Assuming they don't play terribly, is it even possible to lose as a mage with coin?
I'm keeping a 100% win rate as mage when going second over ~25 or so games. I'm holding steady at a 0% win rate against mages with coins on my other classes. At least rogue relies on a little bit of luck when you go second, but I've just started conceding vs mages going second. I've had 5 or 6 concedes vs my mage as well, when I go second. Card advantage with a control class is so very powerful. Even going second as mage I hold a high win rate. I'm not even a fan of mage, honestly, but when I need wins it's my go-to class.
Is mage out of balance or is the second player advantage too large? How do you handle turn 2 mages?
Yeah I think you need to provide more detail to start a good discussion. What kind of deck are you using that gets a big advantage from the coin and extra card? Spell heavy? Going for board control? What?
I think the coin and the extra coin thing is pretty silly for someone going second. In most TCG's I've played you normally have the person who goes first skip their draw phase while the second person gets to draw on their first turn. I don't think both are needed.
I think the coin and the extra coin thing is pretty silly for someone going second. In most TCG's I've played you normally have the person who goes first skip their draw phase while the second person gets to draw on their first turn. I don't think both are needed.
That's essentially what the original set up was, except that instead of not drawing, they got one less card to mulligan. However, apparently that wasn't enough. You have to remember that the Hearthstone devs are going to have access to a lot more data than you do about win rates, and they wouldn't be trying to these things if there wasn't a discrepancy between first and second players. You might say that you don't feel they're needed, but their statistics can almost assuredly paint a much clearer picture, complete with percentages, and probably average remaining health (which, at a guess, is where they came up with the 5 extra health that was tried during alpha).
I'll be one of the first to say that I don't agree with the coin as a whole - the concept is fun, but it shouldn't be a spell or a physical card in your hand, due to cards like Questing Adventurer and Twilight Drake respectively...it should be a seperate UI element that doesn't count as a spell cast - but if Blizzard says that there's a bias towards player one, I'm inclined to listen to them, rather than everyone claiming that it's too much because no other CCG has done it.
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Assuming they don't play terribly, is it even possible to lose as a mage with coin?
I'm keeping a 100% win rate as mage when going second over ~25 or so games. I'm holding steady at a 0% win rate against mages with coins on my other classes. At least rogue relies on a little bit of luck when you go second, but I've just started conceding vs mages going second. I've had 5 or 6 concedes vs my mage as well, when I go second. Card advantage with a control class is so very powerful. Even going second as mage I hold a high win rate. I'm not even a fan of mage, honestly, but when I need wins it's my go-to class.
Is mage out of balance or is the second player advantage too large? How do you handle turn 2 mages?
Yeah I think you need to provide more detail to start a good discussion. What kind of deck are you using that gets a big advantage from the coin and extra card? Spell heavy? Going for board control? What?
I've had some fun playing 1st with Paladin Decks - Divine Favor really rocks for going 1st.
You play a 1 drop, 2nd player usually passes turn one, then you play Divine Favor.
You now have board control (a 1 Drop) and 6 cards in your hand.
I think the coin and the extra coin thing is pretty silly for someone going second. In most TCG's I've played you normally have the person who goes first skip their draw phase while the second person gets to draw on their first turn. I don't think both are needed.
That's essentially what the original set up was, except that instead of not drawing, they got one less card to mulligan. However, apparently that wasn't enough. You have to remember that the Hearthstone devs are going to have access to a lot more data than you do about win rates, and they wouldn't be trying to these things if there wasn't a discrepancy between first and second players. You might say that you don't feel they're needed, but their statistics can almost assuredly paint a much clearer picture, complete with percentages, and probably average remaining health (which, at a guess, is where they came up with the 5 extra health that was tried during alpha).
I'll be one of the first to say that I don't agree with the coin as a whole - the concept is fun, but it shouldn't be a spell or a physical card in your hand, due to cards like Questing Adventurer and Twilight Drake respectively...it should be a seperate UI element that doesn't count as a spell cast - but if Blizzard says that there's a bias towards player one, I'm inclined to listen to them, rather than everyone claiming that it's too much because no other CCG has done it.