@Cogito_Ergo_Sum; lol it looks like Hooghout has already gotten to dismissing what you've written because it has semi-positive tones about Blizzard. Overall however, I'd actually agree all of those things would be wonderful to try and achieve in a perfect world. But we don't really have that luxury at all.
The main reason isn't that I think anyone providing feedback is coming from a place that's wrong; it's that to each of us we have our own skewed vision of what's fun or unfun (and in games I'd argue that's the most important). Part of it is personal bias, and part of it is that we don't really have access to the span of data Blizzard has; vS is decent for that, but even that's not the whole picture. A lot of times people are going to disagree on a subject and I think that's fine if they're not flying off the handle. For instance I abhor the idea of more great neutral healing, like Antique Healbot; this is not an opinion that's universal, and part of making that statement is knowing that my solutions are likely going to be a lot different than MistAssassin's even if neither are truly "correct".
There's a thing with feedback where consumers of something will try to prescribe solutions, and sometimes it's helpful but generally when you're creating something or implementing something you will rarely ever take the suggestions. This happens in IT (my day job) as much as it happens in games; it's not like the people accepting the feedback are trying to toss the middle finger, it's that design by committee is rarely ever a good idea. The community designing/discussing solutions is still fine and maybe Team 5 does take them into account, but people need to be able to manage expectations when it comes to knowing that reporting the problems they're experiencing is really what's being primarily considered.
Take for example pre-nerf Patron; even ardent defenders of the deck would probably tell you it was off-balance. People put out tons of suggestions for fixes, targeting different aspects of the deck they thought was likely the issue; generally they all settled on Warsong Commander needing a change. Ultimately Blizzard did implement a nerf, and it was one really no one liked; gutting Warsong completely over just adjusting what she gives charge to? It seemed absurd! But other than the desire to have her changed to something that's at least usable now, I don't think anyone misses that Warrior isn't trying to cheese out wins with a board of charge minions anymore. In the end it turned out that Blizzard had a reasonable handle on where Patron was going wrong, because shortly after that the new non-charge list was back to top tier. Were the proposed solutions as good? We'll never really know. Did the Blizzard solution end up panning out well? I'd argue it did.
Day9 actually had a great video on providing feedback that I think summed it up phenomenally. It also went into the mindset of the person receiving feedback, and how generally their entire goal is to pull out the core issue of something and implement a fix instead of implementing suggested fixes. For the people who really want their feedback to not be ignored, the approach outlined in the video is going to get you a lot farther than spamming rage posts
- For people to work together to refine their criticisms so we don't have a further gap of trust between the consumer and the provider due to incorrect criticisms (I'm looking at you Rogue complainers).
- I also want people to actually think thoroughly about their consequences, both the worst and best case scenario, so that we can produce better advice. Is that so difficult?
- As Day9 said, I want criticism (I suppose better diction would be "reaction") to be precise so that Blizzard can explain their exact decisions as to why they came to that point, and so that Blizzard knows exactly which recommendations to take and ignore by analyzing their thoughts
- Again in relation to Day9's video, I want our comments to be nicer so that they don't seem like we're forcing them to do something. Threats usually backfire...
Quote from Granas1988 >>In AIESEC Germany we learned to give feedback this way: PoWWWEr
- Positive = Say something you liked about what happened. In everything there is something good. Made people accept your feedback more and help you to not only trash talk the other person. Example: I liked how sweet the romance was.
- Wahrnehmung (perception) = Say what YOU SAW. Not why or what you think about it but the WHAT HAPPENED. Example: In your book the person run out the store and just fall for her.
- Wirkung (effect) = How does your perception effected you? How does it make you feel/think. Example: That made my feel confused.
- Wunsch (Wish) = What do you wish the other person would change? Example: I would really appreciate if you could explain more why he fall in love with her.
- Erfolg (Achievement) = Say what this would achieve. Example. With this explanation I would understand the motivation of your character much better.
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@1xbenx1; I think we might have a year or two left before that happens, Wild is definitely shaping up to be the super-high synergy format people were expecting it to head into. I'll be curious to see how they handle something like N'Zoth (who really isn't that broken, but over time certainly could be).
Right now though I think the format is super healthy. I'd be absolutely shocked if they made any adjustments.
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@DMaster2; I think those are also fair responses to Cogito_Ergo_Sum's points. It's really not a bad thing to praise a game if you're enjoying it, and I can absolutely understand that CDPR have done a really good job of differentiating themselves in a currently very crowded genre; my main (granted, extremely cynical) opinion on it is more that it's still pretty clearly in a honeymoon phase.
Criticisms of the UI are fair, though it's not super awful. Game balance feels reasonably good, except that they've gone through so many overhauls with a small userbase that I'm inclined to think that this is more due to slower refinement in the meta; similar to how the argument is that it's more skill intensive to play, but part of that is a lack of content overall for people to harvest information from. This pretty much applies to your second and third point, because those will come with time if the game remains popular; this is why Wild is still very "flexible" compared to Standard in Hearthstone, and now that we've had a solid month of streamers and competitive interest in the format it's solidified quite a bit more simply because there's been more content to consume related to Wild.
I actually agree there's no point in crying or worrying about the future, but to put it quite bluntly this is a bit of a double standard with the things I'm reading about Gwent where people are more than happy to cry/worry about the future of Hearthstone. Most complaints I think really just fall down to the current design issues people take issue with; you might hate "RNG bs", but the reality is that low variance gameplay is also fraught with issues in the long-term. CDPR's choice of platforms to launch on is also reasonable to criticize, though I do think there are merits with targeting non-mobile users. Overall it's naive to focus only on the "good" portions of a game without analyzing the "bad" portions.
Elitism in communities is just a given I think. The main cause of the friction is that it's being piggybacked off of the Hearthstone communities like Hearthpwn or Reddit, and if we were in a parallel universe where Hearthstone was the up-and-coming CCG and Gwent was the gold standard it would just have the roles reversed. We'd be talking about it on Gwent forums, and people would feel annoyed about it. Personally I don't care if we talk about other games, but people shouldn't be surprised when those communities feel like they should be taking extended conversations about those other games to their respective platforms.
As far as your sixth point, unfortunately as time wears on people will get a lot saltier. Welcome to competitive games, it really has very little to do with RNG (though I do not doubt that a lot of people genuinely prefer low-RNG and being able to play out most of your deck every game); right now you have a really docile playerbase in Gwent because the only people who really cared about it in the first place were going to bother tracking down closed beta keys, and as the population grows during Open Beta I'd wager you're going to see the discontent climb. Every other card game went through the same thing, why would we expect anything different from Gwent? Just assuming that removing RNG will remove the salt is a bit... optimistic.
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@GloriousFaceRace; that's an... interesting take on things I suppose. Very few decks are really looking to vomit their hand currently, and even the flood decks get severely punished for overextending when we have Mage/Shaman/Warrior/Priest/Paladin running a handful of sweepers. Pirate Warrior might be the one deck that fits that description, and it's been pretty heavily reigned in. This isn't to say that ladder doesn't reward fast decks (it does), just that you're conflating a ladder system being problematic with imbalanced archetypes.
So really at that point, how are we supposed to create a healthy community? Maybe by not throwing logic out the window and actually paying attention. If you want a healthy community it starts with you not being intellectually dishonest just to push a narrative.
I'll be honest, people claiming a low skill ceiling on Hearthstone have likely never even come close to that ceiling. They're making statements poor players would make, with mindsets deeply entrenched in a dozen cognitive biases. They're tossing out whatever thought X random streamer said because it resonates with them, not because it's actually correct. Just like they're regurgitating all of the awesome aspects of Gwent right now with little to no regard for the very real negative aspects their designs have created.
But yeah, Gwent is the best and there's nothing wrong with it. And you think I'm the fanboy? :P
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@jainaishot; I don't really have a lot of time so I won't bother typing out a rebuttal, but that's an awful dissection of the differences between the two games.
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@KRFournier; a little delayed getting back to your reply, but I did want to say I can totally accept that viewpoint from an objective standpoint. Climbing with Aggro Druid last season it was a very similar case with Taunt Warrior where you'd simply just scoop after a certain number of turns because the outs were basically hoping your opponent concedes, and I do agree you can make that kind of statement without it being a bad mindset (we are, after all, trying to play to our best outs and the best chance to win). I'm probably just significantly jaded (no pun intended) after the thousands of words I've read on those kind of matchups just being simply "unwinnable", which like I said is almost certainly still people approaching it with a poor mindset. 70/30 is polarized, but that still means if you're playing properly you have a chance to win.
That being said, I'm actually perfectly happy with tech cards still being useless in the matchup (Silence cards in general would be what I consider tech options outside of Purify Priest). I'm also perfectly happy with two of the strongest reactive effects in the game not being good in certain matchups. In the case of Hex/Devolve like I had mentioned as well, if you're using them to aggressively disrupt their Quest triggers they're still pretty good; Hex or Devolve on an Igneous Elemental is still pretty good. Like any reactive card, you always just run the risk of having them perform poorly (once again, welcome to what Priests have dealt with since the game went into beta). We can agree to disagree on that though, I do think both opinions have merit to them.
Feelbads are kind of a tricky one to fix, because Quest Rogue really isn't universally disliked as much as Hearthpwn would have you believe otherwise. Similar to Patron this is going to require looking at underlying causes more than just that they solitaire for a portion of the game.
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@KRFournier; also anecdotally, I've beaten Quest Rogue with Control Shaman (and my list is not particularly fast or particularly good). Aggressive use of Hex/Devolve is pretty important, and if I had actually built it more proactively I think it would been a lot easier to push the game. Keep in mind, I'm not favored and I realize that; all I did was play to the weaknesses of Rogue the best I could, got a bit lucky, and won, simply because my mindset wasn't that I had lost the game before it had even started. Mindset in those matchups is exactly where I think people tend to sabotage themselves. It was a very close win and a very tricky game to navigate, but giving up doesn't help either of those.
I'm not arguing against the deck needing adjustments, I believe I've stated not so distantly that Charge is where I think the list gets too nutty for its own good; I think it should be strong for how tricky it can be to play, but similar to Patron it's much healthier in my mind as a list that wins with midrange pressure more than burst combos. What I am arguing against is the defeatism that generally goes alongside analysis of this deck, or something like Jade Druid.
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I've had quite a few that made me laugh, but for some reason Living Mana is straight up my favorite card in Un'Goro. It's got a lot of nuance in how you play it or play against it, I just wish it worked in something outside of all-in Aggro Druid (I like Tokens, but always preferred the slower builds that run things like Violet Teacher and Wisps of the Old Gods).
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@DMaster2; oh, I get what you meant to say. It's definitely one of the cheaper CCGs on the market (and maybe the cheapest, but I'm not super convinced), but just in general this genre is one that is probably never going to be as accessible as other genres. It's also prone to change when you start talking expansions or extra content, because right now by just having a smaller card pool it's obviously going to be a lot easier to collect. I find f2p models fascinating so I'm happy to see for myself, but nothing that I've heard sounds remotely earth shattering.