The trouble with laddering is that it rewards fast decks. You can go 6-4 with pirate warrior in the same time you can go 3-2 with control paladin. Same win rate but better results. That is the problem. If the ladder was based purely on win rate, you'd see a lot less aggro, and the game would be more "fun."
I'm not smart enough to think of a solution, but I firmly believe I have identified the problem.
How exactly do you imagine that to work? Win one time, 100% winrate, go legend?
Removing the winstreak reward or giving aggro-decks get a significant power-handicap for being fast would fix it.
It is a fine line, though, every game being 15mins+ is not as fun as people think, especially if the games are essentially over, but take forever to close out.
and Quest Rogue is rare, so that's not a big problem either
Even if everyone were playing quest rogue, it wouldn't be a problem. Quest rogue has been shit since before the end of last season. Total RNG deck. I can't remember the last time I lost to a quest rogue.
The trouble with laddering is that it rewards fast decks. You can go 6-4 with pirate warrior in the same time you can go 3-2 with control paladin. Same win rate but better results. That is the problem. If the ladder was based purely on win rate, you'd see a lot less aggro, and the game would be more "fun."
I'm not smart enough to think of a solution, but I firmly believe I have identified the problem.
How exactly do you imagine that to work? Win one time, 100% winrate, go legend?
Like I said, I'm not smart enough to figure it out :)
Bohne's "promo" concept is interesting though. Maybe instead of 10 games, you first have to play 100 pre-ladder games. If your win rate is above, say, 60%, you are placed into the Legend Ladder for the remainder of the month. Above 55% puts you in the Gold Ladder, 50% puts you in silver, etc. (obviously the proposed win rates are very rough). At the end of the month you get a card back with a border corresponding to which ladder you wound up in.
Just a thought, but I would enjoy that. Players would no longer be motivated to play fast games; the emphasis would solely be on winning.
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Standard Legend - July '16 (Rank 56), June '17, Dec. '18, Apr. '19
Wild Legend - Mar. '18 (Rank 30), Apr. '18, Aug. '19
Twelve Arena Wins - Shaman, Warlock, Mage x2, Rogue, Priest (12-0), Druid, Hallow's End x2, Hunter, Taverns of Time x3 (Pa,D,WL), Paladin
The trouble with laddering is that it rewards fast decks. You can go 6-4 with pirate warrior in the same time you can go 3-2 with control paladin. Same win rate but better results. That is the problem. If the ladder was based purely on win rate, you'd see a lot less aggro, and the game would be more "fun."
I'm not smart enough to think of a solution, but I firmly believe I have identified the problem.
How exactly do you imagine that to work? Win one time, 100% winrate, go legend?
Removing the winstreak reward or giving aggro-decks get a significant power-handicap for being fast would fix it.
It is a fine line, though, every game being 15mins+ is not as fun as people think, especially if the games are essentially over, but take forever to close out.
Both of those sound awful to me, because winstreaks are one of the few things laddering as Control has going for it and anything that has a hidden "power-handicap" based on how it performs on a ladder but not in tournaments seems like an obnoxious design. My honest recommendation? Just make the grind shorter, period. The current design for ladder is a grindfest that literally doesn't need to exist outside of trying to make Legend feel special, and either reducing the amount you're set back each season or simply reducing the climb length overall so that the time investment to get to the actual competitive level wouldn't be so bad. Compared to other games in the genre, HS is probably one of the most time-intensive to be competitive in.
I don't actually think the Aggro is ever going to be less popular than Control simply because proactive/quick gameplay is probably just more attractive to people in general; it's also likely to always be the most efficient way to climb if you're trying to bruteforce your way up the ladder. What's completely feasible to change is finding solutions to allow Control players to look at the climb for the month and feel like they weren't wasting an inordinate amount of time simply for playing a slower deck.
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Articles I suggest every player reads to improve at the game;
Editor of the Heartpwn Legendary Crafting Guide:
https://www.hearthpwn.com/forums/hearthstone-general/card-discussion/205920-legendary-tier-list-crafting-guide
Check out my Frozen Throne Evolve Shaman deck:
http://www.hearthpwn.com/decks/903345-new-evolve-shaman
I play wild and will often go a dozen or more games without seeing a single repeat deck archetype.
Standard Legend - July '16 (Rank 56), June '17, Dec. '18, Apr. '19
Wild Legend - Mar. '18 (Rank 30), Apr. '18, Aug. '19
Twelve Arena Wins - Shaman, Warlock, Mage x2, Rogue, Priest (12-0), Druid, Hallow's End x2, Hunter, Taverns of Time x3 (Pa,D,WL), Paladin
Articles I suggest every player reads to improve at the game;
MTG/Hearthstone biases to avoid
Reframing negative Hearthstone experiences to improve at the game
Who's the Beatdown?