Why do players blame the devs when they print broken cards?
When they release overpowered cards or decks, you see them everywhere on the ladder. Doesn’t that mean people actually love broken, overpowered cards?
I really think the players are the ones to blame, not the devs. The devs know players are desperate to climb the ladder with the easiest, most broken decks, so they create them. If they printed a 1-cost 30/30 Charge card, everyone would use it. ‘Holy Wrath’ Paladin in Wild is so popular—why? Because people don’t want actual fun; for players, seeing the ‘Victory, you won’ screen at the end of the match is the definition of fun.
I don’t know why people treat climbing to Legend as if it’s some kind of promised land or something. You don’t need the most broken deck in the game to reach Legend. People just want the fastest and most powerful deck for a quick climb. However, you do need those kinds of decks to reach high Legend ranks, like the top 200 or so.
I sometimes see people say, ‘I’ll play this deck to try to hit Legend quickly before the card’s nerf date.’ It’s so weird—it’s like their only goal in the game is to hit Legend (the promised land).
Simple fact: devs are to blame. If OP rubbish was not printed, or filtered out correctly during the design phase, then there wouldn't be an issue.
However, your argument has some truth--if you give a hopeless fool some OP rubbish they are likely to abuse it until they reach the "promised land" because they find it fun(ny) and don't care about other people's gameplay experience.
Give a killer a gun and he is going to kill; but make guns illegal and at least it's harder for him to aquire a gun to kill.
You cant blame the players for using the tools that the Devs provide. People want to win and most will use the best tools available to achieve that outcome. It's the responsibility of the Devs to ensure that the cards they create don't lead to a shit game, and in this case, they've failed badly (imo).
It's the same problems over and over - mana cheat, absurd tempo with a "downside" (which isn't really a downside) and cheap/free draw. They really don't learn...
The design of the ladder is probably to blame. I've never understood the value in either hitting legend or playing a deck most other people seem to be playing, but I guess I have a different opinion about cardgames than most other people.
Yes, for me, the most fun part of card games is building decks with new ideas and trying to make ‘bad’ cards work in unique decks. That’s why I prefer Wild over Standard—there’s so much more room for creativity. I don’t even want to play competitively. The only reason I climb the ladder is to see if a deck I built with a unique, weird idea is actually viable.
The problem is that some insanely broken decks are just too powerful and easy. For example, dying to Holy Wrath Paladin on turn 5 from 100 damage is incredibly frustrating. There’s zero fun in playing the same two cards every game just to win. People only play it because it’s an easy, quick, overpowered deck to climb to Legend.
These types of decks also force others to play specific counters just to avoid the frustration of losing to them. That Paladin deck, for instance, made me play Mage with Ice Block, even though I really wanted to make Archimonde work in Warlock. I felt like a fool playing Warlock against Holy Wrath.
Because it's fun to feel broken and overpowered? There's nothing else to it, no moral discussions to be had. Whenever you play a game, if the game has the capability to turn you into an unopposed gg-machine, people will pick those options. It is FUN to feel broken in games. Same reason why in MOBAs the best heroes are picked. Why the best guns are used in FPS. Why the best classes are used in MMOs, Why the best cards are used in any card game, etc.
The game gave you the option to be broken, therefore, the people who created the game are at fault.
Why do players blame the devs when they print broken cards?
When they release overpowered cards or decks, you see them everywhere on the ladder. Doesn’t that mean people actually love broken, overpowered cards?
I really think the players are the ones to blame, not the devs. The devs know players are desperate to climb the ladder with the easiest, most broken decks, so they create them. If they printed a 1-cost 30/30 Charge card, everyone would use it. ‘Holy Wrath’ Paladin in Wild is so popular—why? Because people don’t want actual fun; for players, seeing the ‘Victory, you won’ screen at the end of the match is the definition of fun.
I don’t know why people treat climbing to Legend as if it’s some kind of promised land or something. You don’t need the most broken deck in the game to reach Legend. People just want the fastest and most powerful deck for a quick climb. However, you do need those kinds of decks to reach high Legend ranks, like the top 200 or so.
I sometimes see people say, ‘I’ll play this deck to try to hit Legend quickly before the card’s nerf date.’ It’s so weird—it’s like their only goal in the game is to hit Legend (the promised land).
Simple fact: devs are to blame. If OP rubbish was not printed, or filtered out correctly during the design phase, then there wouldn't be an issue.
However, your argument has some truth--if you give a hopeless fool some OP rubbish they are likely to abuse it until they reach the "promised land" because they find it fun(ny) and don't care about other people's gameplay experience.
Give a killer a gun and he is going to kill; but make guns illegal and at least it's harder for him to aquire a gun to kill.
You cant blame the players for using the tools that the Devs provide. People want to win and most will use the best tools available to achieve that outcome. It's the responsibility of the Devs to ensure that the cards they create don't lead to a shit game, and in this case, they've failed badly (imo).
It's the same problems over and over - mana cheat, absurd tempo with a "downside" (which isn't really a downside) and cheap/free draw. They really don't learn...
The design of the ladder is probably to blame. I've never understood the value in either hitting legend or playing a deck most other people seem to be playing, but I guess I have a different opinion about cardgames than most other people.
Yes, for me, the most fun part of card games is building decks with new ideas and trying to make ‘bad’ cards work in unique decks. That’s why I prefer Wild over Standard—there’s so much more room for creativity. I don’t even want to play competitively. The only reason I climb the ladder is to see if a deck I built with a unique, weird idea is actually viable.
The problem is that some insanely broken decks are just too powerful and easy. For example, dying to Holy Wrath Paladin on turn 5 from 100 damage is incredibly frustrating. There’s zero fun in playing the same two cards every game just to win. People only play it because it’s an easy, quick, overpowered deck to climb to Legend.
These types of decks also force others to play specific counters just to avoid the frustration of losing to them. That Paladin deck, for instance, made me play Mage with Ice Block, even though I really wanted to make Archimonde work in Warlock. I felt like a fool playing Warlock against Holy Wrath.
Because it's fun to feel broken and overpowered? There's nothing else to it, no moral discussions to be had. Whenever you play a game, if the game has the capability to turn you into an unopposed gg-machine, people will pick those options. It is FUN to feel broken in games. Same reason why in MOBAs the best heroes are picked. Why the best guns are used in FPS. Why the best classes are used in MMOs, Why the best cards are used in any card game, etc.
The game gave you the option to be broken, therefore, the people who created the game are at fault.