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    posted a message on How to buff The Coin (to better balance going first & second)

    The Coin is not really the issue or the solution.  Going second is usually worse in most card games or turn based games.  Even in board games, going first is an advantage and many games offer ways for the player going second a way to catch up.

    1.  MTG - plays the best of 3 games where initiative changes (if the player chooses, which most do) AND you do not get to trade into minions of your choice.  The attacking player with his creatures is at a disadvantage as you do not get to attack minions in Magic.  The defending player chooses whether or not trade minions or life.

    2.  Hearthstone plays the best of 1 game, unless in a tournament setting.  Do tournament settings allow the loser of the previous game get the initiative for the following game?  If not, that is not a very good tournament structure or idea, which is a different issue, but should be fixed.  Also, the attacking player gets to trade minions unless forced by taunt minions.  That gives the player going first a HUGE advantage.  In Magic you can build up a defense and keep mana up to play a spell to swing the combat into your favor.  You cannot do that in Hearthstone.

    So the issue is how Hearthstone combat is conducted.  How do you balance the tempo when going first is a huge advantage to win rates?  Even giving the second player a coin and an extra card does not do it enough.  It's because taunt minions tend to be weaker for the same mana cost as the the non-taunt minions.  For example, 3 mana, 3/3 taunt and compare that to most other 3 drops.  They are 3/4 or have an ability in which you can take advantage of.

    Hearthstone works in this very basic manner (assume turn 2 and forward)

    a. First player plays a minion.  Second player plays a minion or removal spell.

    b.  If second player plays a minion, First player responds by another minion or removal.  Then they trade their original minion into the opponents.

    c.  This happens back and forth until the mid game in which multiple spells and minions can be played in one turn.  The biggest issue is board control and minion removal.  In the late game, the player with the most resources, minions or cards typically wins because of the trading.

    How to fix this or change this?  Make taunt minions stronger or easier to obtain.  Change how Hearthstone combat works.  Put in more board clears or minion removal.  Allow players to play the best of 3 games instead of only 1 game.

    Basically Hearthstone is a different type of game than MTG.  The attacker has the advantage by choosing to trade minions in a favorable manner.  Low cost minions have tons of stats or abilities for the mana cost.  The lack of good board clears means that snowballing an advantage happens very often in aggressive or tempo based decks.

    So let's assume that Hearthstone combat is not changing.  Let's assume that the coin is not changing anytime soon.  How do you fix the first player advantage for 1 game?  Well honestly, that is very difficult.  The obvious answer is to introduce cards that allow board clears without requiring 2 or 3 card combos.  For example, Wild Pyromancer and Equality is a great board clear, but requires 2 cards and drawing them on the turn you need it.  That means its a 2 drop that you can't play on turn 2.  That is poor design as a board clear.

    Neutral spells should be introduced.  Neutral spells or minions could punish players who play too many minions and trade favorably, but without relying on DAMAGE.  DAMAGE-based removal is not good enough.  Power Word - Horror is the in the right direction, but is often too slow and not enough to affect the board.

    Here is a sample Neutral spell and minion that could help swing the tempo to the second player and punish overally aggressive players because of the lack of board clears.

    0 cost minion, Charming Diplomat, 0/1

    Cannot play this minion if you attacked with a minion or weapon this turn.

    Battlecry: Players cannot attack with minions or weapons until the start of your next turn.

    0 cost spell, Not the Face!

    Can only cast this spell if you did not attack or cast spells this turn.  Minions cannot attack heroes until the next turn.

    Posted in: General Discussion
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