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General Discussion / Re: An Interview With A Former Elements Player
« on: February 09, 2012, 10:01:20 pm »1) Card advantage vs Cost efficiencyI only said that hourglasses are incredibly strong, perhaps too strong, but not that they eliminate the possibility of decks without hourglasses. There are plenty of decks that don't rely on drawing lots of cards. While I would say that those decks are unreliable and are incapable of really adapting to the metagame (a harsh thing in a game where completing a deck can require more than a month or two of grinding), I'm sure that there are plenty who swear by them. Personal preference.
As you were very much aware, Elements operates on the suboptimal Quanta system rather than the Mana system of Magic. The relaxation of the time restriction on energy usage has had many ripples that differentiate the value system of Elements from that of Magic. In magic, you had to use or lose your energy. This promoted a strong incentive on playing cheap cards so they hit the field early. Cheap cards come with the side effect of requiring large numbers to achieve the same field position as fewer more expensive cards. Elements does not have the biasing incentive towards cheap cards so few expensive cards can compete with many cheap cards. Strategies using more expensive cards (relative to expected energy production) gain little to no advantage from drawing because they start with a surplus of cards. Strategies using cheap cards (relative to expected energy production) gain a lot from drawing because they start with a shortage of cards. This results in incentives to balance energy usage during deckbuilding [QI] rather than gain cards during a game. Most of your experience was with your Rainbow Stall. Such a deck is designed to have cheap cards relative to the 3 per tower production and thus found Hourglass to be a very valuable card. Immolation Rush actually sacrifices unneeded card advantage to gain more quanta for its expensive cards relative to the finite source of quanta.
2) Does Elements have too little removal (in the elements with removal) or does Magic mitigate imbalances with excessively available removal?I would say that the main difference in creature removal in EtG and MTG is that the few creatures in EtG that demand removal don't die to it, while their are many creatures that demand removal in Magic. So while there actually is plentiful removal in EtG, the most of the creatures that they kill aren't even worth the effort (it's gotten to the point where I don't even bother with point removal anymore). Most creatures are underpowered, so removal must be underpowered, and as a result, the few creatures that are worth killing don't even die. I really prefer how it works in most MTG games: most creature decks work by overloading removal through card advantage, and even though they might die, it is generally worth it, as there is no way that the opponent can kill them all. It makes for a very challenging set of decisions for the player with removal, which does very good things for the game as a whole (obviously, giving players skill-intensive choices to make is good for a competitive game).
From my experience playing and researching Magic, I have often come across the fallacy of "It's not overpowered, it dies to Swords". Yes it does die to Swords. However balance is not measured by objective resilience but rather by power relative to alternate options. "Storm Crow" and "Huntmaster of the Fells" both die to Shock. That does not change the fact that Storm Crow is drastically underpowered compared to newer cards. Well, what effect does abundant removal have on cards that are demonstrably overpowered? It reduces the impact of the overpowered nature on the metagame. The effect of a card is relative to its resilience. The effect of the relative difference in power between two cards is related to the resilience of that card type (2hp in this case). With removal being very common the effect of the imbalance is mitigated. Thus the smaller the imbalance between cards, the less removal is needed to soften the effect of the imbalance on the game. This then leads to the next relevant difference. Magic is structured around gaining an advantage. Elements is structured around building a position. This design shift would be expected to have less abundant removal so creatures and permanents stick around longer. Note the game is still young and the single developer is still adding more removal to the elements that do not have enough. Furthermore, Elements places a higher emphasis on Indirect counters (Shard of Gratitude vs Unstoppable Dune Scorpion).
In general you had good points hidden in the required oversimplification. Your interview is far from worthless.Thank you