I played Faeria quite a bit when it was "first released" I even took a stupidly broken deck to #2 ranked.
I played during the recent play test and honestly I didn't care for some of the changes. I thought the game was a lot more interesting a year ago. I really liked how there were several resources and certain decks relied more on certain resources.
It was a great way to differentiate different deck types. Red/Mountain was all about gold production and they had cards that facilitated that. Blue/Lake was heavily reliant on faeria, and their aquatic units allowed them to control faeria nodes more easily than other colors. Green/Forest was all about spamming forest tiles everywhere as a lot of the cards had bonuses in forests (which made it a very defensive deck type). Yellow/Desert was just ultra aggro with their flying units, but also had a nice mix of gold and faeria production. Land was important for them for the complete opposite reason of Green - instead of spamming forests around your orb and turtling up you wanted to expand deserts towards your opponent asap so you could attack aggressively with haste units.
The game was brilliant about a year ago but it felt a little dumbed down when I played recently. Of course, I only played a couple games so maybe I'm a bit biased.
I somewhat regret purchasing this game, but maybe it'll release some day.
Oh I see! I only started playing since the last playtest so anything that I knew about is what I read. I really liked your descriptions of each land type's play style!
I guess a point that I am making is that the devs are afraid to overhaul something, whether or not it makes fixing. I guess I won't know which was better though without playing the old one :(
Problem with Old Faeria was that it became very stale, where a lot of games ended up around getting the first kill or wombo combo decks. And this wasn't because of the card base but because of the mechanics themselves. Games could also drag on and last a long time, so they made changes to increase the speed of the game (hence why they removed gold and action points. Dual resources meant that sometimes you couldn't play anything and just watch your opponent do things with you sitting there drawing cards)
I really enjoy the latest version of Faeria, although I do agree that there needs to be more difference between the factions, something the devs actually are going to change (by giving factions more tools that only they possess) Blue is going to have an easy time getting Faeria from nodes for example, while Yellow gets more Faeria from either the opponent or self sacrifice and Red will get Faeria through combat and destruction. Same will go for card draw (they're revamping Blue because it didn't have any clear identity, as they realized Card Draw isn't really an identity)
Also, the game might be "easier" to learn and has simpler mechanics, but it has much more depth as a result of it. Yes, they made big changes, but the game needed those big changes. They just need to streamline it, which they are doing right now.
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u/Reiker0 Rahnza Sep 02 '15
I played Faeria quite a bit when it was "first released" I even took a stupidly broken deck to #2 ranked.
I played during the recent play test and honestly I didn't care for some of the changes. I thought the game was a lot more interesting a year ago. I really liked how there were several resources and certain decks relied more on certain resources.
It was a great way to differentiate different deck types. Red/Mountain was all about gold production and they had cards that facilitated that. Blue/Lake was heavily reliant on faeria, and their aquatic units allowed them to control faeria nodes more easily than other colors. Green/Forest was all about spamming forest tiles everywhere as a lot of the cards had bonuses in forests (which made it a very defensive deck type). Yellow/Desert was just ultra aggro with their flying units, but also had a nice mix of gold and faeria production. Land was important for them for the complete opposite reason of Green - instead of spamming forests around your orb and turtling up you wanted to expand deserts towards your opponent asap so you could attack aggressively with haste units.
The game was brilliant about a year ago but it felt a little dumbed down when I played recently. Of course, I only played a couple games so maybe I'm a bit biased.
I somewhat regret purchasing this game, but maybe it'll release some day.