wouldn't banning one drops be almost the same as just starting at turn 2? In which case, two drops would be the new one drop. Except that it would be harder to not float mana latter in the game.
I doubt that would solve anything. If anything it would just make 2-drops the new 1-drop.
Not exactly
Decent two drops are far more common than good 1 drops and as such the old arena had this mechanic: Player 1 always passes or does something mostly irrelevant like play tracking ( or now you'd play raven idol let's say ) Player 2 now has the chance to trade his coin for having the first minion out and start dictating trades.
Because two drops are so common, you much less rarely just get roflstomped by a two drop, you can almost always play one of your own.
It also pushes the game back a turn, which results in the pressured player having 3-10 extra HP and more time to get to the 4 drop slot, which is where the game generally beings to get interesting as 4 drops are very varied and versatile and on 4 mana many different plays are possible. But if the game starts with a 1-2-3 instead of just 2-3, there's so much more pressure put on and so much less time to react once you get to 4.
P1: turn 1 3/2 P2: Pass P1: play 3/2, hit for 3 P2: play a 2 P1: Play 3/3, trade, go face for 3 P2: Play 3/3, pass P1: Trade, hit for 3, play 4/5 or whatever
You see player 1 is now 9 damage ahead from playing a 1 drop, going into turn 4. If there were no 1 drops, he'd be zero damage ahead.
That's a pyroblast. It's a big deal.
If both players pass their first turn, no one is ahead If player 2 coins a 2, he gets to dictate trades, but is still not ahead
So you kind of see how degenerate it becomes when player one gets to drop a 1 and keep smashing face, even if both players play equally. This is partly the problem with first player advantage, but it becomes 5 times as bad with good one drops in the game.
This idea is silly for more reason than i can actually list here. look at absolutely any other game and see how much turn 1 after things. taking away turn 1 or things to be done them is stupid, limits the game in so many ways, and really just sounds like you're salty over aggro.
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The best way to solve problems is to create more problems until you are dead
I think he was talking about arena, not about balance
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Start of Year: Provoke the failure of 3 expansions, force nerfs on otherwise balanced cards, bring deckbuilding to an all-time low and get rotated one year earlier for being such a threat to the game's health. - Genn and Baku's historical entry on the White Book of Shit Design, shortly before retiring unpunished
An interesting idea, but wouldn't that give the player with the coin an advantage?
Nope. Player one still used to win more.
Now it's more than ever though thanks to all the good one drops. Even a bad one drop is good because doing nothing with your mana is generally worse than losing a card. It's that stupid how hearthstone is tempo-oriented.
Very few games end in a topdeck war, which to me signals a big problem where games ends sooner than they should.
I think this is a fun idea, inspired by Kripp.
I'd love to see arena without any one drops.
Since they can seemingly ban any cards they want, I wouldn't mind a whole month of arena where no one gets to pick 1 drops
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No just NO.
Weird idea......
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This sounds more like s wacky tavern brawl idea.
wouldn't banning one drops be almost the same as just starting at turn 2? In which case, two drops would be the new one drop. Except that it would be harder to not float mana latter in the game.
I doubt that would solve anything. If anything it would just make 2-drops the new 1-drop.
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Decent two drops are far more common than good 1 drops and as such the old arena had this mechanic:
Player 1 always passes or does something mostly irrelevant like play tracking ( or now you'd play raven idol let's say )
Player 2 now has the chance to trade his coin for having the first minion out and start dictating trades.
Because two drops are so common, you much less rarely just get roflstomped by a two drop, you can almost always play one of your own.
It also pushes the game back a turn, which results in the pressured player having 3-10 extra HP and more time to get to the 4 drop slot, which is where the game generally beings to get interesting as 4 drops are very varied and versatile and on 4 mana many different plays are possible.
But if the game starts with a 1-2-3 instead of just 2-3, there's so much more pressure put on and so much less time to react once you get to 4.
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Here's a way to think of this.
P1: turn 1 3/2
P2: Pass
P1: play 3/2, hit for 3
P2: play a 2
P1: Play 3/3, trade, go face for 3
P2: Play 3/3, pass
P1: Trade, hit for 3, play 4/5 or whatever
You see player 1 is now 9 damage ahead from playing a 1 drop, going into turn 4. If there were no 1 drops, he'd be zero damage ahead.
That's a pyroblast. It's a big deal.
If both players pass their first turn, no one is ahead
If player 2 coins a 2, he gets to dictate trades, but is still not ahead
So you kind of see how degenerate it becomes when player one gets to drop a 1 and keep smashing face, even if both players play equally. This is partly the problem with first player advantage, but it becomes 5 times as bad with good one drops in the game.
Batman V Superman: Dawn of Justice - Sneak Review! http://www.thepoxbox.com/challenges.php?id=batmanvsuperman
This idea is silly for more reason than i can actually list here. look at absolutely any other game and see how much turn 1 after things. taking away turn 1 or things to be done them is stupid, limits the game in so many ways, and really just sounds like you're salty over aggro.
The best way to solve problems is to create more problems until you are dead
An interesting idea, but wouldn't that give the player with the coin an advantage?
"Science isn't about why! Its about why not!"
I think he was talking about arena, not about balance
Start of Year: Provoke the failure of 3 expansions, force nerfs on otherwise balanced cards, bring deckbuilding to an all-time low and get rotated one year earlier for being such a threat to the game's health.
- Genn and Baku's historical entry on the White Book of Shit Design, shortly before retiring unpunished
Player one still used to win more.
Now it's more than ever though thanks to all the good one drops. Even a bad one drop is good because doing nothing with your mana is generally worse than losing a card. It's that stupid how hearthstone is tempo-oriented.
Very few games end in a topdeck war, which to me signals a big problem where games ends sooner than they should.
Batman V Superman: Dawn of Justice - Sneak Review! http://www.thepoxbox.com/challenges.php?id=batmanvsuperman