Lastly, time. You say it was a bad thing that Duelyst kind of cranked up the speed of battles (everyone agrees on this, the forums are full of comments about it) and made the game more and more rush based, similiar to what Hearthstone did
Which as I said was a terrible way to take the direction.
Now it feels less like strategy and more like who can K.O. the other person faster. A lot of the time, as you said, that just boils down to who has the better cards in hand. If you have the right cards and the right counters you just win.
In other words, the "Control" Archetype has more or less been completely eliminated from Duelyst, which sucks, because that's one of the most enjoyable Archetypes, for any card game. Hell, even HEARTHSTONE has it, and that's a clown fiesta rush garbage card game, but they do have some viable control decks even in that.
Of course there is a surrender button on each of this games. But most people never consider to use it because they always have hope to draw the card that may change the battle to their liking. The mindset of this is ridiculous because even if you have that card, you will probably not draw it at this point or if you do, your opponent migth as well have a counter to it. After all, he is better prepared then you are. People still do this, hell, even I do this most of the time because just loosing without fighting is shameful.
I guess you make a good point. However, what players do out of their own stupidity (stay in a game that is clearly lost hoping for a 1% chance miracle that could turn the game around because fighting until the bitter end/wasting your time is noble) is really not something the developers can control.
The concede button is there for a reason. Nobody is going to force you to play an entire Chess match when you can just tip over your King at any point. I don't think they should make Chess like "SUPER ADVANCED AWESOME SPEED" just because people are too stubborn to give up. What makes these kinds of games meaningful, in general, are the long, drawn-out brawls that either side could win.
I mean I guess in Chess you can win in a few turns. Those strategies should be viable. But generally speaking I feel like these games need to accept a wide range of playstyles, including those which attempt to take it to lategame.
Now Hearthstone is freaking retarded because you actually have strategies which attempt to completely run your opponent's deck out of cards in order to win. And that is the ONLY card game I know of that does this. Magic the Gathering may have something like this as well but Magic is well Magic, and the developers seem to be straying away from those kinds of strategies in their latest set designs. The point is, there needs to be a balance, and Duelyst has gone way too far the other way.
Chronicle found a good solution to this problem. Both players share their round an the game length is always set to 5 rounds because after the fifth round the players fight directly against each other until one dies. Because fo this you cannot except matches to be extremely long, even if both players take their sweet tiem on selecting what cards to play.
Actually Gwent has something like this as well. You only play for 3 rounds, and it's best of 3. You really can't drag the game out too long.
As an additional note, don't compare any of these games to Final Fantasy Tactis or Fire Emblen nor do except that they even remotely resemble them. There is a reason why these have been single player games. This is a competive card game, the titles you mentioned are tactical rpgs.
Just because you can move figures across the board and your tactics influence the outcome of the match does not make it the same experience.
I didn't, the developers did.
It's their words not mine. It's on the Kickstarter page.
I played Magic a lot actually but got tired of it over time as I realized the only ways to do well were a. copy the meta decks or b. spend a ridiculous amount of money on your decks. I might still play drafts again sometime though. In addition to more balance, I have a history of being lucky in the two I played, one I got a Chandra, and in the other which was a two-headed giant event for the release of Shadows over Innistrad, I got both a foil Arlin and a nonfoil Arlin. I probably should have sold them and bought two new copies later for less though(I could have potentially gotten 100 dollars, and they got a lot cheaper later on so I would have had a lot more left over). I kept them because I was happy to have gotten two copies of what I was told were the most valuable cards from Shadows Over Innistrad. Also this is pretty unrelated but any suggestions of good free CCGs that aren't pay to win?
If you like Magic and free to play card games that are extremely generous, the game you're looking for is Eternal