Well there are quite a few issues I have with the whole way the planeswalker leveling system works. I remember back when I started the game that it was really fun for me and I enjoyed watching my baby planeswalkers grow. I remember when I first got Chandra to level 60… it felt SO AMAZING using that second ability to decimate my opponent’s army.
Nowadays I just find it tedious, boring and pointless. I don’t “take advantage” of the whole ‘low level planeswalker’ matchmaking thing. I prefer to level up everything and enjoy the full power of a planeswalker. Sure, in theory you can take some strategic advantage here and there, but feels more like a loophole than the direction I see the game pushes.
Approach #1 - Eliminate planeswalker level
So coming back to the thread, I think the real problem here is with tiers, not with the planeswalkers themselves. I would eradicate the level up system to narrow the field, and let me explain why:
- Cards in theory dictate tier. The broader your collection, the higher you will go in tiers. If you are not playing with the cards you get, what’s the point of having them in the first place?
- The current tier system does not take sets into account, so in theory the best set to invest in is Origins. You get great goodies from Origins, you stick to them, and you will generally do good. Quite not encouraging people to expand and try new things though, is it? So people would get bored with this approach.
- Tier does not care about planeswalker levels. So in theory you can use planeswalkers that are really good with low power cards to stay low in tier. These planeswalkers either pump your side of the board like crazy (Nahiri), have wonderful built-in abilities (Teferi, Bolas, Huatli2) or just have amazingly good cards. In this case, there is really NO POINT in not upgrading your planeswalkers - on contraire, the higher your planeswalker level, the more powerful you get and the better your matches while staying in bronze/silver/gold.
Approach #2 - Lower planeswalker level granularity system (tier-bound)
Another way to encourage people to grow in tiers could be to actually tie planeswalker level to the player’s tier. Your planeswalkers would actually grow then according to your tier. Of course this would mean the whole 60 levels granularity would have little to not point anymore. But more like:
Bronze - low mana gains, fewer HP, all abilities at level 1, one deck slot unlocked.
Silver - higher mana gains, more HP, all abilities at level 2, two deck slots unlocked.
Gold - even better mana gains, even more HP, all abilities at level 3, three deck slots unlocked.
Platinum - full mana gains, HP, all abilities at level 4, four deck slots unlocked.
I did not mention deck restrictions “expanding” as you level up because I really see little point in them. Keep deck restrictions on planeswalkers as they keep things balanced, but make them immutable with respect to the level.
I also did not mention regeneration since I find it meaningless in today’s context. Back in the days it made more sense, but now it’s just a silly restriction.
Approach #3 - Adaptive matchmaking
Speaking of matchmaking, another idea I have to bypass both tiers and planeswalker levels would be a system based on player points. Let me explain:
- It’s clear that the more you win, the better you are and the more powerful your decks are. If you get key combos in key colors, you no longer have to worry about anything else, so it’s really not a thing of HOW MANY cards you have but rather the quality of those cards.
- It’s also clear that rotations are not considered, so a player that’s quite powerful due to say a current standard (I’m looking at your cycling) will lose a lot of power post rotation. Is it fair to keep that players just as powerful?! No!
Therefore, my recommendation would be:
- Post rotation, reset all players and give them an initial scoring that could keep in mind the current card collection and previous placing. (since post rotation you do lose only part of your collection) - SEEDING
- As players play events (I am looking here only at relevant PVP events, excluding Training Grounds and maybe even Across Ixalan/Trials of the Planes), adjust that level. The more they win, the higher the go. If they lose, they go lower. - ADJUSTMENT
- In short time, the playfield will adjust so that the best players go against each other while the weaker ones are matched against weaker players. - BALANCED STATE
- Of course this is only applicable to standard. In legacy I guess this would be a continuous process.
- PVE needs a completely different system. I fail to see the point of tiers there as long as everyone plays against the same opponents. And that’s fine! But then give everyone the same rewards for the same effort!
People can’t really “abuse” this system since in order to stay low, they have to lose! And sure, this also means that some matches might be more difficult at first but this is why the SEEDING step is so important! It needs some experimenting, trying out, proper testing, but if we want a more meaningful system we need a radical change in this direction.
Approach #3 can go together with Approach #1 but not together with #2 (since fluctuating planeswalker level is just stupid).