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Meanwhile, the Hacker units can sit shielded in front of Innocent Bystanders and do more damage than the biggest, baddest, meanest Mech you can build.
There's a balance issue there.
The biggest balance issue I see is the fact that going first determines the outcome of the game much more than the starting hand or the content of your deck. It's not a big deal in MTG, because the value of an additional card is so huge that going second may even be advantageous for some decks. It's also not a big deal in Hearthstone, because of a coin (and the card advantage also matters a lot there). I could list a few other CCGs where this problem is either successfully solved, or simply not big enough, but here it's just devastating, and the reasons are:
1) Cards are super cheap. One additional starting card is basically nothing, expecially since we can have up to 4 copies of a normal card in a 40-cards deck (so the player can get things more or less reliably). With 2 free mulligans, getting everything the deck needs in a first few turns is super easy.
2) The value of the initiative is huge, mostly because of how explosive the credits-per-turn could be, and how easy it is to convert this advantage into damage (because of Hasty agents, hacking and other unpreventable nonsense). It's not like the opponent can respond to the agression by playing an Instant spell or something.
3) To turn things around (and effectively swap positions with the first player) the second player will have to spend a card and 2 credits at some point (so the initial card advantage is also lost). Security Clearance + Executive (times N) combo is cheaper, but your opponent (who went first) may also do the same thing before you'll get a cance. So, being second in this game is just terrible.
At some point of the campaign I realized that the difference for me, as a player, is that the games where I go second are tedious, slow and potentially loseable, while games where I go first are almost twice faster and super easy. So, just to save some time on boring farming (especially in Arena), the optimal way to farm is to concede immediately and restart until I go first (and my starting hand is not terrible). Sometimes I know that the outcome will be the same regardless (for example, Arena games that are required to unlock the next tier), but I just want to finish the match twice faster.
This problem really makes the game worse, because the the player either have to suffer from the balancing issues, or make boring repetitive active actions to fix the problem (as in "restart N times to not be in a significantly disadvantageous position"). But this also creates a problem, because the opponents are not really challanging when they go second, and this is also not fun.
The potential ways to solve the problem are: coin, additional cards for the second player, or any other arbitary game mechanic that evens things out.
However, I wouldn't want to play multi player with the current initiative rules, a human player would be able to press the first turn advantage much more aggressively.
Obviously the game has gone through betas and balancing already, but a larger player base wil always find more ways to break things.
And yeah, look, this is the initial release. The game will have balance issues that will emerge as more players hammer on it.
The plan is to to do regular expansions, both balance passes and to add new mechanics, such as something equivalent to Trample.
Though, on that note, Hacking is intended to be a strong counter to beefy unit decks. Yes, hackers can throw expendible low-cost units down or drop smoke grenades etc to stall you out until they win via indirect OP gain, but that's the point. Every deck type should have some strats they're strong against, some they're weak against.
Hackers tend to be weak against Assassins or Boom decks, whereas beefy agent decks tend to be strong against those types.
This is by design.
On the Rush strat - yes, they're powerful when used right. But they're also a bit luck dependent, and they fall apart if they don't win early. Beefier decks will tend to lean a bit more expensive, so they're slower to get cards out early game, leaving Rush space to snatch an early win.
Generally speaking, the trick to dealing with Rush is the same as hackers dealing with beefy agent decks - slow them down with cheap units/debuffs/support destruction. 9th Circle is their weakness. Usually they can't score enough, even with Blackjack's adds, to win early without 9th Circle.
Though I'll admit, the AI is maybe a bit too susceptible to Rush strategy, not good enough at adapting to it.
On the matter of initiative, sure, the first player may have too strong of an advantage. I never found a need to restart because of playing second in a match, early game first mover advantage tends to come from getting into a lane first, and you can just concentrate on a different lane to the one the AI chooses to get into that lane first. But I'm open to tweaking the balance there.
Keep the feedback coming, I'm listening! And future content will focus on addressing the weak areas in the strategic space.
My main deck usually outputs about 28 damage on the turn I'm playing System Crash. If that isn't enough to win that turn, one more turn should do it, especially if I'm holding one more System Crash for another free attack.
My main deck now is a mech/law deck that creams anything except hacker decks, and on occasion even those. Going first is no longer required, but it is still a huge help.
The AI uses system crash inexpertly, usually making things worse for himself. The even clear away my SAI pac mk3's with Reroute, giving me another round of stun.
Maybe the one that reshuffles his start hand the fewest should go first, and coin flip if tied.
Maybe the second to go should start with 2/1 credits (2 to spend, 1 max)
Those are good suggestions, I'll test them out.
And noted about the strength of System Crash/AI's weakness to 'Return To Hand' effects. I'll see if I can balance those out.
The system crash seems designed for blackjack, as it returns exactly 3 credits. This is to limit it after you can spend 5 credits, but it also alows the combo at 5 credits. Would you recieve only 2 credits "refund" the combo would be harder. But hedge funds and hostile takeovers can make it happen even sooner than turn 5.
Anyway, as there are no cards to help you defend against System Crash, this is definately the most powerfull combo in the game. I would like to see a Defense Grid against rushers, or a Backup something against System Crash or Reroute in an "expansion". Like the EMP grenade, only usefull against certain cards, but vital to defeat certain decks.
P.S. My suggestion to start with 2/1 credits if you go second should be scrapped. I now see the power of the Executive and Hedge Fund as well as Hostile Takeover. Any game against the AI a win with 2/1 starting credits would be a win, if I have those cards in my deck.
http://steamcommunity.com/sharedfiles/filedetails/?id=754360226
Librarius
In Hearthstone, charge minions were balanced by being lower in stats than similarly priced minions, being fragile, and the fact that attacking enemy minions always meant you took damage in return.
Here, haste agents almost have the same stats, they are not that fragile, and they receive no damage in return for attacking an enemy agent.