Level 3 is simultaneously what brings players to the game and what makes them quit. They see level 3's, they get into the game, they fail hard because of the reasons you explained, they get told to buy Dungeon Guides, they see the price, they see it's out of stock anyway, they quit. Heavenly Guide being an SR doesn't help either. The game needs a Common strictly worse alternative to Dungeon Guide (like a 1/2 for 4 with exactly the same effect) because right now a single card is being a massive bottleneck in the onboarding pipeline. Good Floating Memory cards just isn't enough when "that guy" builds aggro and gatekeeps everyone from the cool part of the game when you're trying to set up a locals.
I would add a more unique way for your Champion to level up using that DG version you said and that's to REQUIRE them to only use Floating Memories to level up as Cost. So that it can cost 3 but requires players to set it up first. It still has the stat of 1/2 and still remain Common.
DG reprint did help the situation a bit tho, the price is still high but not as high as it used to be but hopefully weebs will keep printing other guides and make lvl 3 decks more playable kinda don't wanna see a floating memory DG because that would basically push lvl 3 decks towards water/mill while guides look to be designed to be usable in most decks i do like your idea of having a common guide that's strictly worse than DG tho to make the game a bit more accessible, ideally one they'd include in starter decks just like idle thoughts being a staple floating/deck search in starter decks that's not overly powerful but helps for adv element decks to not get bricked+get what they need to lvl
@@arklord32 @arklord32 , I like the idea of a DG in the starter deck. They did that on the Prelude yet oddly didn't in the actual Rai and Lorraine Starter Decks and replaced them with Idle Thoughts. That said, a little counterpoint to your argument about the DG that utilizes Floating Memories, I think it won't lead to Water/Mill decks only. Instead, it could be versatile enough for both Fire and Wind too. We have a lot of Fast Speed Floats as well as Generic Floats. Hopefully, Fire gets more Generic Floats or at least more for each Classes. Have a good day/afternoon/evening! :)
The worst part of level 3 decks is fighting against Allies decks (wind allies etc) and aggro decks (FiZa) because the base elements in this game are just so strong and can kill you before you even realize it. Some other things that feel bad is just taking icebound slam right away after your turn 1, and now you HAVE to level otherwise you risk taking another icebound slam. Sometimes you just don't draw any taunts or intercepts or just any form of defense. So you go negative right away to banish whatever was in memory just to level. If you play a level 3 deck, most times you just die while at low level because "hey your opponent was able to play for pure advantage the whole game and prevent you from any form of stabilization". It feels bad for certain decks like Tristan where you don't get time to generate preparation before leveling because you risk dying otherwise. There are level 3 champions that can stabilize because they draw an extra card every turn or they have the most broken possible advanced element cards possible(Merlin and Silvie). They need to lower the power of the base element cards just a tiny bit because they are as good as quite a few advanced element cards and get the job done faster in a lot of scenarios. It's why we have things like Fire Lorraine, Fire Aggro Zander, Wind/Water Allies, Razorgale, Erupting(before it's ban) are running around. I don't want these decks dead, but like it's understandable why people play these decks when they have fairly consistent quick kill lines and ruin stabilization plans. It's a shame because level 3 champions are the coolest cards because they do the craziest things which is what makes these decks really fun
Ive tried not playing Dumgeon Guide and wow it makes a lvl 3 deck so hard. The rush strategies in the game are too fast without Dungeon Guide. I wonder if GATCG should experiment with mixed element cards maybe if Dungeon Guide is an issue. Like say a mage spell that deals 2 damage as fire but if you have Arcane it deals 2+LV with Efficiency. But really Dungeon Guide should be an uncommon.
I think the reason why Kongming has plenty of heals and Jin has Immortality and why weebs said that this set is for new players, is because they know that it's hard for new players to get into the game with how powerful the older players are. The power gap and cost gap to build a competitive deck was high. It sure boiled down a little but the fact that the reprinted DG is still at Rare is what I think pushes new players away from investing further into the game, based solely on this economic state we're all in globally. Also, I noticed that the players in my locals that started during DOA like me, have stayed with the game longer than those that started during ALC. I'm currently observing my locals for this exact reason and hoping the new players during AMB stays with us for the long run.
The jab at Merlin was so hilarious! Nice content!
When I teach new players, I describe it as "when you get to level 3, fun is allowed"
Level 3 is simultaneously what brings players to the game and what makes them quit. They see level 3's, they get into the game, they fail hard because of the reasons you explained, they get told to buy Dungeon Guides, they see the price, they see it's out of stock anyway, they quit. Heavenly Guide being an SR doesn't help either.
The game needs a Common strictly worse alternative to Dungeon Guide (like a 1/2 for 4 with exactly the same effect) because right now a single card is being a massive bottleneck in the onboarding pipeline. Good Floating Memory cards just isn't enough when "that guy" builds aggro and gatekeeps everyone from the cool part of the game when you're trying to set up a locals.
I would add a more unique way for your Champion to level up using that DG version you said and that's to REQUIRE them to only use Floating Memories to level up as Cost.
So that it can cost 3 but requires players to set it up first. It still has the stat of 1/2 and still remain Common.
DG reprint did help the situation a bit tho, the price is still high but not as high as it used to be but hopefully weebs will keep printing other guides and make lvl 3 decks more playable
kinda don't wanna see a floating memory DG because that would basically push lvl 3 decks towards water/mill while guides look to be designed to be usable in most decks
i do like your idea of having a common guide that's strictly worse than DG tho to make the game a bit more accessible, ideally one they'd include in starter decks just like idle thoughts being a staple floating/deck search in starter decks that's not overly powerful but helps for adv element decks to not get bricked+get what they need to lvl
@@arklord32 @arklord32 , I like the idea of a DG in the starter deck. They did that on the Prelude yet oddly didn't in the actual Rai and Lorraine Starter Decks and replaced them with Idle Thoughts.
That said, a little counterpoint to your argument about the DG that utilizes Floating Memories, I think it won't lead to Water/Mill decks only. Instead, it could be versatile enough for both Fire and Wind too. We have a lot of Fast Speed Floats as well as Generic Floats. Hopefully, Fire gets more Generic Floats or at least more for each Classes.
Have a good day/afternoon/evening! :)
love the interesting topics that Recollection Step discusses 🙏 bless you guys
Duluth is where I go for Vanguard events. It'd be awesome if you can get a GA scene going there
Love this in depth topic for GA.
The worst part of level 3 decks is fighting against Allies decks (wind allies etc) and aggro decks (FiZa) because the base elements in this game are just so strong and can kill you before you even realize it. Some other things that feel bad is just taking icebound slam right away after your turn 1, and now you HAVE to level otherwise you risk taking another icebound slam. Sometimes you just don't draw any taunts or intercepts or just any form of defense. So you go negative right away to banish whatever was in memory just to level. If you play a level 3 deck, most times you just die while at low level because "hey your opponent was able to play for pure advantage the whole game and prevent you from any form of stabilization". It feels bad for certain decks like Tristan where you don't get time to generate preparation before leveling because you risk dying otherwise. There are level 3 champions that can stabilize because they draw an extra card every turn or they have the most broken possible advanced element cards possible(Merlin and Silvie).
They need to lower the power of the base element cards just a tiny bit because they are as good as quite a few advanced element cards and get the job done faster in a lot of scenarios. It's why we have things like Fire Lorraine, Fire Aggro Zander, Wind/Water Allies, Razorgale, Erupting(before it's ban) are running around. I don't want these decks dead, but like it's understandable why people play these decks when they have fairly consistent quick kill lines and ruin stabilization plans. It's a shame because level 3 champions are the coolest cards because they do the craziest things which is what makes these decks really fun
Ive tried not playing Dumgeon Guide and wow it makes a lvl 3 deck so hard. The rush strategies in the game are too fast without Dungeon Guide.
I wonder if GATCG should experiment with mixed element cards maybe if Dungeon Guide is an issue. Like say a mage spell that deals 2 damage as fire but if you have Arcane it deals 2+LV with Efficiency.
But really Dungeon Guide should be an uncommon.
I Opened a case of AMB and got a play set of dilu and one dungeon guide
@@ll01dmthat is so funny. Because I got 3 Heavenly guides and only 1 DG
Great job guys 🎉
favorite lvl 3 is rai!!
I'm the fire aggro tristan in the local meta. KEK
based
I actually saw you on stream, its a badass deck
Oh lol. Didn't think some would notice! Thanks!
I think the reason why Kongming has plenty of heals and Jin has Immortality and why weebs said that this set is for new players, is because they know that it's hard for new players to get into the game with how powerful the older players are.
The power gap and cost gap to build a competitive deck was high. It sure boiled down a little but the fact that the reprinted DG is still at Rare is what I think pushes new players away from investing further into the game, based solely on this economic state we're all in globally.
Also, I noticed that the players in my locals that started during DOA like me, have stayed with the game longer than those that started during ALC. I'm currently observing my locals for this exact reason and hoping the new players during AMB stays with us for the long run.
🎉🎉🎉