My biggest issue with the old system was that the UX (for competitive ranked play) was essentially broken.
At no point should a ranked play battle mage feel satisfied in NOT progressing. If the thought even crosses their mind, we have failed at the UX for that specific game mode.
You should always feel motivated to increase to the next tier.
You should always feel motivated to combine/level cards.
If either of those motivations is hampered in any way, then you have to question whether you are trying to design that game mode correctly. It’s possible that what’s being identified with this proposal are needed improvements to Practice, Challenge, or Tournaments. Or perhaps an alternative game mode. Or perhaps a functionality which expands upon the format mechanics in a manner that isn’t tied so specifically to “leagues”.
That’s usually where brain hits a speed bump. I’m simply not a fan of interlocking level caps with leagues. Leagues should represent desirable and accessible milestones—-not restrictive boxes to feel either safe or constrained.
I’m not against level caps. I’m just not sure that forcing them into leagues is the correct approach.
Objections noted. But as we know not all have the same possibilities (financially, time vise). It breaks my heart into million little pieces seeing posts in tavern like - need to sell cards to afford a car payment. Case in point: lets observe Frontier mode - there are people progressing nicely and rapidly, merging cards to higher levels as I write this (I hope this is not in dispute). But that cant mean neither that I think others should be punished for that, with a lower level of fairness and enjoyment they might get from the game as a result. I do agree there are ample things that could readdress things we discuss about- such as guild rework, tournament rework, boss fights, pve and many others.