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    posted a message on Book of Heroes: Frostwolf Thrall Is Live Now!

    Jaina just played hilarious Frost Nova + Frost Nova combo. That's what I call cool AI.

    Posted in: News
  • 2

    posted a message on Arena Leaderboards Update: March – May 2021

    Of course packs are 100 gold. These people don't buy packs for gold, or mistakenly think that reward packs magically become cheaper when they come not from the shop, or maybe they bought enough packs already at the start of expansion and saying about next packs they don't need that much. Economically 2 wins average is ok, 3 is good, and 5 is great, almost soft-infinite level already.
    Cards were in buckets based on their quality, yes, and how is it connected to balance?
    Of course he never said that, and I never said buckets were synergistic within them too, I'm saying that decks you get at the end of a draft have more synergies this way. Let's say you picked elemental on pick one and was offered an option to get elemental synergy on pick two. With buckets you just pick it as three cards are about the same power level (at least if Blizzard were good at balancing buckets), without it you may very often not pick it because you was offered premium card without synergy at the same time. That's how additional synergies sneak in. Putting cards with the same synergy in the same bucket have nothing to do with it and only reduces this side effect.
    Upd: Let me clear my first post, "synergy picks" were about adding synergies and buckets were about letting people draft the deck the way they like. Buckets were way better than synergy picks, synergy increase was not a goal in second case, they didn't harm arena that much, some players liked it, but still buckets pushed it in the direction away from pure "try to draft something worthy from trash and beat another trash".

    Posted in: News
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    posted a message on Arena Leaderboards Update: March – May 2021
    Quote from C_A_W >>

    The problem with the arena is that it has an entry fee that beginners don't want to pay and many streamers just don't want to play a draft mode (duels & arena), so the exposure for the format is very low. 

    The problem with the Arena is not an entry fee, it is still the best way to farm packs/dust for beginners. When I was a beginner, I played mainly Arena because I'm F2P and couldn't afford good constructed decks. You need only 1 or 2 wins on average for it to be worth it already, get good and you can even become at least soft-infinite. You are motivated both to play and to improve your game. The entry fee/reward system (without MMR matchmaking) is great!
    The problem is that Blizzard don't know what to do with this mode. Two times when they tried to do something major with it ("synergy picks" and "buckets"), it was about adding synergies and letting people draft the deck the way they like, when in reality the less synergies Arena have, the better it is, and fighting against inevitable flaws in the deck is a big part of what makes it fun. They just look at it from the constructed perspective every time.
    Duels is completely different case. Duels is constructed. If you start the run with 20-cards constructed deck, first game is more constructed than Ranked, and you only go for additional synergies from there. That's why Duels are almost dead, they just can't compete with Ranked.

    Quote from FortyDust >>

    That cannot be "the" problem; if it were a good game, streamers would want to play. If it's fun and interesting, people will play it -- or at least watch streamers play it.

     Even in its current state it's not as dead as Duels, there are enough streamers who play Arena and people who want to watch Arena. When ShtanUdachi asks his chat which mode they want him to play (and he is a great constructed player too), it's Arena every time.

    Posted in: News
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    posted a message on Make generated cards known to both players
    Quote from PetiteMouche >>

     What ? Rogue, mage, warlock, and warrior/druid to a lesser extent, can't draw cards endlessly ? Yes they can.

    And if card gen shouldn't be used as a replacement for card draw, then... why should it be used ?

     They can draw their deck and that's it, resources over, card draw is dead in fatigue. It's fine when it used to generate something useful here and there, not as a way to be more greedy than opponent or even a win condition.

    Quote from UltraJeeves >>

    "As randomness in the game increases, the skill cap becomes lower. It becomes impossible to play around all the random outcomes, and the edge you can gain in the game becomes smaller."

    You forget more important part, "When extraordinarily strong random outcomes exist, games are simply decided by them. It does not matter what the opposing player does when one player rolls high enough". Without that It's like saying "Poker is not a game of skill, just RNG".
    Playing around something is a narrow definition of skill. What about roughly predicting which random outcomes you should play around and which you shouldn't care because you win or lose regardless, isn't it harder then just learning how every card works? It decreases tactics (playing around exact cards) and increases strategy (playing around the entire picture). I'm pretty sure Mad Bomber requires more skill to play correctly rather than Bloodfen Raptor. Randomness by itself is problematic only when swings are too high, not in general.

    Thanks for the link btw, next statement is what I tried to say to PetiteMouche: "When significant resource generation exists, decks that use it get to play with near-infinite resources, which drives slow decks out of the meta as they cannot keep up. This makes the meta faster and more aggressive as a response". 

    Posted in: General Discussion
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    posted a message on How Hearthstone tricked me.
    Quote from Hooghout >>
    Quote from AndreiLux >>

    It's good that you understand this, I hope you enjoy the sub-genre you like. Hearthstone is an attacker's choice game, and I hope it always will be, that's why I like it and probably why it has achieved the most success among casual players who want to have fun rather than imagine the possibilities and calculate a million options.

     An intricate way to say Hearthstone was made for the mindless masses. 

    Not really, It's about not overcomplicating things. Classical "easy to learn, hard to master" formula. Exaggerated example: some people like 5d chess with multiverse time travel, but more people like normal chess and it's not like chess suffer from lack of depth. Part of the game I consider as made for the mindless masses is arts, animations, emotes etc, everything what covers the game of numbers with sparkles and shinnies, but it's the same for every digital card game and not enough by itself to hook up even casual players.

    Posted in: General Discussion
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    posted a message on Change isnt always good...
    Quote from Shadowrisen >>

    Very few decks AREN'T interactive.  Interactivity is actually fairly objective and easy to measure, and the most encompassing definition I've ever seen is as follows:  "Interactivity is the extent to which a deck's path to victory and/or avoidance of defeat is changed by the actions of the opponent".

     

    Interactivity, by first definition from google (from "Oxford Languages"), is "the process of two people or things working together and influencing each other". So, in my opinion, both face decks and combo decks can be equally non-interactive, and the closer archetype to midrange, the more interactive it is.

    Posted in: General Discussion
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    posted a message on How Hearthstone tricked me.

    It's good that you understand this, I hope you enjoy the sub-genre you like. Hearthstone is an attacker's choice game, and I hope it always will be, that's why I like it and probably why it has achieved the most success among casual players who want to have fun rather than imagine the possibilities and calculate a million options.

    Posted in: General Discussion
  • 1

    posted a message on Change isnt always good...

    Ok, and I'm fine with facing any aggro deck as long as it fights for the board initially and in general would like Rogue to be the worst class in the game forever as it doesn't looks fun or interactive for me. Should I promote my biased and unreasonable opinion as a thing that "make the game better" too?
    Watch posts were one of the worst card designs in the entire history of the game and you want them to be OP again, it doesn't make any sense even for an aggro hater, only for a player who actually wants to make the game as non-interactive as possible.

    Posted in: General Discussion
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    posted a message on I'm 0-60 on this week's Brawl.
    Quote from M0res >>

    I think it’s obvious to many of us that rng is to an extend controlled by the algorithm rather than random.

    There are cases in both standard and bgs when it’s obvious that the way things go must be controlled by software rather than a coincidence.

    regarding the tavern brawl, I have a spare phone with an alt account - I just play against it and job done in seconds 

    Ironically, unlikely coincidences is a sign of true randomness. It's like Apple shuffle playlist algorithm, when it was truly random, people complained that it's not random so they adjusted it to feel "more random" instead of true random. Hearthstone is a competitive game so it's important to keep it truly random even if it feels not that random for conspiracy theorists. In reality it's just your brain searching for patterns all the time.

    Posted in: General Discussion
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    posted a message on Legend of Runeterra is the the giganuts

    It's just different. I'm not enjoy all that much when I need to take actions on my opponents turn and when my turn isn't fully mine, that's why HS or, let's say, TESL (RIP) would always be better games for me rather than LoR or MTGA. Also as a viewer it's way more easier to watch HS streams, I would never watch LoR stream.
    Visually HS looks way better (except for the cute guys in the corner of a screen and champions level up animations). Sounds and voices are probably better in LoR (at least in russian version), but who cares about that, I play muted 90% of the time.
    In terms of economy LoR is of course a lot more generous, but i'm F2P in HS since I started at GvG and still have no big problems with being F2P.
    Game modes, I would say, equal - HS have an amazing arena mode (I know my opinion will be unpopular, but for me it's the best game mode in the game) and Runeterra's expedition mode forces players to have synergistic decks, and that totally ruins spirit of "everything can happen" and "find a way to make everything useful, even if its garbage". Runeterra, at the same time, have a tournament mode, which I want from HS for years.
    I don't care about Warcraft as much as I don't care about LoL, so lore was never a factor for me.
    Deckbuilding isn't important for me at all and it's nice that in Runeterra you can netdeck best players decks straight from the client.
    Overall, I would play LoR instead of HS only if Blizzard made economy system so greedy that it would be impossible to be F2P for me or if they make games even longer, like control only meta or something like that. It's far from that point. It's nice that we have a game to keep Blizzard not relaxed though.
    Both games have their pros and cons, but LoR should be compared with games of its subgenre, like MTGA, not with HS, or it will come down to subgenre preferences (and maybe the money aspect) every time.

    Posted in: Other Games
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