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    • Ban List for Rated in v3.60




      As previously mentioned in the v3.55 Playtesting Update, we will be enforcing a Ban List for Rated Multiplayer matches in v3.60. Please note that Unrated, Campaign and Meltdown will be unaffected.


      BAN LIST FOR RATED IN V3.60

      These cards are not usable in Rated Multiplayer in v3.60, but can still be used in Unrated, Campaign and Meltdown:

      - Into the Forest
      - Lay Low
      - Soul Reaper
      - Armor of Ages
      - Crescendo



      RATIONALE

      We have created a Ban List and chosen these five cards for it because:
      - It is the shared belief of the Shadow Era Design Team that having these five cards in the game does more harm than good.
      - All five of these cards have been specifically mentioned in complaints about "stall decks" and "negative playing experiences" for the past seven years, with a marked increase over the past year.
      - Implementing a trial Ban List for v3.60 is a very very low cost way to both test our hypothesis that the game will be better without these cards and also attempt to improve the environment in response to the player complaints.


      WHY NOT INCLUDE OTHER CARDS?

      We know other cards have been suggested to be banned (e.g. Rain Delay), but we can currently see enough redeeming qualities in them that make them worth keeping.

      These five cards (Into the Forest, Lay Low, Soul Reaper, Armor of Ages and Crescendo), on the other hand, would never be designed and added into the game today because they enable and promote a type of playing style that the vast majority of people dislike facing, which really is not great for player retainment!


      FUTURE PLANS

      After we have had time to witness the impact of the Ban List, we will be able to make a much more informed decision from the options available to us.

      For example, for each individual card, we could:
      - Keep that card on the Ban List permanently and compensate any players with that card for the playability restriction we have imposed.
      - Design a new card based on the redeeming features of the original, which can be given free to any players owning the banned card.
      - Remove that card from the Ban List and admit actually it does have a place in the game.
      - Errata the card in an attempt to make it not so harmful.

      These are listed in order of likelihood based on what we know today, but they are all potential options to consider for each of these cards (and any others that raise their ugly heads in the future).


      COMMENTS AND QUESTIONS?

      We understand some people will not be happy about this move, even if it may only be temporary to gather information, so feel free to air your grievances below! Similarly, please post any questions you have ... or even positive feedback about this.


      This article was originally published in forum thread: Ban List for Rated in v3.60 started by Gondorian
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      Comments 84 Comments
      1. Shadow Mann's Avatar
        Shadow Mann -
        I agree with Demnchi...and appreciate the detailed post, great points.
      1. Shadow Mann's Avatar
        Shadow Mann -
        BP Shadow Mann vs A1 Haunty

        Perfect example of why more ways to deal with attachments is needed. Solo Maj can crush a hero now with loads of attachments that deal direct damage. Please fix SoE and Vermin to work on summon. In the meantime, I guess I'll only be using direct damage heroes...hello zal and damn mages, if I even play...might be time for a break until things get balanced a little more. I get irritated more by all the attachment crap than I ever did by the banned cards on this list.
      1. Gondorian's Avatar
        Gondorian -
        Quote Originally Posted by Shadow Mann View Post
        BP Shadow Mann vs A1 Haunty

        Perfect example of why more ways to deal with attachments is needed. Solo Maj can crush a hero now with loads of attachments that deal direct damage.
        I assume you had a lot of allies stuck on the board.

        I think this is perfect example of where you could change your deck in light of new cards and new meta! I guess you have been lucky to cope without ways to remove "stuck" allies in the past.

        There's at least 4 cards available to Garth now that can bounce them for you, sending Subdue and Consuming Fear straight to the graveyard, and allowing you to replay them for their on-summon abilities too.
      1. Bluejet24's Avatar
        Bluejet24 -
        Soul Reaper... Just change it to +1 life only per ally..and 4cc...and when used, SR is exiled from game
      1. Shadow Mann's Avatar
        Shadow Mann -
        Quote Originally Posted by Bluejet24 View Post
        Soul Reaper... Just change it to +1 life only per ally..and 4cc...and when used, SR is exiled from game
        This would mean they are willing to change the older cards...the ban list seems like their preferred option to try first. I'm not sure they really want to start modifying the older sets.
      1. Dr Steve Brule's Avatar
        Dr Steve Brule -
        If banning these cards leads to shorter matches, then I guess you achieved your goal of shortening the matches but that may be a pyrrhic victory for wulven studios (or whoever controls this game) and not a victory at all for the players or for the game. I wonder if, in this case, player frustrations manifested with statements such as "stalling games are the worst kind of games" but actually depend more on the probability that one player is able to dominate their foe throughout the match. Stalling is a form of domination -- make the other player wait and feel powerless. But there exist so many other forms of domination and humiliation in this game even after you remove these 5 cards, so I doubt you've solved the real problem. For example, you can take away armor of ages, but there are still plenty of scenarios in this game that feel unfair and lead to one player dominating the other throughout the match, and then the match was unfulfilling for the loser.

        I see the problem as being something like, shadow era matches are too one-dimensional: you either win or lose (yes, draw is possible but statistically hardly ever happens).

        I'm not here to rant though, I love this game. I play almost every day. Not to win, just for the chaos and bizarre strategies to be truthful.

        so here's my analogy/idea to shadow era's match gameplay frustrations: golf!

        Personally, I'm not an advocate of the sport of golf, but I admire golf's multi-faceted approach (pun intended) to the humiliation problem, which include: "handicap" (players of unequal talent compete equally based on statistics), "re-match" (lose one hole, then start over on the next hole against the same opponent), "pace of play", "front 9/back 9", "skins", etc, etc.

        there are a long list of rules in golf designed to ease the frustration of one player dominating another. It would be easy to offer a handicap (increased health or more frequent crystal energy?) , or a more elaborate scoring system, such as points for kills, or some type of reward so that, as in golf, there is a winner and a loser, but the loser doesn't feel humiliated because the loser "won something".

        Think about a player who logs in, builds a deck, learns the basics....then gets their ass kicked by thoughtripper+fagan, or their opponent summons 2-3 leviathins in one turn, or gravebone puts forgotten horror into play despite having 4 resources, or tidal wave disappears all your allies, or nova, or embers, or hidden, or soul reaper, or transmog, or most of the Location cards, or any of the other hundred of humiliating "surprise I just kicked your ass via loophole xyz ha ha" card combinations in this game.

        I'd rather have a point-scoring system that is designed to reward winners AND losers rather than what we have now often in many matches: a one-dimensional beat-down.

        to sum up (what did we learn?):

        * ban list does little to improve game play
        * handicaps even the playing field (based on match play score, experience, deck strength, etc)
        * re-match offers a second (or third or fourth) chance
        * pace of play prevents slow games
        * alternate point-scoring systems acknowledge good match play regardless of win or defeat, ie points for dealing damage, points for defeating any card with casting cost 3 resources or above (it should be a major achievement to kill Vull before he kills you, am I right?)
        * I hope banned cards get reborn
        * the idea of permanence. it makes little logical sense why some cards are permanent and others are used up over time, and others are single-use.
        * cards that statistically give advantage or circumvent "natural" game play (high percentage win cards or so-called "kill cards") should require an equal/opposing penalty of some kind

        love this game! love what you guys do! for your health!
      1. Gondorian's Avatar
        Gondorian -
        Hi, Dr Steve Brule. You make some great points and I like your style of writing, but you've put too much emphasis on thinking we banned these cards because they win. The fact is that they are miserable to face even when you can beat those decks, and they are most prevalent in average ratings where players are the same approximate skill but one had chosen to use misery-inducing cards and the other hasn't (so handicap is irrelevant and no one is really dominating the other, but one is being aloof and the other wishing to have interactive match).

        Speaking of interactive, I have to say I do like the golf analogy - not only because it's a pretty boring sport IMO but also because it's essentially a solo game where each player can focus on their own plays and ignore the opponent, which is a lot like when a player uses some of the above cards to ignore their opponent and play in non-interactive fashion.


        Sent from my iPhone using Tapatalk Pro
      1. Maldazar's Avatar
        Maldazar -
        Finaly something is being done about the 30-40 minutes boring games that made me stop playing SE. No, stalling has never been overpowered, I probably have won more games against it then lost against it, but every single game against stalling decks made me want to close the app and just never open it again.. It's just not fun (for me, everyone has diferent conceptions of fun). I agree with the cards on this list, although possible some more need to be added to it in the future.

        But I love the idea of having a ban list in every season, exactly to be able to balance out older cards that might start to be game breaking (not in balance, but in fun to play).
      1. Gondorian's Avatar
        Gondorian -
        Quote Originally Posted by Maldazar View Post
        But I love the idea of having a ban list in every season, exactly to be able to balance out older cards that might start to be game breaking (not in balance, but in fun to play).
        Hi, welcome back. I appreciate there's some support for the idea of a rotating ban list to shake things up regularly, but I think at this stage we should confirm it's not one we'd consider any time soon. It just seems like a band aid used in other games to make up for lack of balance and variety. It's something to keep in the back pocket if we need it though!

        But it's our hope we can continue with keeping all cards legal in Rated Multiplayer apart from the ones selected here for being "not in the spirit of the TCG we want to be making". I think you are right there are a few more cards that are likely offenders on that which could also get them onto the trial Ban List, such as Robes of Mending.
      1. Sylnox's Avatar
        Sylnox -
        Interesting move. You've essentially killed off two (or three if you count Prax and Zaladar separately) of the most powerful decks in the game. I think it's probably for the best - I hated playing them and there really is no good counter to either one - Gwen can almost always play more bows than you've got item destruction, and even if you can circumvent ITF with groundshift you've got to attack her with allies with >4 health or she'll just heal off of you if she's got a soul seeker. Prax and Zaladar being able to get up to full health with a 3cc card and draw card(s)/abilities that they'd be playing anyways (which throw stuff into the graveyard for soul reaper to use) is nuts. Couple it with energy discharge/that one location that exiles allies, AoA to soak up damage, and mimic in case soul reaper is discardeed and it's just bonkers how few weaknesses the resulting deck has. Plus Prax's version is a mill deck and Zaladar basically kills you slowly with his ability, so games against them take a long time, and you're almost guaranteed to lose in a lot of cases. Not much fun.

        I'm not sure how I feel about the other two bans. Crescendo seems to be almost exclusively used in Millstalker decks, which have their weaknesses (Anarchic Looting, cards which resist the damage ping from evil ascendant plus a way to destroy crescendo, a well-timed groundshift). Millstalker is definitely not on the same level as the decks above. Lay low Lance isn't either, although it seems to have more good matchups than Millstalker and is annoying to face if you can't counter lay low. However, I've found Lance tends to take a decent amount of damage early in the game and ignore your allies late-game, meaning you can potentially play groundshift to kill him. Maybe the deck is bad because if you're not running a board wipe [not a hard counter but helpful since Lance has limited allies], focused prayer, hasted Eris, groundshift, or one of the two new epics you're pretty much screwed, but then again that's a decent list of weaknesses and the last two options aren't even class specific.

        Lastly I'm a little surprised to see that stall Vess wasn't addressed as I've seen lots of complaints about that deck too. Maybe the Yari Marksmen nerf was enough to level the playing field vs ally decks? TBH I haven't played since that took effect so I don't know for sure.
      1. Shadow Mann's Avatar
        Shadow Mann -
        Quote Originally Posted by Sylnox View Post
        Maybe the Yari Marksmen nerf was enough to level the playing field vs ally decks? TBH I haven't played since that took effect so I don't know for sure.
        I think yari marksmen is stronger now than before.
      1. FinnTheConqueror's Avatar
        FinnTheConqueror -
        Quote Originally Posted by Shadow Mann View Post
        I think yari marksmen is stronger now than before.
        I totally agree -now instead of waiting for a 3rd ally to snipe something down, you just have to wait for two and that's already 3 damage. I if you have an ally on board well its almost guaranteed you will take out whatever you are sniping. Also, the reasoning for the "nerf" doesn't make sense. It was said that his power wasn't warrior-esque since he wasn't using combat to take down the enemy. Well...he's a marksman! It's in the name! Plus, he's still doing the same thing just not killing the creature outright.
      1. Shadow Mann's Avatar
        Shadow Mann -
        Quote Originally Posted by FinnTheConqueror View Post
        I totally agree -now instead of waiting for a 3rd ally to snipe something down, you just have to wait for two and that's already 3 damage. I if you have an ally on board well its almost guaranteed you will take out whatever you are sniping. Also, the reasoning for the "nerf" doesn't make sense. It was said that his power wasn't warrior-esque since he wasn't using combat to take down the enemy. Well...he's a marksman! It's in the name! Plus, he's still doing the same thing just not killing the creature outright.
        And now he's also much harder to kill himself, with 4 health
      1. phillipw123's Avatar
        phillipw123 -
        I like the changes to Yari Marksman. Makes the ally much more versatile and Yari tribal decks more interesting.

        However I don't think enough has been done to address Stall Vess. The change to Yari marksman has done little to affect the playstyle. Need to stop attachments from being recycled or lythite coating banned.
      1. deathintheflesh -
        Im a fan of stall decks. To each their own. But how about we just ban moonstalker too while we are at it? Lol. Jknk. Hunters are my fave and into the forrest is most always in my qwen decks. I do agree its too cheap.

        Does this include meltdown?
        And when/if you guys later replace any of these cards will foils be replaced as well?
      1. MrNice's Avatar
        MrNice -
        Quote Originally Posted by deathintheflesh View Post
        Does this include meltdown?
        No. MD, unranked and single player campaign matches are excluded for now.
      1. Gondorian's Avatar
        Gondorian -
        I'm bumping this thread to see how people feel about the Ban List after we've had more than three months of it in use.

        As far as we know, it's been a positive thing for the gameplay environment, so we are retaining the Ban List for Rated Multiplayer in v3.61.
      1. TJ dubdub's Avatar
        TJ dubdub -
        The bans are mostly fine. The reaper ban has killed 2 very competitive decks and really forced the elemental class into aggro. This is fine if there are cards coming to help them get back into control and mid range. There are several more cards you should consider adding but I'm not sure if that is an option
      1. jonmaciel's Avatar
        jonmaciel -
        Elemental class was balanced around the fact that they have Soul Reaper - that's why Antimatter is the way it is. If Soul Reaper is indeed gone, they will need many new control tools as well as a new draw engine. The tools they have now are centered around the fact that they can afford the loss of tempo and slow start because Soul Reaper will be used later. With that no longer the case, a heavy aggro build is the only way to play the Elemental class right now.

        I'm fine with banning Armor of Ages - its only purpose was to stall - but they can't seem to afford losing Soul Reaper without negating most of the cards that were designed around it.
      1. Gondorian's Avatar
        Gondorian -
        Hi all! I think we have had long enough to learn enough from this Temporary Ban List. It's clear allowing up to 4 copies of these in decks on Rated Multiplayer did not create a nice environment and we are much better off overall without them appearing at all. But, could things be even better if we allow 1 copy of them rather than none at all? I say "Let's find out!"

        I propose we consider making a Temporary RESTRICTED List for Rated Multiplayer with these same cards on it. Each of these cards currently limited to 0 copies in your Rated Multiplayer deck could now appear once in your deck. Implementing it will take about 5 minutes and communicating it would not take much longer. What do you think?
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