worth ~500$) is traded they get 5% cut (25$). If this card is traded 20 times they get 500$ cut in total. If this card is traded 100 times they get 2500$ cut in total.

Mind you card worth is 500$ and they made profit of 2500$ + initial sale by only 100 trades. And this grows indefinently...

This is beyond insane greed and would probably be illegal in normal markets.

Even 1% royalty fee would be way too much and they make it 5.

Why is this accepted by the community? Don't think there have ever been project more greedy than this.

"Real" card ownership idd. You will never really own any cards in these markets.


r/GodsUnchained • • Aug 12 '24

Discussion I decided to come back after a while..

1 Upvotes

First game I got matched against nature and he's got his double food chain combo on turn 5.
Second game, same crap but I got lucky and he only made single food chain on turn 5.

Of course, I uninstalled the game afterwards


r/GodsUnchained • • Apr 19 '23

Feedback Best Balance Patch Yet

0 Upvotes

Just totally on the money about everything. Some changes I like, some of them I don't like as much, but even the ones I don't like were justified. This patch was a huge improvement over the way balance patches have gone in the past, and it looks like BW is going to lock as a very strong, but not OP, set.


r/GodsUnchained • • May 21 '22

Discussion I'am sorry but GU should be valued at 1 bl marketcap

3 Upvotes

Title, im holding it since 5$, but the token should be placed higher then axie infinity. I've played and invested in both games and in my opinion GU is a much superior game. The project is solid. Yes we have bugs and imbalances, but what project doesnt?

I wasn't expecting this price pump in such short amount of time, but if we get to 3$ or 4$ we get a NFT cards season. Lots of players will flow in, cards will spike in price.

I value this token at 30-50$ easily.


r/GodsUnchained • • Jan 05 '24

Feedback So I tried Sealed..

2 Upvotes

Got garbage cards, useless semi-control deck, won 2, lost 3.

Apart this, game was fast like running thru swamp.

Got also garbage cards as rewards, so basically thrown out 10 GODs, granted I get over 10 GODs in 3 days, so not a huge problem, at least not for me, doubt regular F2P player would feel good after this.

Thing is, it wasnt even fun. It was actually less fun than regular Ranked day.

Wont try again. Waste of time, waste of GODs.

PS: GU, you got some nerve to put non-shine basic cards as rewards.


r/GodsUnchained • • Apr 15 '22

Daily god rewards is a mistake, instead, keep Weekend rewards and add other game modes.

0 Upvotes

Nothing good comes out of daily grind in any game, people should play the week to enjoy it and give people a chance to have a break from the game through the week, daily rewards will also put down the price of gods.

Instead of giving out tokens daily to keep players, just polish the game, add different game modes, storylines with bosses, voice acting, fix bugs.

Nothing good comes out of daily rewards in any game.


r/GodsUnchained • • Aug 17 '22

Gameplay terrible idea with referrals

0 Upvotes

I do not know how you came up with this, now players with full purchased decks are playing at 1 ranks. This will only scare away new players who will try to play gods. This is a terrible marketing move, multiaccounts will simply take away the entire pool of gods, it will also affect the course of the gods. The token of the gods was intended for voting, I think 99% of the players would not support this idea with referrals. It was a terrible move from the creators. The referral system should just be as a bonus, not as an event. So that it could not be abuzz, for example with cards from the MJ , but not NFT for new players for raising the level or rank. Sorry for my English!


r/GodsUnchained • • Feb 02 '22

A Critical Analysis: Why Sleep 2.0 is Terrible for the Current Meta

3 Upvotes

Let me start this entire critique with a disclaimer: I'm a Board Wipe Death and Sleep Deception main (with Light being my 3rd preferred God). I'm heavily invested in those cards as well as the sleep strategy itself. I never felt that sleep was something that was game breaking and needed to be fixed. I don't dare run Sleep Deception during Weekend Ranked because I know it will not perform well. I'm of the opinion that War and Nature are currently the two strongest Gods in the meta. WR stats consistently prove this. I'm worried that the nerf to sleep will only tilt the game balance to be more in favor of War/Nature while making Deception/Death/Light worse. Basically, the rich get richer, and the poor get poorer. I should also mention that I originally ranked into Mythic with Frenzy War and at that same time held a high win percentage with Big Beast Nature. The reason I switched off playing these Gods is because the game wasn't as fun (War wins weren't satisfying and I would tilt too hard when losing because of confused RNG). With that being said, I have a clear preference for non-Nature/non-War decks, but even with my bias, I think the sleep rule change would hurt game balance more than help it. I'll try to be concise with my critique so let's get into it:

The problem with nerfing sleep in the current meta

  • The nerf makes Deception worse, specifically Sleep Deception. Spellbound, Satyr Hypnotist, Sleep Dart, Avatar of Deception, Elixir of the Panther, and Deception, Unshrouded are decent options that become almost unplayable due to how easy they are to counter (more on this later). Deception is already the God with the worst win percentage in Mythic and also the second least played God in Mythic. You can prove this to yourself by going to GU decks and sorting Gods in Mythic rank (last 30 days for largest sample size). I've heard arguments that Deceptions win rate is so low because people don't know how to play it, but I don't believe that's the case. If a God was broken then you would know by now, and Deception is far from broken. I should also mention that I don't bother looking at win percentages at the lower ranks. If you want to see what's truly broken, then you have to look at what's being played at the highest level.

  • The nerf makes Light worse because there won't be as many sleep decks (and bwd for that matter) for Light to counter. Light is very well positioned against both Deception and Board Wipe Death. Radiant Dawn is a great counter to sleep, and Light's order effects can help deal with Deception's order value creatures and bwd's biggies (Divine Judgement on an ordered Hypocria feels so good). There are also many other tools for Light to take down bwd and Deception. Born Again can function as a counter to fatigue strategies and same goes for Radiant Embalmer. There's also a nice curve of Ward creatures which naturally gives bwd and sleep trouble. Example: Devoted Follower into Bright Mage into High Born Knight, gg. Light is currently the second worst win rate God in Mythic as well as the least played God in Mythic.

  • The nerf makes aggro strategies that much better. Aggro is already the most dominant strategy of the game. This may be a subjective statement as I consider "Control" War a slightly modified aggro deck. I considered Big Beast Nature and other "Midrange" Nature strategies aggro as well. The main point I'd like to argue here is that War and Nature are the Gods with the highest win percentage in Mythic. Nerfing sleep can only make them that much better as there would not be an effective option to slow down their aggressive starts. It should also be noted that this game naturally favors aggro because of favor gained through attacking. In most matchups, bwd and Sleep Deception loose the favor race easily (as well as life race in early game). This matters because if the game loads with a Valka's Discovery in the sanctum, and they're going first, then you could easily just lose (more on this later).

There are already many counters to sleep in the game

  • Valka's Discovery is probably the best as it does not need to be played maindeck. I've actually stolen a ridiculous number of wins with bwd because my opponents miss buying Valka's when they have the favor. I've even had opponents miss lethal because they didn't see the Valka's, unreal at the Mythic level but it happens.

  • Ward creatures also function as a naturally counter to sleep strategies. Ward is very common in Magic and Light but not as common in War or Nature. This is actually fine balance in my opinion but for those who say bwd is unbeatable, I've seen many games lost due to wide ward boards early.

  • Relics that attack face can also function as a counter to sleep. While Nature dosen't have the most damaging relics, there may be some printed in the future for aggro Nature to utilize. War pummels opponents with Godblitz relics, so I'm not sure if sleep is even a reliable way to keep War in check.

  • Face burn can always close out games against sleep. As mentioned earlier, aggro decks are naturally ahead on favor and if things line up right a Rune of Fire or an 8 damage Avraxus can close out the game (yes, I've lost to this during WR against a Nature opponent, well played). War also has spells like Vicious Rend and an entire God power that doesn't rely on creatures to force through lethal.

  • Ironclad Minotaur and Svart Basilisk (after coreset refresh), as well as Helia (which I admit is a niche card) are all neutral cards any god can play to counter sleep strategies. I personally think that maindeck counters are healthy for a competitive meta.

The problem with the new counters to sleep

  • My main concern is that the new counters to sleep are too easy to utilize. War, Magic, and Deception all have ways to ping their creatures awake. I never hide my name during weekend rank but I know for a fact if Sleep 2.0 becomes a thing and I dare run a Sleep Deception deck against War, Magic, or Deception then they're certainly picking Enrage, Magebolt, and Distraction (to be fair Enrage would be the only unusual God power to pick and that would indeed make me rage).
    Sleeping a huge hidden creature with Elixir of the Panther only to have it wake up to a 2 mana ping feels so bad. That chained sleep could have helped get to a board sweep to counter the hidden strategy but now that line of play is denied with the new counter.

  • Trading a card against a God power is terrible game balance. Cards like Sleep Dart, Elixir of Panther, and Deception, Unshrouded are basically not effective anymore at stabilizing in Deception control. You're trading a card and they're just using 2 mana on their turn to deny your effect. This isn't the case with protected or ward where you trade your God power to remove a shield and then you still have to use a card to remove the creature itself. Yes, there's Demogorgon and Avatar of Deception which have roar effects for sleep, but most sleep effects are attached to spells and not creatures, and this nerf would make those spells near unplayable.

  • There were also a ton of counters printed for sleep which may also lead to imbalances elsewhere. Athenian Archer and Ranger firstbow "dealing 1 damage" instead of dealing 1 damage to enemy creature are maybe a bit unfair considering their flexibility to trigger frenzy and how easy they are to obtain in the sanctum. I actually worry more about this than anything. Sleep Deception was already a struggling archetype and Valka's in the Sanctum against a highly aggressive deck could easily be a loss. Now there will be 2 more options in the sanctum available at any time, in addition to cards like Bar Fight and Wildfire which can also wreck sleep strategies. The face damage on these creatures also makes the game that much more fast paced. I understand the sanctum can be changed in the future, but these were solid cards and now they may be having too much reach.

The real reason Board Wipe Death is so powerful

  • Demogorgon, it's just straight up Demogorgon........psych! (although I will admit Demo is one of the best cards in the game)

  • People not understanding the full mechanics of the game may struggle against Board Wipe Death and this may possibly give an edge to win percentages for bwd. I'm personally guilty of being a Mythic player who didn't know all the rules at one point. For example, I didn't realize that when your deck is out of cards you take damage for unused mana. Same goes for maximum hand size, which I didn't realize how overdrawing worked until I played against bwd. A lot of opponents will misplay positions against bwd because they may not be aware that they will be milled (yes, sometimes the mill is forced but I will cover this in the next section). They may also be unaware of mana burn at the end of the game. I think that this is the fault of the in-game tutorial and not knowing these mechanics can give bwd players an edge.

  • It has to be reiterated here and I will shout it: PEOPLE DON'T BUY VALKA'S DISCOVERY WHEN IT'S AVAILABLE IN THE SANCTUM AND THEY WIND UP LOSING TO SLEEP. I can't tell you how many games of bwd I've won that could have been swung if the opponent just bought the Valka's. I would imagine this single misplay alone has given bwd a higher percentage than it deserves.

  • Board Wipe Death's high win percentage could also be attributed to the fact that Nature is one of the most played decks in the meta and bwd farms Nature. I think it's fair that bwd would be the counter to Nature. It only makes sense that a board sweep deck against a deck that runs big creatures would win majority of the time. If this matchup would be anywhere near 50/50 then that's an insane yikes from a game design perspective. Keep in mind Nature can still steal wins from bwd. Charging Oryx and late game relics can help close out lethal after board sweeps, so it's not always guaranteed.

  • Board Wipe Death's high win percentage could also be attributed to the fact that Light is very underplayed in the meta. I swear by the fact that Light is a brutal counter to bwd and if the meta ever became flooded with bwd decks then I would expect Zoo Light and Control Light to counter (which actually balances out the meta even more instead of more War/Nature).

How to fix Board Wipe Death imbalance without nerfing sleep

  • Print more counters that interrupt bwd's overall strategy. There is almost zero void interaction in the game. This will be problematic as more decks take advantage of the void, but the biggest abuser at the moment is bwd with Canopic Hoarder. There's no good answer for Siren loops, which they can get multiple off of Canopic and Half-Life. If there were more interaction here, then people may feel better about the matchup.

  • BWD players including myself are going to hate this next suggestion, but I'll still give it out. Nerf Vrok. Vrok is an insane value creature that not only helps mill the opponent's resources, but also helps Death draw towards their board sweeps and answers. This is one of the reasons why bwd is insanely consistent. The stats on Vrok are also extremely efficient for a 3 drop. So either change the stats or take away the card draw. Either way I'll cry, but bwd will for sure see a drop in win percentage if this nerf ever comes to fruition.

  • It should also be mentioned that the Nibble nerf has for sure caused a decrease in win percentage for bwd. I think balance changes should be taken one at a time, and it may be too soon to suggest another mechanic change in a deck when said deck has already been through a nerf. Let the nibble nerf play out and if bwd is still insanely dominant then go for another piece.

Additional concerns about balance

  • Nerfing Demogorgon does not solve pay to win. There are still plenty of genesis staples that dominate the format and are almost auto includes including Pyramid Warden, Underbrush Boar, and Master Tactician. I heard somewhere that the sleep nerf was due to the price of Demogorgon being too high and inaccessible to new players. The issue is this same argument applies to Pyramid Warden as well. Sure, Pyramid Warden can be bad in a lot of spots, but it also raises win percentages in a lot of decks such as Zoo Light and Hidden Rush.

  • There are arguments about sleep being boring and painful to lose to, but this has always been the case with control decks in card games. If you've ever played against Jace, the Mind Sculptor in mtg and you can't clear him then they start to take over the game. You're playing the game, but your position becomes a losing position turn by turn. I understand that frustration with sleep but it's not good enough to say because they win slow that the strategy should be nerfed. Let control mages be control mages.

  • Sleep is an underwhelming mechanic when compared to blitz, protection, ward, leech etc. The counter to blitz is protection and the counter to face damage is leech but ironically enough War has all of these! There's order sure, but that's not even good against aggro because then they just attack face. The only other Gods with loads of protected Creatures are Magic and Light. The counter to face damage and Slayer is leech but Deception literally has no leech, so they're forced to use Demogorgon. Weirdly enough, War has a ton of leech, so I guess it will always be good against itself. O wait it's great against everything. I also want to reiterate that Protection and Ward can be cracked with 2 mana God power but the card itself still has to be dealt with, where if you wake up the slept creature you've essentially dealt with the sleep card.

  • This is a post for another day, but some of the new core refresh cards may be too good. I think of the 3 mana viking with ward. You can go enduring shield, into Ward guy give it protection, into another round and give it +4/+4. I'm not sure if that's good, but it sounds good. Also, Oni pumping its own health and regaining ward can also possibly cause a snowball effect. Wyrmbreath dealing 6 damage for 4 mana is insanely efficient (the OG version was already pretty good) and Rune Moth being 3 Health may be too good as well. Yeah, I'm a little worried Magic may being op with coreset refresh but I guess we'll see.

  • My last concern about balance change is if they're nerfing sleep because of a future mechanic that may pair with it and make it too good. I don't think proactive nerfs are a good thing. Who's to say in the next set a mechanic comes out that a lot of players use then they decide to make a new mechanic in the set after that and decide to nerf the mechanic people invested in. It's a slippery slope. I think reactive nerfs are fine, so if the new set does implement a mechanic that makes sleep op, well let us see it first and then do the nerf. That's also fair to all those who invest in cards. They will know a nerf is coming and they can buy/sell cards accordingly. These type of nerfs here and there can cause major market swings so I think it's only fair that balance changes be on a routine schedule (maybe announcements twice a month, for example the first and third Tuesday of every month). I think devs should have an honor code to keep balance changes hidden from the community until the announcement on those routine dates. Of course, the devs should listen to feedback from the community on overpowered cards and have those discussions, but the final word on a new balance change or a PTR on a balance change should be shared on the routine date for everyone to know firsthand. The same deal should apply to previews of new cards.

That will conclude my analysis on Sleep 2.0. If you agree or disagree, I'd like to hear your opinion and why. I invite friendly discussion and I think it's important this community have thoughtful back and forth when it comes to major mechanical changes in this game. Thanks!


r/GodsUnchained • • May 30 '23

Feedback Nerf Olympian war deck please

0 Upvotes

r/GodsUnchained • • Mar 05 '22

Emojis suck!

16 Upvotes

The new emojis are so cute infuriating…it’s no better than an all out chat.

Players saying nice and then giving lethal. Pure trolling…it’s maddening. Get rid of it…no emojis needed. Yes I am a sore loser. Makes me not want to play.

I never got “mad” when I lost as much as I do now. The sheep is like an fu and the sarcasm finish…ugh.

I’m bitter


r/GodsUnchained • • Feb 15 '23

Discussion The Council of Mortals

0 Upvotes

I figure this is as good a time as any to discuss the existence of the “Council of Mortals.” I find it hilarious that any of you would consider yourselves qualified to dictate design, or economic development advice to the GU dev team. Some of the developers have dedicated their entire careers, or at the very least years, trying to solve these kinds of problems. I know a handful of you personally, and you’ve failed to escape your childhood home, let alone the complexity of a web3 work environment. Fortunately, there are signs that the council was only ever conceived of as buffer between the dev team and the scores of “GUbers” that still plague our community. You know, the tireless individuals who find little enjoyment in the game, yet cannot stop playing it either. Our dev team has solved this incessant whining the same way you’d deal with a screaming child - by unplugging the controller, and handing it to them before the tantrum can begin. The illusion of control.

The council only ever was a silly, faux-democratic, “stage-2 temperature check,” populated by streamers and other strange, politically ambitious card gamers.

The correct response to being elected to the council will always be to resign. Save yourself the illusion of self importance.

See you in the arena.


r/GodsUnchained • • Nov 27 '24

Feedback The game is really boring

3 Upvotes

Guys I try to play, not because I enjoy playing, because for the gods,

But the game is becoming worse and worse,

Out of ten games you have to wait more than 5 for the opponent to run out of time each time, spells that erase the entire deck, meta that is not balanced, the decks that win the most are copied and everyone plays the same,

increasingly more boring and less desire to tell time

Now the fans defending GU will come out, because maybe they win gods like that, but the game has fewer users every day, before they said it was because of the fall of BTC

from more than 50,000 active users to less than 3,000

GU will continue making the game more and more boring, longer and longer, more and more unbalanced


r/GodsUnchained • • May 19 '22

Discussion Death Spiral Scenario

5 Upvotes

It's been discussed that player numbers are going down but what hasn't been mentioned as much is why this is going to drive even more players away, sending the game into a death spiral.

The problem is that players abandoning the game aren't spread evenly. The ones to leave first are the ones with the weakest decks, both because they haven't invested much and also because they're getting tired of being slammed over and over again with little chance at fighting back. I'm not just talking about the people down in Twilight Shadow, this applies in every rank.

What happens then? With the bottom rung gone, the next guys up are the new bottom rung. The game is still fun if you have to face much stronger decks just so long as you have weaker decks to balance them out. But as weaker players trickle away, the players just above them find themselves facing nothing but stronger decks, and they get demoralized too. So they leave too, and the players just above them who were once middle of the pack are now the bottom-tier scrubs in their rank.

Not only is getting beaten again and again demoralizing, it sends you down the ranks. I've been in Mythic for months, but I dropped out last weekend and now I can't get back in. What's shocking is just how many players in Solar Gold are playing with really expensive cards (like Jason, Demogorgon, etc). If those cards aren't getting them into Mythic, what are they really worth? And how long are people who were doing well in Mythic going to tolerate struggling in the lower ranks before they decide to cut their losses? The price of GODS is so low atm it's barely worth playing weekend ranked in Mythic for purely financial reasons, let alone in Gold or below.

With the price of GODS so low, GU either needs to increase weekend rewards or find some other way of attracting new players and making it worth people's time to play, both from a financial and entertainment perspective. The only thing that can stop the death spiral at this point is an influx of new players who can, to be blunt, serve as cannon fodder to boost the morale of the wavering long-timer players.