Just had an experience I figured was worth sharing, that illustrates the title, and may help players that are 1 win from legend make up that crucial game.
My aggro Doomhammer opponent equips Doomhammer and jams face. I Hanar, Prep, Shadow Clone, into Never Surrender, into Open the Cages. I also have a Blackjack Stunner in play. He has nothing. On his turn (overloaded) Earth Shocks Hanar, triggering Never Surrender (this is relevant) and again decides to jam face. My Open the Cages triggers and I get a 4/4 taunt. I get to Shadow Step Hanar and replay him with Oh My Yogg, into Pack Tactics, into Redemption. I'm feeling pretty good at this point.
Now his next turn is the important part of what I wanted to share. From what I can tell, he anticipated Oh My Yogg, (and was determined to concede the moment it was confirmed) because after he cast Stormstrike and Yogg proc'd, he never made another play. No attacks, nothing. I got my next turn and was eventually informed my opponent left the game.
Had he not left the game (as I must assume, tilted and closed the app) he would have seen that Oh My Yogg turned Stormstrike into Bladestorm, (remember my Blackjack Stunner has 4 health now) which clears my board, and triggers my Redemption giving me a 1/1 Stunner... and removes my taunt/Pack Tactics combo revealing my face to more smorc.
I was actually super choked when Bladestorm ravaged my board. But I've played long enough to know not to throw in the towel because of a bad break. And this is the lesson I wanted to share that my opponent can teach the rest of us.
Don't play too fast, and take a break if a bad beat has broken your focus. In the long run, being a composed, and forgiving of yourself player will improve your play.
If there is even a small chance you can still pull the win, you should stick it out.
I played a few arena games earlier today and had some really bad opening hands. At one point, my Trick Totem gave my opponent's Burrowing Scorpid an Apotheosis and I thought for sure I was done for.
As mage, I was able to freeze it long enough to find enough damage to kill it and eventually swing back onto the board. But seeing that huge lifesteal minion on board was really tough to imagine coming back from it. But I did.
I am usually conceding ONLY on opponent's turn when I have one digit HP and he has +x attack on the board and he is not gonna play "unnecessary" cards.
EVERY TIME I conceded before I made this decision, I saw "oh, maybe if I ddo not concede, I can play this".
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EU 11/2015+ , f2p 03/2021+: DK 63/ DH 205 /Dr 277 / Hu 733 / Ma 6666 / Pa 1072 / Pr 1165 / Ro 1791 / Sh 1303 / Wl 707 / Wr 664
If your goal is high legend and you want to play out every game with a 1/100 chance to win, then yes.
If you want to climb fast and not waste your time on slow inevitable losses, then no.
For me, I resist tilt better by conceding in known situations where I have almost no chance of winning to get on to the next game. My opponents have conceded on turn 2 several times, and I don't blame them.
If there is even a small chance you can still pull the win, you should stick it out.
Generalization. If your goal isn't to climb as fast\far as possible, it isn't true. In some cases, it isn't even always true if your goal is to climb as quickly as possible, because spending 5 minutes to get that 2% may be less effective than conceding and starting a new game
If your goal is high legend and you want to play out every game with a 1/100 chance to win, then yes.
If you want to climb fast and not waste your time on slow inevitable losses, then no.
For me, I resist tilt better by conceding in known situations where I have almost no chance of winning to get on to the next game. My opponents have conceded on turn 2 several times, and I don't blame them.
In any competitive Sport with turns, "dragging" yours as much as possible when you are behind in the game, gives you better EV as playing fast. There are numerous reasons for this and even the GOATs in Tennis for example "abuse" this practice.
I mean in a general sense with an online competitive game it’s always advisable to wait the game out until it’s decisively lost. There’s been enough instances were I’ve been getting stomped and my opponent either lost their internet connection or was distracted by something and ended up passing a turn that let me either stabilize or secure lethal. There’s plenty of games were I have done the same for them because I had to focus on something IRL unexpectedly and forfeit the game. It goes both ways but it’s a relevant factor as you never know when someone’s router is gonna get unplugged for some reason
I also have to say that Rogue is an unique class and with the ability to generate unpredictable cards and situations. Thief rogue players almost never concede, looking for those unpredictable ways to turn the game around, often successfully.
Other decks have very few or no randomly generated spells and minions, so you should not necessarily transfer your example to all other matchups.
The most polarizing matchup in the game history is almost certainly burn freeze mage vs control warrior. However, the winrate was "only" 90-95% in favour of the warrior, including disconnects. Having mostly played the warrior side of that matchup, most of freeze mages conceded early, but some brave players played the games out, and predictably, in ~20 games, I lost one, with another one being decided by a Brawl. The scenario to win for the freeze mage is pretty unlikely: every minion in the deck must be played on curve, and they must draw enough burn to finish the game before the armor gets out of control. Experienced freeze mage players will know this, and concede when it is clear that their only winning scenario will not happen.
Conceding is a respectful thing to do. In longer versions of chess, you almost never see a checkmate at the pro level, even with very high stakes.
Conceding is a respectful thing to do. In longer versions of chess, you almost never see a checkmate at the pro level, even with very high stakes.
If you're absolutely sure you're going to lose, by all means, conceding is fine. But I suppose the point here is that in a game like HS where there are number of ways the game can turn around with RNG, it's always a good idea to stick it out.
I guess not everyone feels the same way about this, that's fine. Move on to your next match faster, sure. But for me personally, I still aim to win, and to have a good time playing. Part of that experience is trying to make the best of any outcome and see how the game goes.
Back when there were more aggro demon hunters, one of the best feelings was beating them with a sliver of health left, because I was able to manage my resources and make good plays to survive until I could win. I've always found it frustrating to play against the hyper aggro decks, but conceding right away when I see what they are playing just seems like bad practice to me.
That's funny that you mentioned this because I was being annihilated by a secret mage mirror match and I was getting horrible card draw that made me want to throw in the towel half way through the game. Near the end I made some critical moves and said...that's all I can do to stop my opponent and hoped for the best.
I was granted another turn with only 3 health left and I had one 5/5 on the board and my opponent had 11 health. Miraculously, I top-decked Fireball for the win.
So this happened today. I am playing my own version of wild Quest-Giants OTK and facing CThun drood. On opponent's turn 8 (s)he got lethal on the board but decided to trade my giant I dropped previous turn. I was ready to concede, but when (s)he started to trade I said to myself wow wow wow lets wait. (S)He traded the giant and it was my turn 9 with I think 7HP, so I dropped Vargoth, Warped the Time and kill opponent in my second extra turn.
So satisfying not to concede and the smell of burning drood on top of that... priceless.
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EU 11/2015+ , f2p 03/2021+: DK 63/ DH 205 /Dr 277 / Hu 733 / Ma 6666 / Pa 1072 / Pr 1165 / Ro 1791 / Sh 1303 / Wl 707 / Wr 664
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Just had an experience I figured was worth sharing, that illustrates the title, and may help players that are 1 win from legend make up that crucial game.
My aggro Doomhammer opponent equips Doomhammer and jams face. I Hanar, Prep, Shadow Clone, into Never Surrender, into Open the Cages. I also have a Blackjack Stunner in play. He has nothing. On his turn (overloaded) Earth Shocks Hanar, triggering Never Surrender (this is relevant) and again decides to jam face. My Open the Cages triggers and I get a 4/4 taunt. I get to Shadow Step Hanar and replay him with Oh My Yogg, into Pack Tactics, into Redemption. I'm feeling pretty good at this point.
Now his next turn is the important part of what I wanted to share. From what I can tell, he anticipated Oh My Yogg, (and was determined to concede the moment it was confirmed) because after he cast Stormstrike and Yogg proc'd, he never made another play. No attacks, nothing. I got my next turn and was eventually informed my opponent left the game.
Had he not left the game (as I must assume, tilted and closed the app) he would have seen that Oh My Yogg turned Stormstrike into Bladestorm, (remember my Blackjack Stunner has 4 health now) which clears my board, and triggers my Redemption giving me a 1/1 Stunner... and removes my taunt/Pack Tactics combo revealing my face to more smorc.
I was actually super choked when Bladestorm ravaged my board. But I've played long enough to know not to throw in the towel because of a bad break. And this is the lesson I wanted to share that my opponent can teach the rest of us.
Don't play too fast, and take a break if a bad beat has broken your focus. In the long run, being a composed, and forgiving of yourself player will improve your play.
Definitely a good lesson for all.
If there is even a small chance you can still pull the win, you should stick it out.
I played a few arena games earlier today and had some really bad opening hands. At one point, my Trick Totem gave my opponent's Burrowing Scorpid an Apotheosis and I thought for sure I was done for.
As mage, I was able to freeze it long enough to find enough damage to kill it and eventually swing back onto the board. But seeing that huge lifesteal minion on board was really tough to imagine coming back from it. But I did.
It's always possible. (usually)
Agreed, unless it's a face deck... when it's out of steam it's simply out of steam. Lol
XD
This game doesn't even worth to share game experience anymore. Too easy to play these days.
I am usually conceding ONLY on opponent's turn when I have one digit HP and he has +x attack on the board and he is not gonna play "unnecessary" cards.
EVERY TIME I conceded before I made this decision, I saw "oh, maybe if I ddo not concede, I can play this".
EU 11/2015+ , f2p 03/2021+: DK 63 / DH 205 /Dr 277 / Hu 733 / Ma 6666 / Pa 1072 / Pr 1165 / Ro 1791 / Sh 1303 / Wl 707 / Wr 664
If your goal is high legend and you want to play out every game with a 1/100 chance to win, then yes.
If you want to climb fast and not waste your time on slow inevitable losses, then no.
For me, I resist tilt better by conceding in known situations where I have almost no chance of winning to get on to the next game. My opponents have conceded on turn 2 several times, and I don't blame them.
Editor of the Heartpwn Legendary Crafting Guide:
https://www.hearthpwn.com/forums/hearthstone-general/card-discussion/205920-legendary-tier-list-crafting-guide
why concede when you can uninstall
I guess it depends
Turn 2: Coin, Innervate, Lightning bloom, Lightning bloom, Guardian Animals
Naaaah.
I only play unraked, so don't really care about win/lose ratio. If I estimate that the game is basically lost I just concede.
Alternatively, he D/C’d just when he was about to win and is silently raging somewhere because the game cheated him out of the win. Lol
Generalization. If your goal isn't to climb as fast\far as possible, it isn't true. In some cases, it isn't even always true if your goal is to climb as quickly as possible, because spending 5 minutes to get that 2% may be less effective than conceding and starting a new game
Why uninstall when you can throw your whole PC out the window
Screw it just burn the house down.
Exactly this, perfect explanation.
In any competitive Sport with turns, "dragging" yours as much as possible when you are behind in the game, gives you better EV as playing fast. There are numerous reasons for this and even the GOATs in Tennis for example "abuse" this practice.
I mean in a general sense with an online competitive game it’s always advisable to wait the game out until it’s decisively lost. There’s been enough instances were I’ve been getting stomped and my opponent either lost their internet connection or was distracted by something and ended up passing a turn that let me either stabilize or secure lethal. There’s plenty of games were I have done the same for them because I had to focus on something IRL unexpectedly and forfeit the game. It goes both ways but it’s a relevant factor as you never know when someone’s router is gonna get unplugged for some reason
I also have to say that Rogue is an unique class and with the ability to generate unpredictable cards and situations. Thief rogue players almost never concede, looking for those unpredictable ways to turn the game around, often successfully.
Other decks have very few or no randomly generated spells and minions, so you should not necessarily transfer your example to all other matchups.
The most polarizing matchup in the game history is almost certainly burn freeze mage vs control warrior. However, the winrate was "only" 90-95% in favour of the warrior, including disconnects. Having mostly played the warrior side of that matchup, most of freeze mages conceded early, but some brave players played the games out, and predictably, in ~20 games, I lost one, with another one being decided by a Brawl. The scenario to win for the freeze mage is pretty unlikely: every minion in the deck must be played on curve, and they must draw enough burn to finish the game before the armor gets out of control. Experienced freeze mage players will know this, and concede when it is clear that their only winning scenario will not happen.
Conceding is a respectful thing to do. In longer versions of chess, you almost never see a checkmate at the pro level, even with very high stakes.
Editor of the Heartpwn Legendary Crafting Guide:
https://www.hearthpwn.com/forums/hearthstone-general/card-discussion/205920-legendary-tier-list-crafting-guide
If you're absolutely sure you're going to lose, by all means, conceding is fine. But I suppose the point here is that in a game like HS where there are number of ways the game can turn around with RNG, it's always a good idea to stick it out.
I guess not everyone feels the same way about this, that's fine. Move on to your next match faster, sure. But for me personally, I still aim to win, and to have a good time playing. Part of that experience is trying to make the best of any outcome and see how the game goes.
Back when there were more aggro demon hunters, one of the best feelings was beating them with a sliver of health left, because I was able to manage my resources and make good plays to survive until I could win. I've always found it frustrating to play against the hyper aggro decks, but conceding right away when I see what they are playing just seems like bad practice to me.
That's funny that you mentioned this because I was being annihilated by a secret mage mirror match and I was getting horrible card draw that made me want to throw in the towel half way through the game. Near the end I made some critical moves and said...that's all I can do to stop my opponent and hoped for the best.
I was granted another turn with only 3 health left and I had one 5/5 on the board and my opponent had 11 health. Miraculously, I top-decked Fireball for the win.
So this happened today. I am playing my own version of wild Quest-Giants OTK and facing CThun drood. On opponent's turn 8 (s)he got lethal on the board but decided to trade my giant I dropped previous turn. I was ready to concede, but when (s)he started to trade I said to myself wow wow wow lets wait. (S)He traded the giant and it was my turn 9 with I think 7HP, so I dropped Vargoth, Warped the Time and kill opponent in my second extra turn.
So satisfying not to concede and the smell of burning drood on top of that... priceless.
EU 11/2015+ , f2p 03/2021+: DK 63 / DH 205 /Dr 277 / Hu 733 / Ma 6666 / Pa 1072 / Pr 1165 / Ro 1791 / Sh 1303 / Wl 707 / Wr 664