1: Not F2P Player friendly: Literally got to buy packs to unlock the treasures which means you may only be stuck with the first two unless you have enough packs and get enough legendaries.
2: Some classes and treasures are really bad: Like some treasures just seem so weak compared to other classes. Like hunter has a hero power which means they can trigger their deathrattles which is pretty mental compared to paladin who summons a 1/1 silver hand recruit and adds one to your hand. I know they have many treasures and hero powers, but I feel like the range of trash to good treasures is so all over the places it means only like 5 classes are actually good out of the 10.
3: Some heroes have no chance to win against other heroes unless they get SUPER LUCKY or cheese it of random: For example Bomb warrior is pretty annoying to play against in standard, but now warrior who is one of the best control class can just over run players with having 1 Armour and constantly killing minions. I do not understand how classes like Spell druid and Priest have a chance against bomb warrior unless they take the board which is once again pretty difficult.
4: The rewards are not really special: Having some original prizes like a cardback or alternative art would be pretty fun as rewards. Just having the standard area rewards, but have more RNG involved does not really seem worth it.
5: It is simply too much based on Passives and Op treasures: I think having a Game mode based on who can get the luckiest is basically what it has become when the treasures are offered. If you can get a broken passive with your deck you are most likely getting to 9 wins.
HOW WOULD I FIX IT:
1: Make all treasures FREE for casual mode
2: Have encounters in the gamemode against computer bosses like every 3 games you go against a computer boss like the room of traps from the original dungeon runs to make it more interesting.
3: Add better rewards like cardbacks for playing a season in duels to give people a reason to play.
Duels is obviously for people who like to shove all their crayons in their mouths at once rather than just eating 1 at a time. If you don't like losing on turn 1 or 2 then don't play it.
Duels is obviously for people who like to shove all their crayons in their mouths at once rather than just eating 1 at a time. If you don't like losing on turn 1 or 2 then don't play it.
Childish, incorrect, asinine and petty. Sums much of this community up pretty well!
On the OP, I think making it more accessible wouldn't be a bad thing but it isn't a core game mode and I don't get the feeling it's really aimed at brand new players anyway. You can buy packs through in game gold and they are from the latest expansion so a majority of people will naturally get those packs fairly quickly.
They get grief at absolutely anything they do to generate money or engagement. I'm convinced these complainers can't have had an actual job because of they got called greedy every day simply because they only came to work due to being paid a salary, I don't expect they would be too happy.
They have clearly put a ton of time and resources into this game. The classic rework is a big deal, a new class, new game modes, mini sets between expansions etc. They are going to want to entice people to either spend money or spend more money.
Yes, they are profit driven, people need to get over it. Your supermarket is profit driven, your car manufacturer is, your broadband provider; your mailman only brings you your mail because someone pays him.
For all the good f2p models have done, they've also conned what seems like an entire generation of people into thinking they deserve anything for nothing. I've very, very rarely seen what I consider a reasonable post from a f2p player in any game I've played. I'm pretty apathetic towards people who remain f2p for a lengthy period of time and whilst I know I'm wrong for thinking this way, really just see them in a similar light to beggars really.
I use money on Hearthstone. I play Hearthstone to have fun. It can make it more fun to win something, but with duels I play to try to get 12 wins with all classes, when or if I do it I will get a nice rush of endorphins. I don't think there should be in game rewards for everything we accomplish in the game.
If I were a fp2 player and if I did it as a challenge to see how far and what I could do without using a nickel on the game, then I understand the need for in game rewards. But if I did that I would also accept that every part of the game weren't for me.
I, btw, don't buy the argument if it weren't for f2p it would be less fun for me. Actually it might be more fun, because I assume that some f2p craft and play one deck or a few decks and often the cancer decks with highest winrate and they play the same deck every game, which if enough are doing it makes playing so boring.. like evolve shaman recently. I usually have a deck for every class and switch between them. More fun for me, but I guess also more fun for my opponents, because they don't face another evolve shaman, big/bomb warrior or tickatus warlock every game..
Duels is obviously for people who like to shove all their crayons in their mouths at once rather than just eating 1 at a time. If you don't like losing on turn 1 or 2 then don't play it.
Childish, incorrect, asinine and petty. Sums much of this community up pretty well!
On the OP, I think making it more accessible wouldn't be a bad thing but it isn't a core game mode and I don't get the feeling it's really aimed at brand new players anyway. You can buy packs through in game gold and they are from the latest expansion so a majority of people will naturally get those packs fairly quickly.
They get grief at absolutely anything they do to generate money or engagement. I'm convinced these complainers can't have had an actual job because of they got called greedy every day simply because they only came to work due to being paid a salary, I don't expect they would be too happy.
They have clearly put a ton of time and resources into this game. The classic rework is a big deal, a new class, new game modes, mini sets between expansions etc. They are going to want to entice people to either spend money or spend more money.
Yes, they are profit driven, people need to get over it. Your supermarket is profit driven, your car manufacturer is, your broadband provider; your mailman only brings you your mail because someone pays him.
For all the good f2p models have done, they've also conned what seems like an entire generation of people into thinking they deserve anything for nothing. I've very, very rarely seen what I consider a reasonable post from a f2p player in any game I've played. I'm pretty apathetic towards people who remain f2p for a lengthy period of time and whilst I know I'm wrong for thinking this way, really just see them in a similar light to beggars really.
Rich coming from the person who has just insulted the majority of HS players by calling them beggars. Entitled much?
1: Not F2P Player friendly: Literally got to buy packs to unlock the treasures which means you may only be stuck with the first two unless you have enough packs and get enough legendaries.
Its true. Then again not everything has to be F2P friendly :)
2: Some classes and treasures are really bad: Like some treasures just seem so weak compared to other classes. Like hunter has a hero power which means they can trigger their deathrattles which is pretty mental compared to paladin who summons a 1/1 silver hand recruit and adds one to your hand. I know they have many treasures and hero powers, but I feel like the range of trash to good treasures is so all over the places it means only like 5 classes are actually good out of the 10.
This kinda sucks...that it depends alot on your first passive pick. When it comes to classes, its the same as every other game mode. Depending on the meta, some classes just dont see gameplay...and those are the "main" game contents. I guess over time there might be some changes.
4: The rewards are not really special: Having some original prizes like a cardback or alternative art would be pretty fun as rewards. Just having the standard area rewards, but have more RNG involved does not really seem worth it.
Im happy with the packs and gold since they help complete collections. The stupid dust & cards rewards can fuck off tho. Hate that crap!
I played already a lot duels ...from 0 to 12 wins. And i like it a lot. In contrary to Battlegrounds which i totally dont understand what should be fun about it.
The best thing I discovered about duels is that there's no turn/HP threshold for the quest, so you can concede the moment the game starts and knock out a "play 5 duels" quest in a few minutes.
Regarding Duels, one of the things that I think players misunderstand is when a game mode isn't as popular as Standard or Battlegrounds, there's this perception that it's dead. But there were a million games of that game mode played yesterday! That's taking Duels as an example—it's a huge amount of games played. Obviously, our premier modes, which I'd say are Standard and Battlegrounds, are the dominant modes—but Arena, Wild, and Duels all have healthy player bases, they're just obviously not the same size.
Regarding Duels, one of the things that I think players misunderstand is when a game mode isn't as popular as Standard or Battlegrounds, there's this perception that it's dead. But there were a million games of that game mode played yesterday! That's taking Duels as an example—it's a huge amount of games played. Obviously, our premier modes, which I'd say are Standard and Battlegrounds, are the dominant modes—but Arena, Wild, and Duels all have healthy player bases, they're just obviously not the same size.
Duels is failing for me because of just bad luck. My opponents get their perfect cards and treasure. I get offended a joke. Not to mention group learning is blind for me. I would enjoy it if I had better experiences but I've gotten a string of bad luck. I've only played about 20 runs one got to 12-2 but that was rare. I had everything I could ask for. The other 19 times or so I've just lost or given up before 6 wins. They really don't support the hero powers well. I hope I can enjoy it better.
The problem with duels is it represents the worst elements of all other game modes, The time investment and commodification of arena, the high roll rng of battlegrounds, and the demand for tight synergist construction of standard/wild.
Whatever you initially build with is the direction you have to go in and some builds are legs and feet better than others. If the buckets, or worse the treasures, don't help, you are more than likely going down early. The definition of wide-field, narrow path gameplay.
1: Not F2P Player friendly: Literally got to buy packs to unlock the treasures which means you may only be stuck with the first two unless you have enough packs and get enough legendaries.
2: Some classes and treasures are really bad: Like some treasures just seem so weak compared to other classes. Like hunter has a hero power which means they can trigger their deathrattles which is pretty mental compared to paladin who summons a 1/1 silver hand recruit and adds one to your hand. I know they have many treasures and hero powers, but I feel like the range of trash to good treasures is so all over the places it means only like 5 classes are actually good out of the 10.
3: Some heroes have no chance to win against other heroes unless they get SUPER LUCKY or cheese it of random: For example Bomb warrior is pretty annoying to play against in standard, but now warrior who is one of the best control class can just over run players with having 1 Armour and constantly killing minions. I do not understand how classes like Spell druid and Priest have a chance against bomb warrior unless they take the board which is once again pretty difficult.
4: The rewards are not really special: Having some original prizes like a cardback or alternative art would be pretty fun as rewards. Just having the standard area rewards, but have more RNG involved does not really seem worth it.
5: It is simply too much based on Passives and Op treasures: I think having a Game mode based on who can get the luckiest is basically what it has become when the treasures are offered. If you can get a broken passive with your deck you are most likely getting to 9 wins.
HOW WOULD I FIX IT:
1: Make all treasures FREE for casual mode
2: Have encounters in the gamemode against computer bosses like every 3 games you go against a computer boss like the room of traps from the original dungeon runs to make it more interesting.
3: Add better rewards like cardbacks for playing a season in duels to give people a reason to play.
1. You are right that the mode is pretty expensive, but this doesn't mean that it's f2p-unfriendly. The issue is that you have to commit to crafts to unlock certain treasures/HPs. The mode is actually new player unfriendly and it has never been meant to be new player friendly (wild cards, all kinds of cards to unlock stuff). I am f2p but a veteran, so I would have to use 4400 dust to unlock everything (I am missing the bomb HP, so I invested 2800 dust) and that is although I haven't played for 3 months during Scholomance. However, there will be an issue once rotation happens because Darkmoon should be the set you need then and that has almost no double class legendaries, so you need to craft more. I would suggest that they change the requirement for the last HP to something like "Have 3 (5?) legendaries from set X" instead. It's really questionnable design that Speaker Gidra can unlock two HPs while Polkelt can't unlock anything. It feels like Blizzard wants players to craft legendaries from all classes so that they need even more resources instead of focusing on 1-3 classes they enjoy playing. Also, the fact that old gods can't unlock things seems weird.
2. This has been an issue at the start and when this post was made, but the balance changes have helped quite a lot. I have seen two really strong paladins at 6 and 9 wins yesterday while I was playing token druid (which is still the best deck in the format, imo) and I even lost to 1 of them. Also, some DH builds are pretty good now. I agree, though, that there are some HPs that are a little too strong or lock certain archtypes/classes out of games.
3. This is a problem of the Hero Powers and the utter lack of health gain in some classes. Weapon Rogue is super good against slower decks, but Token Druid craps on it. Bomb Warrior is extremely polarizing between aggro and control. They need to tone down some of these power, then the mode would be much better.
4. The rewards are fine. They could remove random cards and add more gold/dust instead, but you can get so much value from them. I have easily made enough value from Token Druid alone to make up for my dust investment. The card back is a nice idea, though. Maybe you could get golden copies of treasures that you go 12 wins with? That's not much but it looks nice.
5. Passive treasures are completely fine....sorry, I had to make that joke. It's obviously a high-roll mode, especially for the 2nd passive treasure. That's the moment where your run is mainly decided. Blizzard needs this randomness for one simple reason. The mode gives awesome value if you manage to get to 7+ wins consistently. That's why you can't play the same hero every run and that's why the power levels of treasures, passives, and buckets are unbalanced. You can always play the same deck with a class, so it's not as random as drafting in Arena. That's why they have to add a layer of randomness later. Everyone could farm stuff more easily if there was no randomness or we would end up with only Token Druid mirrors and Warlocks who counter them from 2 wins upwards.
I like your suggestions for improving the mode. I would add that they should increase the amount of exp you get in Duels as an incentive to play. The hero powers need an overhaul or Tour Guide should be banned.
Regarding the comments from other people, neither arena nor duels is a failed mode. People are just more used to ladder formats (btw both of which are much worse in terms of complexity and staleness but most players will never know). The "time investment" is only an argument if you aren't good enough to get value from your rewards. You get a lot less for farming exp in ranked than for consistenly getting 5+ wins in these modes but people also don't get that. They only see that they have to buy-in, draft or build a deck and that's too much work and commitment already.
1: Not F2P Player friendly: Literally got to buy packs to unlock the treasures which means you may only be stuck with the first two unless you have enough packs and get enough legendaries.
2: Some classes and treasures are really bad: Like some treasures just seem so weak compared to other classes. Like hunter has a hero power which means they can trigger their deathrattles which is pretty mental compared to paladin who summons a 1/1 silver hand recruit and adds one to your hand. I know they have many treasures and hero powers, but I feel like the range of trash to good treasures is so all over the places it means only like 5 classes are actually good out of the 10.
3: Some heroes have no chance to win against other heroes unless they get SUPER LUCKY or cheese it of random: For example Bomb warrior is pretty annoying to play against in standard, but now warrior who is one of the best control class can just over run players with having 1 Armour and constantly killing minions. I do not understand how classes like Spell druid and Priest have a chance against bomb warrior unless they take the board which is once again pretty difficult.
4: The rewards are not really special: Having some original prizes like a cardback or alternative art would be pretty fun as rewards. Just having the standard area rewards, but have more RNG involved does not really seem worth it.
5: It is simply too much based on Passives and Op treasures: I think having a Game mode based on who can get the luckiest is basically what it has become when the treasures are offered. If you can get a broken passive with your deck you are most likely getting to 9 wins.
HOW WOULD I FIX IT:
1: Make all treasures FREE for casual mode
2: Have encounters in the gamemode against computer bosses like every 3 games you go against a computer boss like the room of traps from the original dungeon runs to make it more interesting.
3: Add better rewards like cardbacks for playing a season in duels to give people a reason to play.
I think that having to create a deck every time you want to play is a turn off to many people, including me.
I usually try to burn the bombs if it's not game 1-4. They don't get casted when drawn as 11. card. In Discover Mage or Priests it's sometimes possible to pull it off or get a extra turn to win
I think duels should offer bucket re-roll tokens, with some kind of replenishment mechanic, to re-roll your buckets if you are offered trash (not treasures though, treasures are another story) maybe 1 re-roll per run or per loss.
1: Not F2P Player friendly: Literally got to buy packs to unlock the treasures which means you may only be stuck with the first two unless you have enough packs and get enough legendaries.
2: Some classes and treasures are really bad: Like some treasures just seem so weak compared to other classes. Like hunter has a hero power which means they can trigger their deathrattles which is pretty mental compared to paladin who summons a 1/1 silver hand recruit and adds one to your hand. I know they have many treasures and hero powers, but I feel like the range of trash to good treasures is so all over the places it means only like 5 classes are actually good out of the 10.
3: Some heroes have no chance to win against other heroes unless they get SUPER LUCKY or cheese it of random: For example Bomb warrior is pretty annoying to play against in standard, but now warrior who is one of the best control class can just over run players with having 1 Armour and constantly killing minions. I do not understand how classes like Spell druid and Priest have a chance against bomb warrior unless they take the board which is once again pretty difficult.
4: The rewards are not really special: Having some original prizes like a cardback or alternative art would be pretty fun as rewards. Just having the standard area rewards, but have more RNG involved does not really seem worth it.
5: It is simply too much based on Passives and Op treasures: I think having a Game mode based on who can get the luckiest is basically what it has become when the treasures are offered. If you can get a broken passive with your deck you are most likely getting to 9 wins.
HOW WOULD I FIX IT:
1: Make all treasures FREE for casual mode
2: Have encounters in the gamemode against computer bosses like every 3 games you go against a computer boss like the room of traps from the original dungeon runs to make it more interesting.
3: Add better rewards like cardbacks for playing a season in duels to give people a reason to play.
Duels is obviously for people who like to shove all their crayons in their mouths at once rather than just eating 1 at a time. If you don't like losing on turn 1 or 2 then don't play it.
Childish, incorrect, asinine and petty. Sums much of this community up pretty well!
On the OP, I think making it more accessible wouldn't be a bad thing but it isn't a core game mode and I don't get the feeling it's really aimed at brand new players anyway. You can buy packs through in game gold and they are from the latest expansion so a majority of people will naturally get those packs fairly quickly.
They get grief at absolutely anything they do to generate money or engagement. I'm convinced these complainers can't have had an actual job because of they got called greedy every day simply because they only came to work due to being paid a salary, I don't expect they would be too happy.
They have clearly put a ton of time and resources into this game. The classic rework is a big deal, a new class, new game modes, mini sets between expansions etc. They are going to want to entice people to either spend money or spend more money.
Yes, they are profit driven, people need to get over it. Your supermarket is profit driven, your car manufacturer is, your broadband provider; your mailman only brings you your mail because someone pays him.
For all the good f2p models have done, they've also conned what seems like an entire generation of people into thinking they deserve anything for nothing. I've very, very rarely seen what I consider a reasonable post from a f2p player in any game I've played. I'm pretty apathetic towards people who remain f2p for a lengthy period of time and whilst I know I'm wrong for thinking this way, really just see them in a similar light to beggars really.
I use money on Hearthstone. I play Hearthstone to have fun. It can make it more fun to win something, but with duels I play to try to get 12 wins with all classes, when or if I do it I will get a nice rush of endorphins. I don't think there should be in game rewards for everything we accomplish in the game.
If I were a fp2 player and if I did it as a challenge to see how far and what I could do without using a nickel on the game, then I understand the need for in game rewards. But if I did that I would also accept that every part of the game weren't for me.
I, btw, don't buy the argument if it weren't for f2p it would be less fun for me. Actually it might be more fun, because I assume that some f2p craft and play one deck or a few decks and often the cancer decks with highest winrate and they play the same deck every game, which if enough are doing it makes playing so boring.. like evolve shaman recently. I usually have a deck for every class and switch between them. More fun for me, but I guess also more fun for my opponents, because they don't face another evolve shaman, big/bomb warrior or tickatus warlock every game..
Rich coming from the person who has just insulted the majority of HS players by calling them beggars. Entitled much?
1: Not F2P Player friendly: Literally got to buy packs to unlock the treasures which means you may only be stuck with the first two unless you have enough packs and get enough legendaries.
Its true. Then again not everything has to be F2P friendly :)
2: Some classes and treasures are really bad: Like some treasures just seem so weak compared to other classes. Like hunter has a hero power which means they can trigger their deathrattles which is pretty mental compared to paladin who summons a 1/1 silver hand recruit and adds one to your hand. I know they have many treasures and hero powers, but I feel like the range of trash to good treasures is so all over the places it means only like 5 classes are actually good out of the 10.
This kinda sucks...that it depends alot on your first passive pick. When it comes to classes, its the same as every other game mode. Depending on the meta, some classes just dont see gameplay...and those are the "main" game contents. I guess over time there might be some changes.
4: The rewards are not really special: Having some original prizes like a cardback or alternative art would be pretty fun as rewards. Just having the standard area rewards, but have more RNG involved does not really seem worth it.
Im happy with the packs and gold since they help complete collections. The stupid dust & cards rewards can fuck off tho. Hate that crap!
I played already a lot duels ...from 0 to 12 wins. And i like it a lot. In contrary to Battlegrounds which i totally dont understand what should be fun about it.
Duels was dull from day 1. Worse than arena which was a failed mode. I’ve been saying that it would go south since it’s pre-release and here we are
The best thing I discovered about duels is that there's no turn/HP threshold for the quest, so you can concede the moment the game starts and knock out a "play 5 duels" quest in a few minutes.
Failed because you can't pick your Hero! Am either paying $ or Gold but you can't pick the hero you like.
To directly quote Ben Lee (dev)
Regarding Duels, one of the things that I think players misunderstand is when a game mode isn't as popular as Standard or Battlegrounds, there's this perception that it's dead. But there were a million games of that game mode played yesterday! That's taking Duels as an example—it's a huge amount of games played. Obviously, our premier modes, which I'd say are Standard and Battlegrounds, are the dominant modes—but Arena, Wild, and Duels all have healthy player bases, they're just obviously not the same size.
https://www.pcgamer.com/hearthstone-devs-talk-core-set-classic-and-mercenaries-mode-and-why-duels-isnt-dead/
For all its flaws, Duels is my favorite Hearthstone game mode. So I guess you can count me among the healthy player base of Duels.
Duels is failing for me because of just bad luck. My opponents get their perfect cards and treasure. I get offended a joke. Not to mention group learning is blind for me. I would enjoy it if I had better experiences but I've gotten a string of bad luck. I've only played about 20 runs one got to 12-2 but that was rare. I had everything I could ask for. The other 19 times or so I've just lost or given up before 6 wins. They really don't support the hero powers well. I hope I can enjoy it better.
The problem with duels is it represents the worst elements of all other game modes, The time investment and commodification of arena, the high roll rng of battlegrounds, and the demand for tight synergist construction of standard/wild.
Whatever you initially build with is the direction you have to go in and some builds are legs and feet better than others. If the buckets, or worse the treasures, don't help, you are more than likely going down early. The definition of wide-field, narrow path gameplay.
Also, the reward feedback loop stinks.
1. You are right that the mode is pretty expensive, but this doesn't mean that it's f2p-unfriendly. The issue is that you have to commit to crafts to unlock certain treasures/HPs. The mode is actually new player unfriendly and it has never been meant to be new player friendly (wild cards, all kinds of cards to unlock stuff). I am f2p but a veteran, so I would have to use 4400 dust to unlock everything (I am missing the bomb HP, so I invested 2800 dust) and that is although I haven't played for 3 months during Scholomance. However, there will be an issue once rotation happens because Darkmoon should be the set you need then and that has almost no double class legendaries, so you need to craft more. I would suggest that they change the requirement for the last HP to something like "Have 3 (5?) legendaries from set X" instead. It's really questionnable design that Speaker Gidra can unlock two HPs while Polkelt can't unlock anything. It feels like Blizzard wants players to craft legendaries from all classes so that they need even more resources instead of focusing on 1-3 classes they enjoy playing. Also, the fact that old gods can't unlock things seems weird.
2. This has been an issue at the start and when this post was made, but the balance changes have helped quite a lot. I have seen two really strong paladins at 6 and 9 wins yesterday while I was playing token druid (which is still the best deck in the format, imo) and I even lost to 1 of them. Also, some DH builds are pretty good now. I agree, though, that there are some HPs that are a little too strong or lock certain archtypes/classes out of games.
3. This is a problem of the Hero Powers and the utter lack of health gain in some classes. Weapon Rogue is super good against slower decks, but Token Druid craps on it. Bomb Warrior is extremely polarizing between aggro and control. They need to tone down some of these power, then the mode would be much better.
4. The rewards are fine. They could remove random cards and add more gold/dust instead, but you can get so much value from them. I have easily made enough value from Token Druid alone to make up for my dust investment. The card back is a nice idea, though. Maybe you could get golden copies of treasures that you go 12 wins with? That's not much but it looks nice.
5. Passive treasures are completely fine....sorry, I had to make that joke. It's obviously a high-roll mode, especially for the 2nd passive treasure. That's the moment where your run is mainly decided. Blizzard needs this randomness for one simple reason. The mode gives awesome value if you manage to get to 7+ wins consistently. That's why you can't play the same hero every run and that's why the power levels of treasures, passives, and buckets are unbalanced. You can always play the same deck with a class, so it's not as random as drafting in Arena. That's why they have to add a layer of randomness later. Everyone could farm stuff more easily if there was no randomness or we would end up with only Token Druid mirrors and Warlocks who counter them from 2 wins upwards.
I like your suggestions for improving the mode. I would add that they should increase the amount of exp you get in Duels as an incentive to play. The hero powers need an overhaul or Tour Guide should be banned.
Regarding the comments from other people, neither arena nor duels is a failed mode. People are just more used to ladder formats (btw both of which are much worse in terms of complexity and staleness but most players will never know). The "time investment" is only an argument if you aren't good enough to get value from your rewards. You get a lot less for farming exp in ranked than for consistenly getting 5+ wins in these modes but people also don't get that. They only see that they have to buy-in, draft or build a deck and that's too much work and commitment already.
I think that having to create a deck every time you want to play is a turn off to many people, including me.
My custom expansion: Game of Thrones
High RNG plus High P2W means most players will avoid it like the plague it is.
I usually try to burn the bombs if it's not game 1-4. They don't get casted when drawn as 11. card. In Discover Mage or Priests it's sometimes possible to pull it off or get a extra turn to win
I think duels should offer bucket re-roll tokens, with some kind of replenishment mechanic, to re-roll your buckets if you are offered trash (not treasures though, treasures are another story) maybe 1 re-roll per run or per loss.