Talk:New Beginnings/@comment-2601:601:200:AA7E:6130:F64C:D5E9:2562-20190112012452/@comment-2601:283:8300:56DE:4402:99B1:E936:C825-20190119095752

@Eruru It's funny how you think this game is difficult when low proc rates and leaps in difficulty from past events effectively make the "harder" difficulties into artificial difficulty at best. Almost hypocritical when you also mentioned in another comment that you can do this event's extreme difficulty easily. I guess people that are having a more difficult time than you even if they've been playing for two years or more and have consistently ranked fairly high before just can't have valid complaints-- even if they have good teams built, just not the multiple GLRs and GURs you've probably been able to easily attain as a presumably long time f2p player.

To my knowledge as a player that's come back recently after just over a year of absence, this is the largest jump in powercreep the game has experienced with the new rebirth mechanic. When people that previously ranked well enough to get the meta cards are going to be suddenly displaced from ranking high just because they haven't attained enough GLRs to stay up in their previous ranks, of course they are going to be angry.

The fact that you think people are being entitled is even more ridiculous. These people that ranked previously obviously know how to build decent teams. They probably put in hundreds of hours over years to gear up too. Though I guess when you're sitting pretty it's easy to shit on people that aren't quite up to snuff.

This game is hardly skillful beyond team building, which is definitely nowhere near as difficult as other, more strategic games. The "difficulty" most people are complaining about is the ridiculous damage dealt in advanced and extreme, and the skill nulls are just the shitty cherry on top. One must really feel like they just aren't good enough when their cards don't proc a turnskip in the first or second turn to survive on extreme, right? There surely must have been something you could've done differently to fix your horrendous play/choices in that situation. Hoping for skills to proc isn't strategy.

And I find it hard to sympathize with mobile game devs, especially since mobile games rake in cash.

I don't feel bad for game devs that have to read criticism from players, especially when others have been pretty reasonable and explained why they feel discontent with this event. I feel bad for the players that are told to suck it up when design changes are implemented in poor ways. People like you that suck up to devs and tell players that they're just "shit" at certain aspects of the game do more harm for the game than good. People always siding with devs has made many a previously fun game into a shitty game in recent years(Overwatch, LoL as some recent examples of this). Hell, a single XLR is going to take nearly half of a f2p deck cost by itself, this is already a big blow to f2p by itself. Fact is, mobile games are very likely to be poorly designed compared to ones that don't rely on microtransactions to keep going. Some poor design is even intentional to get whales to spend more money. A game that does this consistently for 5 years is going to have that add up.

Imagine how much more fun this game would be if "skill" wasn't limited to building teams and proccing enough skills by random chance like the OP mentioned. This game would probably have retained a lot more of its playerbase and would have made much more money if they decided to design it well and respond to more player criticism, but whales and toxic suckups like you have enabled the devs to keep making poor choices.