while watching a lot of hours oh Hearthstone streamers again lately (are there still full time hearthstone streamers? All big streamers only play hearthstone like 20% of their streams) and playing this game at low rank because who still gives a fuck for ranks I recognized how easy it has become to win a game. Sounds stupid, but that does not mean you gonna win of course.
The power level of the decks is snowballing way too hard and the win conditions of the current meta decks are self steered. This was only something fitting into aggro decks before.
But if you draw your win conditions early enough it does not matter if you made tons of misplays beforehand. (Quote from Kibler and Thijs from their streams).
And that is the problem of Hearthstone right now in my opinion.
There are terrible card designs like Keleseth. There is a turn 1 combo that simply ends game with Keleseth and coins. Razakus is the deck where every high legend pro players gets kicked their asses if you just get your combo out. Then there are still things like Evolve Shaman, where a single card on a filled board can change everything. And the worst thing was probably the start of the expansion with the Jade Druid.
That is not healthy for a game like Hearthstone when you are not punished for misplays anymore. The win conditions can't be that auto steered that they win you the game even though you fucked up before.
I know I am not the only one thinking that, but what do you think? Does Blizzard has to get a curve with the next expansion when you see how many pro streamers and players left the game? There must be reasons for that.
Priest is 100% the worst offender of this. So many raza priest players make such terrible mistakes but it’s fine because if you draw Andy by turn 8 you win anyway it doesn’t really matter if you know how to play the deck or not
Priest is 100% the worst offender of this. So many raza priest players make such terrible mistakes but it’s fine because if you draw Andy by turn 8 you win anyway it doesn’t really matter if you know how to play the deck or not
But they are punished with a much lower win rate because this happens a lower % of the time than it not happening. The good players are rewarded because you have to navigate to that win condition, and if you can't then you simply don't win. It is a combo deck afterall.
Priest is 100% the worst offender of this. So many raza priest players make such terrible mistakes but it’s fine because if you draw Andy by turn 8 you win anyway it doesn’t really matter if you know how to play the deck or not
But they are punished with a much lower win rate because this happens a lower % of the time than it not happening.
I'm honest, the win rates are underrated. When a deck has a 50% winrate the winrate in the matches where both players know what to do is much higher. Thereare still a lot of tryhards that try decks and fail. Still, these manage to get wins with it. Because the win conditions just nuked in.
Priest is 100% the worst offender of this. So many raza priest players make such terrible mistakes but it’s fine because if you draw Andy by turn 8 you win anyway it doesn’t really matter if you know how to play the deck or not
But they are punished with a much lower win rate because this happens a lower % of the time than it not happening.
I'm honest, the win rates are underrated. When a deck has a 50% winrate the winrate in the matches where both players know what to do is much higher. Thereare still a lot of tryhards that try decks and fail. Still, these manage to get wins with it. Because the win conditions just nuked in.
HL priest is probably the best deck in the game ATM, but people talk about it like it is oppressive. It's very far from that, it has many weaknesses, however the game is very well balanced so much that even Hunter has some fringe moments. Combo decks are always fairly difficult to pilot and there will be those games where you draw the nuts, that's a given.
Just look at Big Priest. You don't get Barnes every time. Anyone can play Barnes on 4, then resurrect him. However, that doesn't happen too often and the players who can pilot things out well enough to get a win without the nuts are the players who are rewarded. Drawing the nuts has always been a thing in a card game no matter what you play, we're playing a card game afterall, not Checkers.
The game in order to work doesn't really need a dedicated streamer base anymore i'm afraid. They still bring in some viewers and old/new players with tournament and stuff but Blizzard understood that this is a "phone" game above anything else , and tbh it is one of the best and with a"never ending content" one.
Blizzard is doing an excellent job for what concerns merchandising, making money and grabbing more and more players/customers thus mean that the game quality needs to be lowered. Why and how? Basically everything that needs to satisfy a big audience needs to be popular (translated- it must be fun, easy to play and addicting). The new player experience concerns them a lot for those reasons.
The skill floor of the game has been drastically lowered with the increase of the fanbase (most of the games that are online and can be easily patched and merchandised tends to follow this rule) since two reasons: "newbies" and the general rule, and here i apologize gentlemen, that most of the people in this world are dumb. How to change that? You actually cannot. Things are going to change when most of the audience's appeal will. The game still manages to refresh with every expansion, let us just hope that one day they run out of those bad ideas and will have only good ones.
Priest is 100% the worst offender of this. So many raza priest players make such terrible mistakes but it’s fine because if you draw Andy by turn 8 you win anyway it doesn’t really matter if you know how to play the deck or not
But they are punished with a much lower win rate because this happens a lower % of the time than it not happening.
I'm honest, the win rates are underrated. When a deck has a 50% winrate the winrate in the matches where both players know what to do is much higher. Thereare still a lot of tryhards that try decks and fail. Still, these manage to get wins with it. Because the win conditions just nuked in.
HL priest is probably the best deck in the game ATM, but people talk about it like it is oppressive. It's very far from that, it has many weaknesses, however the game is very well balanced so much that even Hunter has some fringe moments. Combo decks are always fairly difficult to pilot and there will be those games where you draw the nuts, that's a given.
Just look at Big Priest. You don't get Barnes every time. Anyone can play Barnes on 4, then resurrect him. However, that doesn't happen too often and the players who can pilot things out well enough to get a win without the nuts are the players who are rewarded. Drawing the nuts has always been a thing in a card game no matter what you play, we're playing a card game afterall, not Checkers.
I am not talking about balancing of classes, as I think this is really good right now. I play 5 decks right now where I can climb easily with. More or less.
I am really just talking about the win conditions of the decks. And Big Priest is absolutely the best example. Those win conditions are nasty. You can do whatever you want as you decide the game with simple things. And that's the case with almost every meta deck right now.
You don't have to understand the game. Just your win condition. Do you still really have to play around something? Rarely. ANd this is bad design.
Priest is 100% the worst offender of this. So many raza priest players make such terrible mistakes but it’s fine because if you draw Andy by turn 8 you win anyway it doesn’t really matter if you know how to play the deck or not
But they are punished with a much lower win rate because this happens a lower % of the time than it not happening.
I'm honest, the win rates are underrated. When a deck has a 50% winrate the winrate in the matches where both players know what to do is much higher. Thereare still a lot of tryhards that try decks and fail. Still, these manage to get wins with it. Because the win conditions just nuked in.
HL priest is probably the best deck in the game ATM, but people talk about it like it is oppressive. It's very far from that, it has many weaknesses, however the game is very well balanced so much that even Hunter has some fringe moments. Combo decks are always fairly difficult to pilot and there will be those games where you draw the nuts, that's a given.
Just look at Big Priest. You don't get Barnes every time. Anyone can play Barnes on 4, then resurrect him. However, that doesn't happen too often and the players who can pilot things out well enough to get a win without the nuts are the players who are rewarded. Drawing the nuts has always been a thing in a card game no matter what you play, we're playing a card game afterall, not Checkers.
I am not talking about balancing of classes, as I think this is really good right now. I play 5 decks right now where I can climb easily with. More or less.
I am really just talking about the win conditions of the decks. And Big Priest is absolutely the best example. Those win conditions are nasty. You can do whatever you want as you decide the game with simple things. And that's the case with almost every meta deck right now.
You don't have to understand the game. Just your win condition. Do you still really have to play around something? Rarely. ANd this is bad design.
This really isn't great logic because every deck has a win condition and whoever gets to their win condition first wins...because it's called a win condition...Most of the time your win condition does force you to understand the game. You used Big Priest as an example, albeit a poor one. The Idea of Big Priest is to cheat out big minions basically. You can't just win by doing that though because then you're relying on a T4ish Barnes and a T6ish Shaddow essence. This rarely ever happens. I've been playing it for a bit now because I finally broke down and made 2x shadow visions and 2x obsidian statue and honestly I've won most of my games without even summoning a minion before T8/9 and at that point it's not even cheating them out anymore. I've won plenty of games without summoning a minion at all. If all you understand is your win condition you're going to lose a lot. The only decks you can really apply your logic to are combo decks but even then it's shaky at best. Decks have always been "self piloting" because you make your deck that way. This isn't something new. If you don't understand your opponent's win condition and play around that as well as your own then you're just going to lose.
It's good you talk about combo decks. Because there was that much hated Patron Warrior. Even though I disliked it, too, and never actually played it, it took way more than the average deck in the current meta. The buildup to this combo took some math, clever use of your removals and play around your opponent. When played against bad playing people it rained easy wins. Comparable to Big Priest, but be honest, playing around your opponent in Big Priest is not needed. That's the deck I play on casual evenings while watching streams. Because if you get your win condition it's over.
Even classical Miracle Rogue took way more to pull it off.
If I compare those decks to the combo decks today (like Quest Mage) there is not much thinking behind that. You pull of your combo and win.
Maybe it's the problem that control decks are missing completely, most certainly due to Jade mechanics etc. Because those forced thinking about your opponent and the win condition for control decks were something extremely different. Maybe it will change in spring when MsG drops out. MsG brought a lot of shit to this game.
Wouldn't all aggro decks defeat what you are talking about? They don't have win conditions, they just put cheap minions and beat you to death. It's just different types of decks. Maybe you prefer more control oriented decks, but remember that those decks, even if they are not technically combo decks, are slow as well and have big, flashy win conditions.
- "But if you draw your win conditions early enough it does not matter if you made tons of misplays beforehand. (Quote from Kibler and Thijs from their streams)."
I dont know, I usually watch kibler and he doesn't seem to makes mistakes often. I don't watch thijs tho
"There are terrible card designs like Keleseth. There is a turn 1 combo that simply ends game with Keleseth and coins. Razakus is the deck where every high legend pro players gets kicked their asses if you just get your combo out. Then there are still things like Evolve Shaman, where a single card on a filled board can change everything. And the worst thing was probably the start of the expansion with the Jade Druid. "
Keleseth itself is fine to me, I would only change its stats (1/1 so its balances the buff, because tbh putting him while having many 1cost 3cost cards its not a loss). And those rogue decks gets wrecked by taunts, divine shields and some warlock decks. And regarding evolve shaman.. i dont know. Many evolves result in super poor 6mana cost minions, so it is just about RNG. About the jade druid... apart from the Idol, and some other op druid cards (like infestation) it is just a standard "anti control" deck. Aggro probably craps on it (unless they are super lucky with the plague)
part of the problem is minions are far too strong in comparison to existing removal, such that there's really no reason to even try to play control anymore. the counter to minions is just....more minions.
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Life before death. Strength before weakness. Journey before destination.
part of the problem is minions are far too strong in comparison to existing removal, such that there's really no reason to even try to play control anymore. the counter to minions is just....more minions.
Priest, mage and maybe shaman have decent tools, all other classes have a lot of trouble trying to control the board and healing, the last remaining piece making CW somewhat playable the axe was nerfed.
I don't know why Blizzard is so afraid to make old school control decks part of the meta, or we play tempo or combo decks needing to draw all cards in deck...
part of the problem is minions are far too strong in comparison to existing removal, such that there's really no reason to even try to play control anymore. the counter to minions is just....more minions.
Priest, mage and maybe shaman have decent tools, all other classes have a lot of trouble trying to control the board and healing, the last remaining piece making CW somewhat playable the axe was nerfed.
I don't know why Blizzard is so afraid to make old school control decks part of the meta, or we play tempo decks or combo decks needing to draw all cards in deck...
Priest. That's funny.
Dragonfire Potion, in a world where Scalebane is king.
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Life before death. Strength before weakness. Journey before destination.
gotta agree with moonsorrow here, players do get punished by misplays which is shown by them not climbing ranks, a rank 18 raza priest is not the same as a rank 5 or higher raza priest since the later actually climbes, besides tbh win conditions are necessary in this game otherwise this game would devolve yet again into a) play a bunch of minions and go face, or b) Match prety crystal of minion in your hand with pretty crystal on manapool and win...and those single strategy metas actually sucked ass, but most players Nostalgia tinted lends blind them form that hard an ugly truth, in fact as much as un'goro and old gods are praised; KFT is the first real expansion where you can ignore both A & B (shown by big druid's current win-rate and to some extent exodia mage) and go for another different strategies, let's call them C & D..(cuz i suck at naming) while still letting A&B be possible.
part of the problem is minions are far too strong in comparison to existing removal, such that there's really no reason to even try to play control anymore. the counter to minions is just....more minions.
Priest, mage and maybe shaman have decent tools, all other classes have a lot of trouble trying to control the board and healing, the last remaining piece making CW somewhat playable the axe was nerfed.
I don't know why Blizzard is so afraid to make old school control decks part of the meta, or we play tempo or combo decks needing to draw all cards in deck...
Old style control decks like fatigue warrior are f%&*ing obnoxious. Every time I end up against that occasional DMH warrior on the ladder I'm reminded of how much I hate fatigue style game play. I like control type decks, but fatigue decks just waste my time.
The biggest problem isn't the win conditions themselves. It's that there are so few cards that DISRUPT win conditions. Removal has been very scarce in recent expansions, which is particularly a problem for standard and arena, and many of the removal cards we have are not efficient enough, causing aggro to run rampant and making combos very hard to disrupt. Examples of cards that we need to have more similar types of are Counterspell, Flare, Loatheb, Saboteur, Mindbreaker, Nerubar Weblord, Mana Wraith, and so on. (I realize not all of these cards are good, but they have the kinds of effects that we need to see more of) More removals and AoEs in general need to be printed, and at competitive costs. A card like Flame Lance doesn't even make it into a highlander deck, for example, because it's just too expensive.
The biggest problem isn't the win conditions themselves. It's that there are so few cards that DISRUPT win conditions. Removal has been very scarce in recent expansions, which is particularly a problem for standard and arena, and many of the removal cards we have are not efficient enough, causing aggro to run rampant and making combos very hard to disrupt. Examples of cards that we need to have more similar types of are Counterspell, Flare, Loatheb, Saboteur, Mindbreaker, Nerubar Weblord, Mana Wraith, and so on. (I realize not all of these cards are good, but they have the kinds of effects that we need to see more of) More removals and AoEs in general need to be printed, and at competitive costs. A card like Flame Lance doesn't even make it into a highlander deck, for example, because it's just too expensive.
Valid point I never thought of. If I think about Blizz trys to put in countercards. Like Mindbreaker to counter Razakus maybe. The thing is, it's way to easy to get rid of it and the value of the card overall ist just terrible.
That is the way to "fix" things in Blizz's mind but in the end most of those cards are unplayable. Bad design decision imo.
Yeah, I'm pretty sure Blizzard thinks cards like Mindbreaker are practical for hosing Raza/Anduin, but they really have no idea how to balance the game. They printed Lil Exorcist to try and hose Undertaker decks, for instance :p They need to look at more counterplay and skill mechanics like secrets. One simple idea (but sadly at this point it would change the game too much) would be to change minions so that if you could have attacked with one, but didn't, it gained taunt until the end of the next turn, as a sort of 'blocking' mechanic.
The biggest problem isn't the win conditions themselves. It's that there are so few cards that DISRUPT win conditions. Removal has been very scarce in recent expansions, which is particularly a problem for standard and arena, and many of the removal cards we have are not efficient enough, causing aggro to run rampant and making combos very hard to disrupt. Examples of cards that we need to have more similar types of are Counterspell, Flare, Loatheb, Saboteur, Mindbreaker, Nerubar Weblord, Mana Wraith, and so on. (I realize not all of these cards are good, but they have the kinds of effects that we need to see more of) More removals and AoEs in general need to be printed, and at competitive costs. A card like Flame Lance doesn't even make it into a highlander deck, for example, because it's just too expensive.
Valid point I never thought of. If I think about Blizz trys to put in countercards. Like Mindbreaker to counter Razakus maybe. The thing is, it's way to easy to get rid of it and the value of the card overall ist just terrible.
That is the way to "fix" things in Blizz's mind but in the end most of those cards are unplayable. Bad design decision imo.
Its funny, because this post just brought something to mind, that I don't think I have saw discussed in any of the other 9875 "screw priests" posts.
So if we assume Blizzard gave us Mindbreaker to counter Machine Gun Anduin, like they gave us Skulking Geist to counterJade Idol ... why not just apply the mechanics the same way.
Geist "destroys" Jade Idol ... that part of Jade Druid is gone from the game once the card is played. So why not just have Mindbreaker disable hero powers for the rest of the game once it is played? Increase the cost to put it in line with Geist, and give it the same effect ... take out that game condition for the duration of the game.
The other option would be to have Raza effect only be active while the card is in play, just as it is with Mindbreaker. That way the priest would have to protect Raza to keep the machine gun.
Personally, I think either option would possibly make the deck win more, because it would force priest to build a deck that does something other than just stall and hope for a combo auto win.
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I wanna glide down, over Mulholland I wanna write her, name in the sky I wanna free fall, out into nothin' Gonna leave this, world for awhile
Hello dear tryhards,
while watching a lot of hours oh Hearthstone streamers again lately (are there still full time hearthstone streamers? All big streamers only play hearthstone like 20% of their streams) and playing this game at low rank because who still gives a fuck for ranks I recognized how easy it has become to win a game. Sounds stupid, but that does not mean you gonna win of course.
The power level of the decks is snowballing way too hard and the win conditions of the current meta decks are self steered. This was only something fitting into aggro decks before.
But if you draw your win conditions early enough it does not matter if you made tons of misplays beforehand. (Quote from Kibler and Thijs from their streams).
And that is the problem of Hearthstone right now in my opinion.
There are terrible card designs like Keleseth. There is a turn 1 combo that simply ends game with Keleseth and coins.
Razakus is the deck where every high legend pro players gets kicked their asses if you just get your combo out.
Then there are still things like Evolve Shaman, where a single card on a filled board can change everything.
And the worst thing was probably the start of the expansion with the Jade Druid.
That is not healthy for a game like Hearthstone when you are not punished for misplays anymore. The win conditions can't be that auto steered that they win you the game even though you fucked up before.
I know I am not the only one thinking that, but what do you think? Does Blizzard has to get a curve with the next expansion when you see how many pro streamers and players left the game? There must be reasons for that.
Priest is 100% the worst offender of this. So many raza priest players make such terrible mistakes but it’s fine because if you draw Andy by turn 8 you win anyway it doesn’t really matter if you know how to play the deck or not
Just look at Big Priest. You don't get Barnes every time. Anyone can play Barnes on 4, then resurrect him. However, that doesn't happen too often and the players who can pilot things out well enough to get a win without the nuts are the players who are rewarded. Drawing the nuts has always been a thing in a card game no matter what you play, we're playing a card game afterall, not Checkers.
The game in order to work doesn't really need a dedicated streamer base anymore i'm afraid. They still bring in some viewers and old/new players with tournament and stuff but Blizzard understood that this is a "phone" game above anything else , and tbh it is one of the best and with a"never ending content" one.
Blizzard is doing an excellent job for what concerns merchandising, making money and grabbing more and more players/customers thus mean that the game quality needs to be lowered. Why and how? Basically everything that needs to satisfy a big audience needs to be popular (translated- it must be fun, easy to play and addicting). The new player experience concerns them a lot for those reasons.
The skill floor of the game has been drastically lowered with the increase of the fanbase (most of the games that are online and can be easily patched and merchandised tends to follow this rule) since two reasons: "newbies" and the general rule, and here i apologize gentlemen, that most of the people in this world are dumb. How to change that? You actually cannot. Things are going to change when most of the audience's appeal will. The game still manages to refresh with every expansion, let us just hope that one day they run out of those bad ideas and will have only good ones.
(Sorry for bad english)
I am really just talking about the win conditions of the decks. And Big Priest is absolutely the best example. Those win conditions are nasty. You can do whatever you want as you decide the game with simple things. And that's the case with almost every meta deck right now.
You don't have to understand the game. Just your win condition. Do you still really have to play around something? Rarely. ANd this is bad design.
It's good you talk about combo decks. Because there was that much hated Patron Warrior.
Even though I disliked it, too, and never actually played it, it took way more than the average deck in the current meta. The buildup to this combo took some math, clever use of your removals and play around your opponent. When played against bad playing people it rained easy wins.
Comparable to Big Priest, but be honest, playing around your opponent in Big Priest is not needed. That's the deck I play on casual evenings while watching streams. Because if you get your win condition it's over.
Even classical Miracle Rogue took way more to pull it off.
If I compare those decks to the combo decks today (like Quest Mage) there is not much thinking behind that. You pull of your combo and win.
Maybe it's the problem that control decks are missing completely, most certainly due to Jade mechanics etc. Because those forced thinking about your opponent and the win condition for control decks were something extremely different. Maybe it will change in spring when MsG drops out. MsG brought a lot of shit to this game.
Wouldn't all aggro decks defeat what you are talking about? They don't have win conditions, they just put cheap minions and beat you to death. It's just different types of decks. Maybe you prefer more control oriented decks, but remember that those decks, even if they are not technically combo decks, are slow as well and have big, flashy win conditions.
- "But if you draw your win conditions early enough it does not matter if you made tons of misplays beforehand. (Quote from Kibler and Thijs from their streams)."
I dont know, I usually watch kibler and he doesn't seem to makes mistakes often. I don't watch thijs tho
"There are terrible card designs like Keleseth. There is a turn 1 combo that simply ends game with Keleseth and coins.
Razakus is the deck where every high legend pro players gets kicked their asses if you just get your combo out.
Then there are still things like Evolve Shaman, where a single card on a filled board can change everything.
And the worst thing was probably the start of the expansion with the Jade Druid. "
Keleseth itself is fine to me, I would only change its stats (1/1 so its balances the buff, because tbh putting him while having many 1cost 3cost cards its not a loss). And those rogue decks gets wrecked by taunts, divine shields and some warlock decks.
And regarding evolve shaman.. i dont know. Many evolves result in super poor 6mana cost minions, so it is just about RNG. About the jade druid... apart from the Idol, and some other op druid cards (like infestation) it is just a standard "anti control" deck. Aggro probably craps on it (unless they are super lucky with the plague)
part of the problem is minions are far too strong in comparison to existing removal, such that there's really no reason to even try to play control anymore. the counter to minions is just....more minions.
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gotta agree with moonsorrow here, players do get punished by misplays which is shown by them not climbing ranks, a rank 18 raza priest is not the same as a rank 5 or higher raza priest since the later actually climbes, besides tbh win conditions are necessary in this game otherwise this game would devolve yet again into a) play a bunch of minions and go face, or b) Match prety crystal of minion in your hand with pretty crystal on manapool and win...and those single strategy metas actually sucked ass, but most players Nostalgia tinted lends blind them form that hard an ugly truth, in fact as much as un'goro and old gods are praised; KFT is the first real expansion where you can ignore both A & B (shown by big druid's current win-rate and to some extent exodia mage) and go for another different strategies, let's call them C & D..(cuz i suck at naming) while still letting A&B be possible.
The biggest problem isn't the win conditions themselves. It's that there are so few cards that DISRUPT win conditions. Removal has been very scarce in recent expansions, which is particularly a problem for standard and arena, and many of the removal cards we have are not efficient enough, causing aggro to run rampant and making combos very hard to disrupt. Examples of cards that we need to have more similar types of are Counterspell, Flare, Loatheb, Saboteur, Mindbreaker, Nerubar Weblord, Mana Wraith, and so on. (I realize not all of these cards are good, but they have the kinds of effects that we need to see more of) More removals and AoEs in general need to be printed, and at competitive costs. A card like Flame Lance doesn't even make it into a highlander deck, for example, because it's just too expensive.
That is the way to "fix" things in Blizz's mind but in the end most of those cards are unplayable. Bad design decision imo.
Yeah, I'm pretty sure Blizzard thinks cards like Mindbreaker are practical for hosing Raza/Anduin, but they really have no idea how to balance the game. They printed Lil Exorcist to try and hose Undertaker decks, for instance :p They need to look at more counterplay and skill mechanics like secrets. One simple idea (but sadly at this point it would change the game too much) would be to change minions so that if you could have attacked with one, but didn't, it gained taunt until the end of the next turn, as a sort of 'blocking' mechanic.
So if we assume Blizzard gave us Mindbreaker to counter Machine Gun Anduin, like they gave us Skulking Geist to counterJade Idol ... why not just apply the mechanics the same way.
Geist "destroys" Jade Idol ... that part of Jade Druid is gone from the game once the card is played. So why not just have Mindbreaker disable hero powers for the rest of the game once it is played? Increase the cost to put it in line with Geist, and give it the same effect ... take out that game condition for the duration of the game.
The other option would be to have Raza effect only be active while the card is in play, just as it is with Mindbreaker. That way the priest would have to protect Raza to keep the machine gun.
Personally, I think either option would possibly make the deck win more, because it would force priest to build a deck that does something other than just stall and hope for a combo auto win.
I wanna glide down, over Mulholland
I wanna write her, name in the sky
I wanna free fall, out into nothin'
Gonna leave this, world for awhile
Does the game really have a problem?
Your answer to that question must be the opposite if your answer to this question:
Do you still play the game?
So your options are:
A: Yes the game has a problem. No I do not still play the game.
B: No the game does not have a problem. Yes I still play the game.