
First takes on Pre-Season 5 Balance Changes in Axie Infinity: Origins
The Pre-Season 5 balance changes for Axie Infinity: Origins are finally here! There are LOADS of changes and here are my quick first takes on all the changes! (Do note that there could still be further changes before Season 5 starts.) tldr:Topaz, Square Teeth, Cottontail nerfedPoison, AoE, Debuff, Goo buffedGame MechanicsFade is a new keyword the Exile the card when it is still in hand at the end of the turn. The main difference it makes is that most Curse cards now has Fade instead of Banish...

7 Uncommon Archetypes to Play in Season 5 Mystic Era in Axie Infinity: Origins
By now you may be bored of playing (against) Leafy, Poison, Topaz, Sustain, Hot Butt, Jinx etc. from the Epic Era. If you are looking for something else to play in this Mystic Era, read on to see some not so common archetypes that made it to the Top 1000. Maybe you can find some inspirations to build your own team to make it to the top! Note that nothing in this post is financial advice. Some of the teams below require Mystic Runes and/or Charms to work. The costs of Mystic Runes and Charms c...

First look at Project T prototype from Axie Infinity: Social Gameplay
Today, Sky Mavis just dropped a protoype for a project that they have been teasing for the past few days called Project T. It is a social platform where you get to interact with your Axies and chat, hangout, and play mini-games with other players. It is currently open for testing for selected players in the community including Mystic Axie owners, Land owners, top 100 Origin leaderboard winners from Seasons 1 to 4, and Origin axie owners. The game is playable from Mavis Hub and also just on a ...
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First takes on Pre-Season 5 Balance Changes in Axie Infinity: Origins
The Pre-Season 5 balance changes for Axie Infinity: Origins are finally here! There are LOADS of changes and here are my quick first takes on all the changes! (Do note that there could still be further changes before Season 5 starts.) tldr:Topaz, Square Teeth, Cottontail nerfedPoison, AoE, Debuff, Goo buffedGame MechanicsFade is a new keyword the Exile the card when it is still in hand at the end of the turn. The main difference it makes is that most Curse cards now has Fade instead of Banish...

7 Uncommon Archetypes to Play in Season 5 Mystic Era in Axie Infinity: Origins
By now you may be bored of playing (against) Leafy, Poison, Topaz, Sustain, Hot Butt, Jinx etc. from the Epic Era. If you are looking for something else to play in this Mystic Era, read on to see some not so common archetypes that made it to the Top 1000. Maybe you can find some inspirations to build your own team to make it to the top! Note that nothing in this post is financial advice. Some of the teams below require Mystic Runes and/or Charms to work. The costs of Mystic Runes and Charms c...

First look at Project T prototype from Axie Infinity: Social Gameplay
Today, Sky Mavis just dropped a protoype for a project that they have been teasing for the past few days called Project T. It is a social platform where you get to interact with your Axies and chat, hangout, and play mini-games with other players. It is currently open for testing for selected players in the community including Mystic Axie owners, Land owners, top 100 Origin leaderboard winners from Seasons 1 to 4, and Origin axie owners. The game is playable from Mavis Hub and also just on a ...


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tldr: Player 1 now only wins about 40% of the time after the changes in the Epic Era of Season 4
The Epic Era of Season 4 of Axie Infinity: Origins came with a number of changes to address the First Player Advantage problem in the Rare Era. It is good that Sky Mavis realises the problem and try to solve it fast, but it still makes me wonder whether Sky Mavis has enough resources in the game test department to allow such things to happen. Perhaps their philosophy is to just throw things out and see how things go.
Here is a quick summary of the changes with Player 1 (player who goes first) in Season 4 of the Epic Era (from the official annoucement):
Player 1 will no longer have a Free Keep.
Player 2 will retain their First Keep until they use it (previously, it would expire after Round 1).
On Turn 5, player 1's energy will be reduced to 2 (previously 3).
On Turn 5, player 1's card draw will be reduced to 4 (previously 5).
The big one is the third bullet point - Player 1 will only have 2 energy on Turn 5. I personally think it is a good change on its own, but together with the other changes, it now makes going first a bit tougher than going second.

Data collected from matches in the first few hours of the Epic Era (before the emergency maintenance on 24 May 2023; Figure 1) showed that the win rate of Player 1 is now down to about 40% at the top of the leaderboard. While it is still far from 50%, it is at least a step in the right direction. Still, it remains a problem that there seems to be not enough game testing before the release of the balance changes. It seems like Sky Mavis is going with the approach of throwing things out there, let the community be the game testers, and react to the feedback from the community (which is a valid apporach for a developing game). I do hope that we will soon get to a point where the game is more mature and there could be more internal balance testing before releasing the updates so that we can avoid similar things from happening.
For now, it is what it is. Just remember to change your habit from the Rare Era, and click going second in the Epic Era. Good luck and have fun with the Epic Era!
https://www.youtube.com/@maurice_ccy
https://www.twitch.tv/mauriceccy
tldr: Player 1 now only wins about 40% of the time after the changes in the Epic Era of Season 4
The Epic Era of Season 4 of Axie Infinity: Origins came with a number of changes to address the First Player Advantage problem in the Rare Era. It is good that Sky Mavis realises the problem and try to solve it fast, but it still makes me wonder whether Sky Mavis has enough resources in the game test department to allow such things to happen. Perhaps their philosophy is to just throw things out and see how things go.
Here is a quick summary of the changes with Player 1 (player who goes first) in Season 4 of the Epic Era (from the official annoucement):
Player 1 will no longer have a Free Keep.
Player 2 will retain their First Keep until they use it (previously, it would expire after Round 1).
On Turn 5, player 1's energy will be reduced to 2 (previously 3).
On Turn 5, player 1's card draw will be reduced to 4 (previously 5).
The big one is the third bullet point - Player 1 will only have 2 energy on Turn 5. I personally think it is a good change on its own, but together with the other changes, it now makes going first a bit tougher than going second.

Data collected from matches in the first few hours of the Epic Era (before the emergency maintenance on 24 May 2023; Figure 1) showed that the win rate of Player 1 is now down to about 40% at the top of the leaderboard. While it is still far from 50%, it is at least a step in the right direction. Still, it remains a problem that there seems to be not enough game testing before the release of the balance changes. It seems like Sky Mavis is going with the approach of throwing things out there, let the community be the game testers, and react to the feedback from the community (which is a valid apporach for a developing game). I do hope that we will soon get to a point where the game is more mature and there could be more internal balance testing before releasing the updates so that we can avoid similar things from happening.
For now, it is what it is. Just remember to change your habit from the Rare Era, and click going second in the Epic Era. Good luck and have fun with the Epic Era!
https://www.youtube.com/@maurice_ccy
https://www.twitch.tv/mauriceccy
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