Future set preferences?

By Salty Neckbeard, in KeyForge

I would personally prefer if no additional cards are added to the existing houses and that rather they rotate houses in and out while adding additional houses while maybe guaranteeing atleast one of the new houses be included in decks from each new block.

My concern is that any overly attractive additions to past houses may devalue older decks. Adding new cards risks potentail power creep... And balancing issues.

For example say a new mechanic is introduced and added to the old houses. Welp now all my oldies lack any interaction with this new mechanic and probably feels bad man.

Balancing cards pools randomly beyond 50ish seems daunting and frightens me.... As well as the houses potentailly losing their identity. Plus a ludicrious number of houses just seems more entertaing to me.

I'd rather have a house be broken than the entire game.

Opinions?

I would've preferred they go the other way and only add cards to existing houses. You get too many houses cards like the 'common cold' or 'begone' being laughable cards.

New houses would either needless add new game systems/complications or just become clones of existing houses.

I agree that they would be easier to test if you only need to test interactions between 50 cards. Though most of the broken stuff already seems to involve multiple houses, seed + library access is the big one right now.

If FFG apply chains correctly it will not matter how broken a combo gets. Though I have little faith that FFG will implement chains well.

I believe they hint at the process somewhere, sorry though I can't remember where to corroborate my statement. So take it with a grain of salt, or several bags.

Reading between the lines, and possibly getting it all hopelessly wrong, we'll get 3 sets each cycle. The first 2 will be 7 unique Houses and the third set will combine the first two sets together in a mash up of the 14 Houses.

@Dalek5 Hadn't considered the house specific hate cards and I completely agree with that point. Strange how magic has tried to move past similar mechanics like color protection yet keyforge stumbled into it a little.

I'd say that there are plenty of situationalish cards in the game I often discard depending on board state and atleast you get the amber.

I suspect broken house combinations would appear less often as cards in the existing houses or atleast as often.

Sounds like chains will only be effected by organized play results which if is the case leaves strictly casual players at the mercy of their friend's best decks until implemeted by the group.

13 hours ago, Salty Neckbeard said:

@Dalek5 Hadn't considered the house specific hate cards and I completely agree with that point. Strange how magic has tried to move past similar mechanics like color protection yet keyforge stumbled into it a little.

I'd say that there are plenty of situationalish cards in the game I often discard depending on board state and atleast you get the amber.

I suspect broken house combinations would appear less often as cards in the existing houses or atleast as often.

Sounds like chains will only be effected by organized play results which if is the case leaves strictly casual players at the mercy of their friend's best decks until implemeted by the group.

In fairness, those casual players probably have a friendly relationship with their friends and can probably work something out, like bidding for chains.

Incentivates competitive people to keep powerful decks in their back pocket for the big tournies assuming it functions as such.

I don't mind 1 or 2 cards being added to a house but I'd prefer entirely new houses. Swap a few houses in and out with every set.

Hopefully that will keep the game feeling fresh without power creep.

On ‎1‎/‎14‎/‎2019 at 10:47 PM, Salty Neckbeard said:

@Dalek5 Hadn't considered the house specific hate cards and I completely agree with that point. Strange how magic has tried to move past similar mechanics like color protection yet keyforge stumbled into it a little.

Remember that Keyforge is partially an attempt to recreate the old days of Magic: the Gathering. Colour hosers were an important feature of that era, because it enforced diversity. If someone kept playing a mono-red deck, you used Circle of Protection: Red and Blue Elemental Blast to 'encourage' them to play something else. The fixed keyforge format, and random cards that hose random opponents, replicates that effect of players being able to use cards that punish certain archetypes without beating "The Best Deck in the format" (since such a thing doesn't exist in Keyforge).

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I think there is some wiggle room for creating new Houses in Keyforge. I could really go for an 'Ice' faction, or an 'Undead' faction. The 7 houses we have don't feel like the 5 colours of Magic, where everything imaginable could fit into them. Given the randomly generated nature of the decks, playing any hodgepodge of Houses could give you any kind of access to any kind of effect, the difference being which House you have to declare it in.

But overall, I'd like Keyforge to stick with these 7 Houses, for a little while at least. Wait a year or two, and release 7 new Houses at once.

Edited by Whiz Canmaj
1 minute ago, Whiz Canmaj said:

Remember that Keyforge is partially an attempt to recreate the old days of Magic: the Gathering. Colour hosers were an important feature of that era, because it enforced diversity. If someone kept playing a mono-red deck, you used Circle of Protection: Red and Red Elemental Blast to 'encourage' them to play something else.

I know I'm nitpicking, but Red Elemental Blast hoses blue players, while Blue Elemental Blast hoses red players. 😜

1 hour ago, Whiz Canmaj said:

Remember that Keyforge is partially an attempt to recreate the old days of Magic: the Gathering. Colour hosers were an important feature of that era, because it enforced diversity. If someone kept playing a mono-red deck, you used Circle of Protection: Red and Blue Elemental Blast to 'encourage' them to play something else. The fixed keyforge format, and random cards that hose random opponents, replicates that effect of players being able to use cards that punish certain archetypes without beating "The Best Deck in the format" (since such a thing doesn't exist in Keyforge).

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I think there is some wiggle room for creating new Houses in Keyforge. I could really go for an 'Ice' faction, or an 'Undead' faction. The 7 houses we have don't feel like the 5 colours of Magic, where everything imaginable could fit into them. Given the randomly generated nature of the decks, playing any hodgepodge of Houses could give you any kind of access to any kind of effect, the difference being which House you have to declare it in.

But overall, I'd like Keyforge to stick with these 7 Houses, for a little while at least. Wait a year or two, and release 7 new Houses at once.

In magic though you had the ability to add said cards to your deck. Similar cards in keyforge are rares and having two of the same is unlikely so their impact on the "meta" seems low. That said I have little issues with them existing so as they provide amber on a wiff. Though having the common cold in a deck tgat includes mars feels clunky.