I know the devs read the council discord, but suggestion chat can get very long and tedious to read through. So I’m just kind of summarizing my thoughts and ideas after some discussion and witnessing complaints from new players in CTT2. These thoughts can evolve and change but right now I think they would be best for the current build and future direction of the game.
Progression needs to be changed. It’s too slow. We’re in the CTT test out different speeds of progression. Taking 2-3 weeks to unlock the later tier cards stagnates the meta in my opinion. I’ll be running the same build throughout most of CTT as it takes so long to get to the cards I do want. Perhaps making progression about 50% faster would be a good starting point to try out. I think some other sort of progression could be added that doesn’t limit players.
Starter Decks need to be expanded. One of the current biggest issues I see driving players away is that they are all stuck to the same rocket/shotgun/meteor/PR/air jump build. It needs to be more diverse. They need more cards to feel like they have a unique build, to try stuff that they like better, to just have different options in general.
I suggest moving detonader up to row two, replacing mines. Give the first two rows for free as the starter deck. Have the 4 tutorials try different builds. Tutorial one can be the rocket/shotgun/Meteor/PR/Jump. Tutorial two can be det/shotgun/shield/jump/phase. Tutorial 3 can be det/tesla/fleet/rampage/bubble. It lets them try out all the starter deck, and it gives them diversity for going into contenders matches. This is half card game right? So why stick them into a fairly bad loadout that would be hard to advance in if they keep matching someone who has better cards. (Arguably every card is better than the starter deck minus PR).
For the future:
As I said in my last point this is half a card game, so dive more into the card game aspect. Having builds be more unique would be interesting. My current favorite idea is adding a modifier card. You place it on one card in your loadout and it modifies it for the match. Either for the entire duration of the match, or once you meet certain requirements to activate the modifier. I related this idea to aghanim’s scepter from dota 2. The description is
“Aghanim’s Scepter enhances the equipped hero by empowering or adding new effects to one or multiple of their abilities, granting them a new ability, or in other new and special ways.”
So the modifier card would do something similar. When hovering over your modified card it will show the normal description + at the bottom it would say something like “Modifier: “insert change here””.
A couple of examples are: Modified Tesla: Tesla gains alt fire that penetrates walls.
Energy Barrier Modifier: Players cannot move through the barrier.
Something that adds more depth to the card aspects of the game, making builds even more unique. It’s a bit of work having to come up with something for every card, but even stat changes could work. Like modifier for vamp could make it go faster.
Another idea to note(but I have not really put much thought into) would be a possible passive card slot, match modifier card slots(arena modifier), just for like for fun matches where that could be turned on/off for ranked/tournament gameplay.
The main focus on being now is to help starter players out more to want to stick around. Making progression quicker(not having to take 2-3 weeks to get a loadout, and then 2-3 weeks for a single card when they are the whole point of the game), giving more cards as a starter deck, and the already addressed(and fixed) C gain on loss should be top priority.
Then looking at ways to create more depth for later CTT builds and future release.