Yup same here. I'm having absolutely fucking 0 fun playing this shit right now. Constant utter RNG bullshit out of my control. Perfect lethal damage to finish me off. Don't see how people can actually have fun playing this fucking garbage. It's as if the game is tailored to make someone feel rage.
i figured it out... the game used to be Timmy (big demon, bran) and p perhaps spike oriented (learns the consistent builds and wants to win) and now it's more Johnny oriented where creativity is awarded. now the Timmy and spikes (probably mostly Timmy's at this point as spikes will eventually learn good builds) are mad because it doesn't fit their play style and thus they're losing.
for reference Timmies like winning with big stuff, spikes just like the competition and being the best, Johnny's like winning by being clever and creative.
i figured it out... the game used to be Timmy (big demon, bran) and p perhaps spike oriented (learns the consistent builds and wants to win) and now it's more Johnny oriented where creativity is awarded. now the Timmy and spikes (probably mostly Timmy's at this point as spikes will eventually learn good builds) are mad because it doesn't fit their play style and thus they're losing.
for reference Timmies like winning with big stuff, spikes just like the competition and being the best, Johnny's like winning by being clever and creative.
How is the game rewarding creativity right now? You literally get 1-2 Cobalts to top 4. The issue most people are having with the game is that despite the card being a problem since this started (though overshadowed by some other strong cards like T4 Junkbot and T3 Watcher), and despite being about half a year in they haven't changed it. It's just about the only problem card left (Juggler can be very annoying, but from my experience demons still rarely get top spot, even with golden Juggler - they just don't scale as well as other builds, unless you get a dream opening like 1-3 Wrath Weavers and 1-2 Floating Watchers in the midgame to give you some big guys, while not taking many losses in that time, which is hard when you take early Wrath Weavers).
i figured it out... the game used to be Timmy (big demon, bran) and p perhaps spike oriented (learns the consistent builds and wants to win) and now it's more Johnny oriented where creativity is awarded. now the Timmy and spikes (probably mostly Timmy's at this point as spikes will eventually learn good builds) are mad because it doesn't fit their play style and thus they're losing.
for reference Timmies like winning with big stuff, spikes just like the competition and being the best, Johnny's like winning by being clever and creative.
How is the game rewarding creativity right now? You literally get 1-2 Cobalts to top 4. The issue most people are having with the game is that despite the card being a problem since this started (though overshadowed by some other strong cards like T4 Junkbot and T3 Watcher), and despite being about half a year in they haven't changed it. It's just about the only problem card left (Juggler can be very annoying, but from my experience demons still rarely get top spot, even with golden Juggler - they just don't scale as well as other builds, unless you get a dream opening like 1-3 Wrath Weavers and 1-2 Floating Watchers in the midgame to give you some big guys, while not taking many losses in that time, which is hard when you take early Wrath Weavers).
You either go big demons with weaver and floating watchers or small demons with juggler. Both together don't work.
i figured it out... the game used to be Timmy (big demon, bran) and p perhaps spike oriented (learns the consistent builds and wants to win) and now it's more Johnny oriented where creativity is awarded. now the Timmy and spikes (probably mostly Timmy's at this point as spikes will eventually learn good builds) are mad because it doesn't fit their play style and thus they're losing.
for reference Timmies like winning with big stuff, spikes just like the competition and being the best, Johnny's like winning by being clever and creative.
How is the game rewarding creativity right now? You literally get 1-2 Cobalts to top 4. The issue most people are having with the game is that despite the card being a problem since this started (though overshadowed by some other strong cards like T4 Junkbot and T3 Watcher), and despite being about half a year in they haven't changed it. It's just about the only problem card left (Juggler can be very annoying, but from my experience demons still rarely get top spot, even with golden Juggler - they just don't scale as well as other builds, unless you get a dream opening like 1-3 Wrath Weavers and 1-2 Floating Watchers in the midgame to give you some big guys, while not taking many losses in that time, which is hard when you take early Wrath Weavers).
not sure why you think that. i win quite often without cobolt. sure if i pass it i usually take it but it has nothing to do with ability to get top 4. maximize leveling maximize stats, make smart trade outs, delay triples and position well and it's usually a top 4.
i figured it out... the game used to be Timmy (big demon, bran) and p perhaps spike oriented (learns the consistent builds and wants to win) and now it's more Johnny oriented where creativity is awarded. now the Timmy and spikes (probably mostly Timmy's at this point as spikes will eventually learn good builds) are mad because it doesn't fit their play style and thus they're losing.
for reference Timmies like winning with big stuff, spikes just like the competition and being the best, Johnny's like winning by being clever and creative.
I am a Spike. I have always been a Spike. I will always be a Spike. I have always hated Johnnys. Anyways...
The game isn't about any 3 of these MTG references. It's just pure RNG which is hardly a Johnny characteristic. I could argue assembling a "combo" like a Johnny is just a Spike thing to do in battlegrounds anyway. I'm sure every Spike is well aware of the game winning combos and goes for them just as much as a Johnny does.
Games just aren't fun like they used to be. Games end too soon. Just when a build gets going you face the guy who can do 25 damage to you in one turn. Rerolls can be brutally unfair. For every top 4 you get lucky with, there are 4 last place finishes following it. Too many problem cards. Too many problem Heroes. Every "fix" the devs make does more harm than good. It's a shit show. It's just chaos. Too many games where you just have 0 control over how good your board can be.
I think a good fix for the game right now would be to put a cap on how much damage you can take it one turn. That to me is my biggest problem these days. Too often something FINALLY comes together in an RNG game...and you're like YES finally, I have something going, now I'm cooking, cant wait until next turn...and then you get paired with the guy who already has the GODLIKE RNG build and hits you for 25 damage out of nowhere and ruins all your hopes all your dreams but more importantly all the FUN. And this will happen on like 10 gold...not like back in the day when this would happen many many turns into the mid/late game.
i figured it out... the game used to be Timmy (big demon, bran) and p perhaps spike oriented (learns the consistent builds and wants to win) and now it's more Johnny oriented where creativity is awarded. now the Timmy and spikes (probably mostly Timmy's at this point as spikes will eventually learn good builds) are mad because it doesn't fit their play style and thus they're losing.
for reference Timmies like winning with big stuff, spikes just like the competition and being the best, Johnny's like winning by being clever and creative.
How is the game rewarding creativity right now? You literally get 1-2 Cobalts to top 4. The issue most people are having with the game is that despite the card being a problem since this started (though overshadowed by some other strong cards like T4 Junkbot and T3 Watcher), and despite being about half a year in they haven't changed it. It's just about the only problem card left (Juggler can be very annoying, but from my experience demons still rarely get top spot, even with golden Juggler - they just don't scale as well as other builds, unless you get a dream opening like 1-3 Wrath Weavers and 1-2 Floating Watchers in the midgame to give you some big guys, while not taking many losses in that time, which is hard when you take early Wrath Weavers).
not sure why you think that. i win quite often without cobolt. sure if i pass it i usually take it but it has nothing to do with ability to get top 4. maximize leveling maximize stats, make smart trade outs, delay triples and position well and it's usually a top 4.
Of course, "1-2 Cobalts to top 4" is a gross generalisation. I shouldn't *have* to say it so clearly, but apparently in this case I do. XD
The point remains - Cobalts are way too good to come out early, and way too easy to build around. As I said in another comment and/or thread, every single tier - besides 5 - has at least one minion that gives Cobalt refresh abilities (with 2 different minions in tier 4 making up for the lack of any in tier 5), as well as attack buff cards existing at tier 2 and 3 for mechs (and potentially 4, though Iron Sensei and Cobalt Scalekin aren't exactly reliable with multiple mechs out).
Basically, you don't need to high roll quite as hard as other builds to do well if you manage to get a Cobalt or too. That's why it's easier - there's less variance overall due to the power level of the card when combined with the other cards on offer.
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Yup same here. I'm having absolutely fucking 0 fun playing this shit right now. Constant utter RNG bullshit out of my control. Perfect lethal damage to finish me off. Don't see how people can actually have fun playing this fucking garbage. It's as if the game is tailored to make someone feel rage.
i figured it out... the game used to be Timmy (big demon, bran) and p perhaps spike oriented (learns the consistent builds and wants to win) and now it's more Johnny oriented where creativity is awarded. now the Timmy and spikes (probably mostly Timmy's at this point as spikes will eventually learn good builds) are mad because it doesn't fit their play style and thus they're losing.
for reference Timmies like winning with big stuff, spikes just like the competition and being the best, Johnny's like winning by being clever and creative.
How is the game rewarding creativity right now? You literally get 1-2 Cobalts to top 4. The issue most people are having with the game is that despite the card being a problem since this started (though overshadowed by some other strong cards like T4 Junkbot and T3 Watcher), and despite being about half a year in they haven't changed it. It's just about the only problem card left (Juggler can be very annoying, but from my experience demons still rarely get top spot, even with golden Juggler - they just don't scale as well as other builds, unless you get a dream opening like 1-3 Wrath Weavers and 1-2 Floating Watchers in the midgame to give you some big guys, while not taking many losses in that time, which is hard when you take early Wrath Weavers).
You either go big demons with weaver and floating watchers or small demons with juggler. Both together don't work.
not sure why you think that. i win quite often without cobolt. sure if i pass it i usually take it but it has nothing to do with ability to get top 4. maximize leveling maximize stats, make smart trade outs, delay triples and position well and it's usually a top 4.
I am a Spike. I have always been a Spike. I will always be a Spike. I have always hated Johnnys. Anyways...
The game isn't about any 3 of these MTG references. It's just pure RNG which is hardly a Johnny characteristic. I could argue assembling a "combo" like a Johnny is just a Spike thing to do in battlegrounds anyway. I'm sure every Spike is well aware of the game winning combos and goes for them just as much as a Johnny does.
Games just aren't fun like they used to be. Games end too soon. Just when a build gets going you face the guy who can do 25 damage to you in one turn. Rerolls can be brutally unfair. For every top 4 you get lucky with, there are 4 last place finishes following it. Too many problem cards. Too many problem Heroes. Every "fix" the devs make does more harm than good. It's a shit show. It's just chaos. Too many games where you just have 0 control over how good your board can be.
I think a good fix for the game right now would be to put a cap on how much damage you can take it one turn. That to me is my biggest problem these days. Too often something FINALLY comes together in an RNG game...and you're like YES finally, I have something going, now I'm cooking, cant wait until next turn...and then you get paired with the guy who already has the GODLIKE RNG build and hits you for 25 damage out of nowhere and ruins all your hopes all your dreams but more importantly all the FUN. And this will happen on like 10 gold...not like back in the day when this would happen many many turns into the mid/late game.
Of course, "1-2 Cobalts to top 4" is a gross generalisation. I shouldn't *have* to say it so clearly, but apparently in this case I do. XD
The point remains - Cobalts are way too good to come out early, and way too easy to build around. As I said in another comment and/or thread, every single tier - besides 5 - has at least one minion that gives Cobalt refresh abilities (with 2 different minions in tier 4 making up for the lack of any in tier 5), as well as attack buff cards existing at tier 2 and 3 for mechs (and potentially 4, though Iron Sensei and Cobalt Scalekin aren't exactly reliable with multiple mechs out).
Basically, you don't need to high roll quite as hard as other builds to do well if you manage to get a Cobalt or too. That's why it's easier - there's less variance overall due to the power level of the card when combined with the other cards on offer.