the most players are on the low ranks, because theyre not really playing the game. the super-casuals. the only log into the game once in a while for a few games and probably never spend money on the game anyways. there is no reason to focus on them.
Lol wtf? Besides the over generalization, it's not up to you to dictate how people play the game and if they should be important especially when they make up most of the user base.
the most players are on the low ranks, because theyre not really playing the game. the super-casuals. the only log into the game once in a while for a few games and probably never spend money on the game anyways. there is no reason to focus on them.
That's the thing though, we don't actually know the amount that demographic pays and they're substantially larger than the 1% you're arguing they should pay attention to. Even if most of them are paying $0, the ones actually paying money (and there are plenty who are I'd wager) are absolutely worth considering. Like I'd hardly call Candy Crush engaging multi-hour gameplay, generally people pick it up once or twice a day and then move on; that game is worth stupid amounts of money. So yes, there is a very good reason to focus on them.
This isn't to say they should disregard the competitive 1% in favor of Rank 17s, but people need to accept that their demographic is really no more/less worthwhile than another. Cards won't be 100% competitive, decks won't be 100% skill-intensive, games won't be 100% determined by player capability. There are devs that don't believe that should be the case, but those devs tend to close up shop when their game fails to grow.
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ive read a lot about F2P models. usually 90% of the players dont spend anything and from the 10% spending anything 1% are considered "whales" who spend thousands of dollars. its also more likely to get players to spend money the longer theyre playing the game and theyre more likely so spend more if they purchased anything before.
so far ive only seen full golden decks on the higher ranks, so i suppose the whales are somewhat competitive or waste their time in casual. it will really hurt economically of theyre starting to leave the game.
I think more people than usual would be spending money on Hearthstone, because as it's a TCG, you're going to have to spend some amount of money to have a decent collection.
I've seen plenty of (at least mostly) golden decks at lower ranks, I'm not sure it's really limited to casual as much as 1/100 chances of running into a whale still makes it sparse. And like Grimlock01 said, with this being a CCG you're going to spend money to gain the collection you want without the time investment; for most people they won't need to approach whale status, if they're not f2p they'll drop $50-100 on an expansion and then play their janky decks casually on ladder.
Don't get me wrong, there are competitive whales that are buying thousands in packs... but there are non-competitive whales who literally just want all of the cards in gold because it makes them happy. Both are absurdly rare. For most other people, this is one of the cheapest card games they've gotten into so spending a bit on expansions doesn't bother them. For the people who don't pay anything this is a mobile game that they find pretty fun and they're content very slowly building a collection, or are dedicated to earning all of the cards via something like Arena.
I have no doubt Blizzard likes keeping players in the competitive scene, but to be blunt about it if they had to choose the 1% competitive or the 99% semi-casual to fully-casual they would pretty much look at the numbers and pick the better one. And I'd wager that 99% is a lot more than you're thinking it is.
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wellyeah. the logic behind the development seems, winning is more fun than losing, so give even the least skilled players wins via random effects to keep them around and happy. so theyre more likely to spend some money after a while.
wellyeah. the logic behind the development seems, winning is more fun than losing, so give even the least skilled players wins via random effects to keep them around and happy. so theyre more likely to spend some money after a while.
"Easy to learn. Hard to master" It's all in their own words. Hard to be salty about that.
wellyeah. the logic behind the development seems, winning is more fun than losing, so give even the least skilled players wins via random effects to keep them around and happy. so theyre more likely to spend some money after a while.
"Easy to learn. Hard to master" It's all in their own words. Hard to be salty about that.
Impossible to master, when Ragnaros randomly kills you or some other stupid rng happens. The reason why Lifecoach quit the game
As for now aggro shaman and pirate warrior have a overall archetype win-rate of 54% followed bij midrange shaman which is essentially a fast "aggro" midrange deck: 54 %. Most played decklists in week 20-26 february: again aggro shaman, pirate warrior - source http://metastats.net/snapshot/week/all/08/ Not to mention that the most games are being played by.......again aggro shaman and pirate warrior.
Overwhelming examples of fast decks ruling the show. And that is suppose to be balanced. 9/9 is a designers choice to bring about. More versatility and more different match-ups at tournaments. If there is anything proven beyond reasonable doubt: slower meta will never come about.
So while I appreciate you tossing actual data out there (though I'll be honest, I'm not sure about Metastats quality of data... 104k games is a great sample size so I'll give them the benefit of the doubt until I see a reason to doubt it for the time being), you do realize the two Aggro archetypes you just listed got hit extremely hard? Like Pirate Warrior is going to continue living, but the STB nerf is still a big deal. Spirit Claws essentially put a massive dent in Aggro Shaman as well as them losing STB's reliability. For the most part data analysis for the two weeks is pretty moot to me, because they straight up announced the fixes and a time frame; at that point it's not worth complaining.
Midrange Shaman is still not an actual aggro deck, and legitimately slower archetype. If you're setting your bar to closing the game between turns 10-14 on average as "fast" then you're not really operating on a significantly more glacial clock than most people who define fast. Like a Midrange Shaman will absolutely kill you by turn 7... if you do nothing to interact with their board, or they draw the nuts. They don't usually carry much burn, Doomhammer has been extinct for awhile, the Pirate Package is a handful of question marks as of yesterday, and Spirit Claws is essentially dead. On top of that it was far from the most worrisome archetype on ladder anyway, both in representation AND winrate.
Those are also hardly overwhelming examples outside of the MSoG meta. YES, since December we've lived in an Aggro meta. YES, two Aggro decks have stuck very close to the top or been the top for the last three months. NO, that doesn't indicate that since the beginning Aggro has been ruling the show. If you're arguing this meta has been extremely aggressive I'm not denying that, but your earlier statements indicated you felt this has been a systemic issue for the lifespan of the game. One snapshot from one meta is hardly proving your point.
You can claim a slower meta will never come about, but we've had slower metas. LOE comes to mind, Old Gods comes to mind, ONiK was actually one of the slowest metas we've ever had. Are we talking slow as in games going to turn 20? Is fatigue the bar we're setting nowadays to decide if the game is legitimately slow enough? If Team 5 introduces the equivalent of Eggs to HS and makes it Tier 1, will people finally give the idea of a "slower meta" a break? In the very snapshot you linked me Aggro was certainly very good, but you know what else was? Reno decks (very slow), Miracle Rogue (slow-ish, complex), Jade Druid (very slow), Control Shaman (glacially slow), Dragon Priest (barely Midrange because it's so slow). So tell me again about how Blizzard is making slow decks impossible to play based on the data you brought to the argument.
9/9 viability is only partially the developer's choice; how homogenous they make things really leads to that. Look at Reno decks right now and tell me that was an enjoyable design. We have viable Priest/Warlock/Mage decks, they all play a bit differently, and it all feels too homogeneous. Jade decks have exactly the same fault. Goons were actually done very different from each other, but that ended up in creating broken viability levels between them all (Paladin is actually very good, Warrior and Hunter are better off ignoring their Goon options). It's very much a tradeoff, because when you venture into different tools for each class you risk those tools being worse than what else is out there. Rat Pack and Dispatch Kodo are insanely good cards, but at least until now everything Midrange or Aggro Hunter wanted to do there was simply a better option in another class. So people didn't take it to ladder. So 9/9 classes on ladder failed, due to people wanting to bring one of the 8 other better classes. Part of it was balance, part of really is that people play to win generally and Hunter was the worst for getting that done.
Seriously, in a world where all classes have >50% chance to win with at least one of their decks ladder will still be unbalanced in representation. Either one deck is too slow, one is too hard for little/no benefit, one is a class no one likes to play, one is too boring, whatever; balance isn't the be-all-end-all for resolving that issue. Versatility and different matchups really haven't been an issue in the tournament scene this year, really; even this meta has been pretty good because it opened up a lot of room for counterpicking and we ended up seeing stuff like Aggro Rogue get developed and succeed.
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wellyeah. the logic behind the development seems, winning is more fun than losing, so give even the least skilled players wins via random effects to keep them around and happy. so theyre more likely to spend some money after a while.
"Easy to learn. Hard to master" It's all in their own words. Hard to be salty about that.
Impossible to master, when Ragnaros randomly kills you or some other stupid rng happens. The reason why Lifecoach quit the game
Lol it appears Lifecoach is still happy to play, just not ladder because (and I don't disagree) the current implementation is a horrible tool for competitive qualification. And honestly I hope if Gwent is something he enjoys more he helps to establish an awesome competitive scene in it, because some people enjoy less RNG.
The main telling thing about the RNG in this game and why it's not all that absurd is that MTG has existed for 20+ years, to this day has a competitive circuit that most card games would kill for, and top players that are widely respected; those top players have nearly identical win percentages to HS pros who have been consistently winning tournaments (such as Thijs). Yes, those pros lose to bad players. No, it hasn't led to the downfall of the competitive scene.
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There's really no point in keep defending developers while they so obviously err in the department of balance deck types in ranked. There is no defense for designing predominately into fast decks. There is no defense for failed card design as it's done only for the sake of revenues and not for a fair balanced game. In sum there is no defense for a underperforming design team that clearly needs a very long vacation never to return. The game is a complete garbage right now and I don't even voice Lifecoach.
There's nothing left to debate about when the diagnoses is pretty clear.
I mean, if you were able to point to a meta that was actually legitimately skewed to only fast decks I'd agree it would be terrible balance; even if you look in ONiK (which I still maintain was one of the slowest metas we've ever had) where 2 archetypes were particularly good and the rest were bare I'd say that was a giant problem from a balance perspective. But in reality over the lifespan of the game that simply hasn't been the case. So in that case I'm not defending bad card design, I'm just telling you you're making a grandiose statement you can't really back up.
Card design for the sake of revenue is... why people make card games and sell them? I don't think I've ever seen "card design for the sake of charity" be a solid business model. If the cards being produced are enjoyable to play, people will pay for them; if they aren't, people will not. That's the theory anyway, but no one is forcing you to pre-order Un'Goro just because they designed some new flashy cards. The metas have spoken for themselves as far as balance goes, and there have certainly been hits and misses but it generally has nothing to do with greed. If fast decks are all they wanted to push, Kazakus would not exist in the broken state it's in right now, period.
It's easy to say someone is under-performing but what are the metrics we're actually using? Cards per year? Playable cards per year? Successful archetypes produced in a set? The thing is there isn't an objective measuring stick to say if they over or under-performing because you and I don't work side-by-side with them. I don't know if they're hitting all their deadlines, and I don't know that they're not hitting the exact balance they want to in a set or how quickly they're able to integrate what they've learned from mistakes in the past. Replacing the entire team is stupid, and people are stupid for thinking that's a fix. Get a new game if you want a different design direction, because that's essentially how vast of a shift that is. And the upside of that is you can finally go do something you enjoy, everyone wins.
So once again, what's the actual ideal speed of the game for you in terms of turns the fastest deck takes to win? You're very keen on labeling something as "fast" when it's really not remotely close to stopping anyone from getting to their Turn 10 mega-turns, so your opinion of what's fast and slow is clearly different from mine. What actual creative game winning combos are we missing out on because someone can currently do well with Pirate Warrior and kill you by turn 6?
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@Hooghout; and thinking a little more about this, you stated Hearthstone is garbage "right now"... at what point were you actually enjoying yourself? That might actually lend some context to things as well, because at some point the team you're calling to replace is the one that made a product you found enjoyable.
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I don't know if people have really looked at other card games, but the numbers in HS aren't really much more disturbing and you can tell the people who have played card games competitively from the ones who got into HS professionally as their first card game (Zalae vs Firebat, both good but you can tell Firebat is bothered by high variance in things like tournaments). There's lots of stuff to help fix the variance, and I do think the devs should find ways to introduce more complexity to the game so that skill can shine more... but it's still just a card game that's happy to embrace the "anyone can win!" attitude Magic has for 20+ years.
I can fully respect people who think a game has either too much or too little variance for them, and I can respect people's feedback on what they feel is too much variance deciding championships, but they still need to be objective about it. There still needs to be a realization that this game was never intended to have the better player win 90% of the time (though they'll win against a worse play a lot even still), and I doubt it's ever going to be designed with that in mind.
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The problem is that when Blizzard has a game that is available on multiple platforms they pick one platform to be the "main platform" and tend to balance the game around that player base. High skill players play almost exclusively on computers while Blizzard is pretty clearly trying to make Hearthstone a phone/tablet game. The same problem is happening in Overwatch where console players get no love, no access to the PTR, balance changes are done around computer players and even on the Blizzard forums Jeff Kaplan will respond to complaint threads with 10 pages but complaints from console players will go to like 50 pages and never get a response.
We often forget that Blizzard doesn't owe us anything just because we are good. Legend players make up less than 1% of the 50+ million players so why listen to them when you have 30 million players who are willing to spend money at rank 20 and below? Blizzard is a business and having a game that competes with candy crush is a lot more profitable than a game that is good for the top 1,000 players.
Here's some reasons that I feel show Blizzard never intended Hearthstone to be some super hardcore competitive game and they've been viewing at as a phone game for quit some time now.
The game at it's core is silly and whimsical. The art, the voice lines, the characters, the boards are all fairly simple and childish. I think this is Blizzard realizing people are starting to play video games earlier and earlier so they are moving away from the Diablo style and more toward Overwatch/Hearthstone style.
They continually nerf long combo decks and push curvestone decks. Long combo decks are the only decks that play different on mobile than they do on computers just due to the amount of time they take to pull off the combo. I usually wind up roping when trying to win with miracle rogue or patron warrior and if I was trying to do this on my phone I probably would never be able to pull it off.A powerful deck that can only really be done on a computer isn't what Blizzard wants.
Hearthstone is set up like a microtransaction mobile game. If 2 players start at the exact same time but one decides to drop $100 and the other is f2p the one who payed will win almost 100% of the time they play each other.
Arena in my opinion is harder to play on a phone than casual or ranked on a phone and Blizzard has shown they really don't care about arena balance at all in the last few expansions.
According to Blizzard themselves 75% of the player base is below rank 15. Anyone that even plays 2 or 3 ranked games a day can probably climb higher than that meaning probably around 50% of all players just play a game or two in casual probably at work or on the bus or something.
Blizzard announced more expansions per year which also means more money per year in case you had forgotten they're a business.
The Hearthstone FAQ section on their actual site has 20 questions, 12 of which are just about playing on a phone or tablet.
Pro players, streamers, legend players and most high level players are not particularly fond of the last 2-3 metas and are souring on the game as a whole but profits are continuing to go up and Blizzard has been pumping out aggro curvestone every expansion for over a year now.
It isn't that Blizzard is trying to drive out good players or that they hate legend players but they are trying to make a phone game that maximizes player base and therefore profit. No one says candy crush is an e-sport but it made over $200,000,000 last year and any company that has the ability to make a successful phone game but doesn't tap into that market is just foolish. Unfortunately for us on this forum though top 10 in the app store and fun yet complex high level gameplay don't typically go hand in hand.
I'm sorry but I've got to say that this is one of the worst, most uninformed, posts that I've ever had the displeasure to read on a Hearthstone related forum. You're complaining that the game doesn't care about high skilled players because ti seems like a mobile game to you? What? Ok, there is a lot to cover here so I'll start by dismantling your points one by one.
1.) The artistic style of the game has nothing to do with the skill ceiling of the game. A game can have multiple strategies and mechanics and still have a whimsical art style. I've mentioned this a few times in my articles back on hearthstoneplayers.com that I've used to play card games not only competitively but professionally as well in the meaning that I didn't only have high results but I was payed by company to which the game had belonged to for my high results. Do you know which game had payed for my education? Pokemon TCG, 2nd place at nationals, back in 2005. Does the art style of the game make my success less viable? Does it make the game require less skill to play despite the multiple decks and mechanics which were around at that time? No, of course it doesn't! Take Yu-Gi-Oh! for example, a game that I've never played but I know some people who have and those people constantly talk about how many mechanics and combos are in that game. Does the artwork of that game make it a game that requires less skill? No, it doesn't!
2.) I'm all against nerfing combos but you're delving into some deep conspiracy theory levels here with this one. Combos weren't nerfed because they were hard to execute on a phone. I have a very good phone with a very high internet connection and I rarely have problems executing combos. Combo decks have been around long before the game was ported to phones and they have been nerfed before. Old miracle rogue was nerfed before the game was avaliable on phones. Molten giant + warsong commander was nerfed long before the game was even in open beta. Take your tinfoil hat and go home, please.
3.) EVERY CARD GAME EVER, INCLUDING THE PHYSICAL ONES, FUNCTIONS LIKE THIS! You need to buy packs to get new cards or buy cards from other players. It is first and foremost and business! By that logic MtG is also a game that doesn't care about high skilled players because you have microtransactions aka you need to buy packs of cards with real money just like you would in a mobile game. Do you understand how stupid your argument sounds? This just shows that you have zero understanding on how card games work.
4.) In your opinion. This is a subjective point, not an objective one, and therefor it is not valid. I don't have any problem playing arena on my phone.
5.) Those numbers haven't been changed since they were introduced in Goblins Vs Gnomes. I wouldn't rely on those numbers anymore. Despite that, if the game doesn't reward high skilled players and is just for brainless aggro casual decks than more people should be above rank 15! People play the game differently and enjoy different stuff. It is like that in every card game. One of the most popular formats in MtG nowadays is commander, a highlander deck format which is exclusively casual with no competitive tournaments at all. Does that suddenly make MtG a game that doesn't reward high skilled players because a large part of the playerbase prefers commander over other competitive formats? No, not it doesn't, that would be stupid!
6.) In case that you had forgotten, ALL CARD GAMES ARE A BUSINESS AND ALL CARD GAMES HAVE MULTIPLE EXPANSIONS PER YEAR! Why is this a shock to you?! How old are you to think that this is something that is not normal?! You're either extremely poor and pissed at the company for doing what a company is supposed to do which is making money or you're extremely young and naive. The point of card games is to make money for the company. EVERY SINGLE CARD GAMES FUNCTIONS LIKE THAT! THIS IS THEIR PURPOSE!
7.) Yes, because the game was ported from the PC to tablets/phones...ported poorly, mind you, which is odd for a mobile phone game...and people have questions on how the interaction between multiple platforms work. If it were ported to consoles as well then you would see consoles mention in the FAQ as frequently as phones and tablets.
8.) Speaking from experience, pro player are not particularity fond of metas in any card game. If you think that there exists a card game with the perfect meta than you're delusional. This, again, is normal for card games. What is Blizzard supposed to do? Stop making money until the meta is fixed? Yes, that would do wonders for the stock holders and the company business.
I'M NOT SAYING THAT THE GAME CARES ABOUT HIGH SKILLED PLAYERS! I'M SAYING THAT YOUR REASONING AND THE ARGUMENTS THAT YOU'VE PRESENTED ARE EXTREMELY FLAWED!
After reading your poor arguments I can only assume that you're either poor and bitter or extremely young and naive. Please, go educate yourself on how card games work and how companies work before deciding to post something like this again. I'm telling this for your own good. Improve upon yourself, learn something new, approach things with an open mind and educate yourself on how things work and hopefully you will develop a new and better perspective on life and how things function.
@Hooghout; that's literally never something Blizzard needs to officially acknowledge as a "game policy", because that's generally how card games are designed (and why they're successful across a wide range of players). If a game really IS intended to punish a lack of skill severely, and really IS going to promote the idea of the better player winning 90% of the time, then you'll be able to tell pretty fast. It's generally not something that changes drastically with game design after it launches, and especially won't change when that game is competing with established powerhouses like Magic. You can still design it to promote skillful play without designing the game so that pros won't ever lose to a Rank 25, and quite honestly if you've played at Rank 25 lately it's not like you're exactly going into it with 50/50 chances. The better player wins the majority of the time, people just get caught up on the 20-30% of the time that X player played poorly and wasn't properly punished.
You absolutely will not have a hard time ranking up to Legend with a non-Aggressive deck, and it's been proven over and over this is the case. You will have to spend more time, which is the dealbreaker, but you absolutely won't have a hard time if you're actually comfortable with piloting something like one of the Reno variants, Miracle Rogue, or Control Shaman; and this is exactly my point, for all the tears about Aggro being the best we still have more NON-Aggro decks that are viable for climbing than not (based on the accepted definitions of what is actually Aggro and what is not). Short of arguing for them to completely avoid designing for Aggro in every set, I'm not sure I'm seeing the issue when the objective results are still diverse; "designing into aggro" is them doing their job, and of the three Standard metas I think this is the first actual Aggro meta.
Honestly if you want a game that promotes purely skillful gameplay to define winners and losers, it really is a matter of finding a new game. Hearthstone won't do that, Eternal won't do that, ESL won't do that, Shadowverse won't do that, Magic won't do that... Even Gwent still won't do that. Eternal and MTG I think promote it slightly more by promoting complexity (it's marginal still), Gwent promotes it by apparently letting you see half your deck a turn, but short of emulating Chess none of them commit to that ideal fully.
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The admittance by some here that the game is just a cash cow is a moral hazard as card design is then not for ingame requierments - in where balance and 9/9/ viability issues a divers game experience - but to let low skill dept aggressive decklists rule the meta.
It is the aggro lover or otherwise the loaded WCBC - player who will defend Brode and consort till the end. They can do no wrong. Everything they come up with is cool. And skill? well 20 + years cardgamess like HS it has always been the same. So what is the fuss?
Gentlemen, relying on "experience" 20+ years is not an argument.
Bro are you actually serious? I don't think you have the proper understanding of things to make the kind of statements you do. Besides that, none of your statements are based in fact. They are just visceral reactions to something you took personally because you think the game should cater to you specifically. That's just not the way the world works and you need to come to terms with that. Do like Lifecoach and find another game that gives you what you think you want.
blizzard just wan profits. They keep released RNG feast card. Brainless player also can steal win from world champion.
kazakus is example of RNG feast. Just decide the outcome of games . Discover good effect= free win. Ie:respawn 3 high cost minion. While opponent get crap effect.
blizzard just wan profits. They keep released RNG feast card. Brainless player also can steal win from world champion.
kazakus is example of RNG feast. Just decide the outcome of games . Discover good effect= free win. Ie:respawn 3 high cost minion. While opponent get crap effect.
Fascinating. Tell me more good sir.
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ive read a lot about F2P models. usually 90% of the players dont spend anything and from the 10% spending anything 1% are considered "whales" who spend thousands of dollars. its also more likely to get players to spend money the longer theyre playing the game and theyre more likely so spend more if they purchased anything before.
so far ive only seen full golden decks on the higher ranks, so i suppose the whales are somewhat competitive or waste their time in casual. it will really hurt economically of theyre starting to leave the game.
I think more people than usual would be spending money on Hearthstone, because as it's a TCG, you're going to have to spend some amount of money to have a decent collection.
I've seen plenty of (at least mostly) golden decks at lower ranks, I'm not sure it's really limited to casual as much as 1/100 chances of running into a whale still makes it sparse. And like Grimlock01 said, with this being a CCG you're going to spend money to gain the collection you want without the time investment; for most people they won't need to approach whale status, if they're not f2p they'll drop $50-100 on an expansion and then play their janky decks casually on ladder.
Don't get me wrong, there are competitive whales that are buying thousands in packs... but there are non-competitive whales who literally just want all of the cards in gold because it makes them happy. Both are absurdly rare. For most other people, this is one of the cheapest card games they've gotten into so spending a bit on expansions doesn't bother them. For the people who don't pay anything this is a mobile game that they find pretty fun and they're content very slowly building a collection, or are dedicated to earning all of the cards via something like Arena.
I have no doubt Blizzard likes keeping players in the competitive scene, but to be blunt about it if they had to choose the 1% competitive or the 99% semi-casual to fully-casual they would pretty much look at the numbers and pick the better one. And I'd wager that 99% is a lot more than you're thinking it is.
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wellyeah. the logic behind the development seems, winning is more fun than losing, so give even the least skilled players wins via random effects to keep them around and happy. so theyre more likely to spend some money after a while.
game decreased in quality so much over last say 2 years its pathetic
Articles I suggest every player reads to improve at the game;
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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?
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?
@Hooghout; and thinking a little more about this, you stated Hearthstone is garbage "right now"... at what point were you actually enjoying yourself? That might actually lend some context to things as well, because at some point the team you're calling to replace is the one that made a product you found enjoyable.
Articles I suggest every player reads to improve at the game;
MTG/Hearthstone biases to avoid
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Who's the Beatdown?
The problem I have with this topic in essence is what people are asking for is either too mercurial or not going to happen in a card game.
You are not going to get a 100% win rate vs aggro if you are the best player in the world meta.
Theres always going to be some level of rng, and there's always going to be competitive players liking different types of play styles.
I don't know if people have really looked at other card games, but the numbers in HS aren't really much more disturbing and you can tell the people who have played card games competitively from the ones who got into HS professionally as their first card game (Zalae vs Firebat, both good but you can tell Firebat is bothered by high variance in things like tournaments). There's lots of stuff to help fix the variance, and I do think the devs should find ways to introduce more complexity to the game so that skill can shine more... but it's still just a card game that's happy to embrace the "anyone can win!" attitude Magic has for 20+ years.
I can fully respect people who think a game has either too much or too little variance for them, and I can respect people's feedback on what they feel is too much variance deciding championships, but they still need to be objective about it. There still needs to be a realization that this game was never intended to have the better player win 90% of the time (though they'll win against a worse play a lot even still), and I doubt it's ever going to be designed with that in mind.
Articles I suggest every player reads to improve at the game;
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Reframing negative Hearthstone experiences to improve at the game
Who's the Beatdown?
@Hooghout; that's literally never something Blizzard needs to officially acknowledge as a "game policy", because that's generally how card games are designed (and why they're successful across a wide range of players). If a game really IS intended to punish a lack of skill severely, and really IS going to promote the idea of the better player winning 90% of the time, then you'll be able to tell pretty fast. It's generally not something that changes drastically with game design after it launches, and especially won't change when that game is competing with established powerhouses like Magic. You can still design it to promote skillful play without designing the game so that pros won't ever lose to a Rank 25, and quite honestly if you've played at Rank 25 lately it's not like you're exactly going into it with 50/50 chances. The better player wins the majority of the time, people just get caught up on the 20-30% of the time that X player played poorly and wasn't properly punished.
You absolutely will not have a hard time ranking up to Legend with a non-Aggressive deck, and it's been proven over and over this is the case. You will have to spend more time, which is the dealbreaker, but you absolutely won't have a hard time if you're actually comfortable with piloting something like one of the Reno variants, Miracle Rogue, or Control Shaman; and this is exactly my point, for all the tears about Aggro being the best we still have more NON-Aggro decks that are viable for climbing than not (based on the accepted definitions of what is actually Aggro and what is not). Short of arguing for them to completely avoid designing for Aggro in every set, I'm not sure I'm seeing the issue when the objective results are still diverse; "designing into aggro" is them doing their job, and of the three Standard metas I think this is the first actual Aggro meta.
Honestly if you want a game that promotes purely skillful gameplay to define winners and losers, it really is a matter of finding a new game. Hearthstone won't do that, Eternal won't do that, ESL won't do that, Shadowverse won't do that, Magic won't do that... Even Gwent still won't do that. Eternal and MTG I think promote it slightly more by promoting complexity (it's marginal still), Gwent promotes it by apparently letting you see half your deck a turn, but short of emulating Chess none of them commit to that ideal fully.
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?
blizzard just wan profits. They keep released RNG feast card. Brainless player also can steal win from world champion.
kazakus is example of RNG feast. Just decide the outcome of games . Discover good effect= free win. Ie:respawn 3 high cost minion. While opponent get crap effect.