I made a small post in a new player thread about something that I've been thinking about off and on over the last two months: introducing block rotation into the game. This isn't the first time this has been proposed, I recall the designers had a stickied thread about it way back in the SOE days but the idea never gained any traction. I think it would definitely take some time to design and implement but it would make the game a lot easier to learn and to balance. My argument is based on the following assumptions: The amount of content in this game is overwhelming. There are 29 releases, about 1600 champions and 2000 runes available in this game, and about 3000 abilities. There are 30 slots in a deck. The amount of content creates a steep learning curve. A significant part of "being good" in pox is about memorizing these abilities and how they work together. The amount of content probably creates bugs. There have definitely been unforeseen interactions that have created near-unbeatable decks (masochism/imp/phoenix anklet comes to mind). The value of any individual's collection is dependent on the health of the game. Limited edition skins are a great way to reward people for spending money, but more freely available non-LE editions should be available for every rune that has an LE version. The long-term viability of this game is salvageable. I'm sure there are many who disagree with this. I'm not sure where I stand on this but I assume the developers believe it. Expansions are currently meaningless. The latest expansion is the only one that matters, in terms of content acquisition. Runes from the other 28 are folded into 2 different packs, and the current separation of runes by expansion has no function other than making the rune manager and forge more readable. Growth through new players is better than growth through new content. I don't have access to the DOGs' books so I can't provide hard evidence for this. The core argument: The game's expansions should be restructured (with individual runes shifting expansions and/or rarities if necessary) to create 3-4 blocks. An individual deck can only be composed of runes from within that block*. The ranked ladder should be reset at regular intervals to switch from one block to the next (or could allow one to use a deck from either of 2 blocks). Tournaments and special events (promo weekends or whatever) can break up the monotony by using a different block from the ranked ladder. Single player could be unrestricted and casual matches use whatever block the host wants to. Supporting structure: * The basic/core set (precedent - Hearthstone): This set is untradeable and incredibly easy to acquire. These runes should either be accessed immediately upon registering or through campaigns/single player missions. These runes can be put into any battlegroup, regardless of the block. These runes speak to each faction's core mechanics and include signature runes such as sacrifice, hammerstrike, etc. The game is developed enough that the core set does not need to be expanded, but if this structure were used for a new game, each expansion could include an additional card for the basic set. The basic set should include enough runes for a new player to make and customize a deck for any block and include about 1-2 champions from each archetype (melee, range, passive support, active support, magic damage, detection, etc.) for every faction. Block sets: expansions are united by themes (the Maljaran block is already available as an archetype) and mechanics, but also include orphan runes that don't support specific themes. Countermeasures are also organized into the blocks (eg. if a block has a disproportionate amount of psychic damage champs, it also includes a fair amount of resist/immune champs). Packs are once again purchasable by expansion, and this has a bit more meaning. Larger themes (eg. draksar, elves) can have their core in the basic set and be dispersed, or be split into two blocks, or something else entirely. Bridge expansions: In a given block composed of 6-8 expansions, 2 of these expansions bridge between 2 blocks, and their runes can be used in either. This means that when the developers create a new block, there is already some content to play the new expansion's runes off of, both from the bridge and the basic set. Ladder is reset but not forgotten: each ladder season, the top 5 players + 1 next best players from each faction are immortalized on a dedicated page on the website (similar to the drums of war but smaller to accomodate multiple seasons and permanent). Their decks are datamined and added to skirmishes for the given block. Seasons are shorter (see Hearthstone) but permanent memorialization makes them a bit more meaningful. Balance patches should be avoided during the seasons but there would be a grace period between each season where decks from every block can be played (maybe a week or 2). Intent: This format would decrease the amount of available runes for a given ranked season. Although this seems like it would kill variety, I would argue that rune power levels already do this. How many runes does it actually take to make an interesting metagame with enough variety? This change would increase the game's accessibility by limiting the pool of runes that a new player would need to buy/earn to participate in a given season as well as the amount of opposing mechanics and champions that they would need to know. The decreased pool of available runes would also make the "vanillification" of pox less necessary. There would be a lot fewer champions competing for a specific role and fewer alternatives to balance against. Although every block is balanced against the core/basic set, the relative strengths of the basic set could vary (eg. basic ranged FS champion X sucks compared to the available alternatives in block 1, but is stronger than the alternatives in block 2. Basic melee FS champion Y sucks compared to the available alternatives in block 2 but is relatively stronger in block 1).