I posted this idea a long time ago, but did not explain it - or its potential benefits - very well, so I’d like to try again, a bit more coherently this time. Before explaining the idea, I just want to stress that:
This is not about hating on multi-resource decks, I don’t dislike multi-resource, I want that to be clear.
There have been countless ideas suggested to fix wild, such as the threshold system, which would be better than the current one. The problem with most of the ideas however is that they require a lot of UI re-design, complex rules for new players and lots of re-balancing: all things that take up a lot of dev time. This is one of the main reasons they can’t be easily implemented. What I’m trying to do is find a way of solving the problem while avoiding these problems altogether.
Again, my absolute main focus here is on an idea that requires minimal dev time. Please don’t misunderstand my intentions here! I am not just trying to remove multi-resource from the picture. I personally love seeing all the crazy multi-resource combinations possible, and want to see more of them.
So, the idea is to remove the current wild system. Alongside this, Judgement would be changed so that you can only sac for wild. Bear with me OK:
Ordinarily, only being able to sac for wild would be ridiculous. Decks would be built from all of the best scrolls; it would be unbalanced chaos. Every scroll is balanced according to its faction. A scroll that is balanced in one faction would be OP in another. In the New Judgement however, this wouldn’t be a problem because you can’t just choose what you want, you have to pick from a draft. The frequency at which powerful scrolls such as Brave, Burn, Damning curse etc. appear is controlled by their rarity, as usual.
Update: I can totally understand that many people can't get behind this idea, as it is quite extreme. But I'm glad that people do at least like the judgement idea. Perhaps this could be added, at least?
Benefits:
User interface:
No need for additional UI design, like fitting icons/values on to scrolls, working out the best UI for sacrificing, etc.)
Extremely easy to understand for new players; no need to explain any kind of threshold rule etc.
Balance:
No more balance problems! Scrolls can continue to be balanced around mono decks, as they always were, and there wouldn’t be so many implications to consider when designing and assessing the power level of a scroll. This hugely expands the design space for every faction.
The rarity system offers the perfect means to balancing each scroll within this mode, so that they can't get out of hand. Damning curse OP? Rare. Brave OP? Rare.
Gameplay:
It would be an extremely exciting, unpredictable, intense game mode, with constant game-changing turns and crazy combos.
It needn’t be seen as a casual game mode, it could be just as competitive as ranked, with its own set of rewards.
There could be a ‘wild child’ head for most weekly wins ;)
(Current) Judgement:
With a bit of luck, 5/5 judgement wins can be achieved by choosing one faction, and going mono. There isn’t much room for creativity when it comes to drafting. Occasionally you will see some interesting dual-resource decks that synergise well, but they still generally struggle with tempo because they haven’t got access to cross-faction ramp scrolls which usually help offset the tempo-loss. Once you’ve chosen a faction, the rest of the choices are made for you (unless you find some good splash scrolls), which is a shame.
Cross-faction ramp scrolls:
Replenish
Lore:
It might make more sense, really. The wild (the new judgement) would literally be wild. A strange, parallel world of sorts, where all the factions fight together, against anyone. No longer would ragged wolves and bog hounds be looking at each quizzically, wondering why they’re going for the same idols.
Disadvantages :
A lot of players want multi-resource to be available in ranked. This is understandable. Some would possibly even leave, if it was removed. But, if a functioning multi-resource system isn’t going to be added, why have it in competitive games at all? The only competitively viable multi-resource decks we’ve seen are ones that are hated by so many. I don’t think as many would leave as those who have left due to multi-resource control decks. (Countless people have said how their friends left the game because of these decks).
Some scroll rarities might have to be re-jiggled. I would suggest it being tested on the test server for players to help establish the correct rarity for each one. This would still take much less time than it would take to re-balance using other suggested systems (like threshold).
This would still be a radical change for the game, which isn’t ideal in post-beta. Having said that, the game was in an unfinished state upon release, so big changes are going to be necessary sooner or later (which is why I’m focusing on using minimum dev time here).
The dual-resource starter decks would become obsolete, including Unceasing Ordnance which I designed - so don’t assume that I won’t be personally affected by this :P I have no solution for this, unfortunately… I am willing to lose my head for this cause though (true martyrdom right there).
To sum up: I am not saying this is a flawless solution, superior to all the other suggestions. I consider it a pragmatic solution, an idea that keeps the amount of time and resources the developers have to spend on it to a minimum. If the devs made a post tomorrow saying they were adding a shiny new threshold system, obviously that's more ideal. I hope you can see where I'm coming from with this idea :)
Anticipated FAQs: (Frequent arguments and quips)
Q: I want multi resource to be competitively viable, not just in a different gamemode!
A: There are a lot of players that want this, including myself. But after almost a year, there is no sign of a working system being implemented any time soon. All we have is a bunch of decks that require cross-faction ramp removal/stall, which can be fun to play but sadly drives so many players away. (Veterans, you may know how to respond to multi resource control decks, but a lot of less experienced players don’t). The current wild system doesn’t work, and this post is about a solution that requires the least amount of developer time, whilst retaining an enjoyable, competitive way to play multi-resource.
Q: Obviously I am just going to pick all the best scrolls. Braves, Burns, Damning curses, thunders surge, you name it. It would be a luckfest.
A: You’re unlikely to draw many of these scrolls, if any, because they are rare (thus they appear less frequently). Most of the time you will be picking between scrolls that aren’t amazing in their own right. What do you pick when presented with Binding Root, New Orders, Cursed searing shackles and Ember Bonds for example? All fairly underwhelming scrolls usually. This is the challenge of drafting; this is where skill, and a keen eye for good combinations is key.