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    posted a message on Aggro Totem Shaman - Need help please

    Btw if you want the optimal even shaman list im happy to provide it 

    Posted in: General Deck Building
  • 3

    posted a message on Devolving missles bugged?

    Its 1/16 to hit any of the 4 minions 3 times, 1/64 to hit a specific minion 3 times. 

    You're both right, although the 1/16 stat is more applicable to this situation. 

    Posted in: Card Discussion
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    posted a message on daily quest question - what is the satisfying condition for class-specific matches

    There are two conditions. If you are at 15 or less life, or if the game has gone a certain number of turns (10 if I remember correctly) 

    Posted in: General Discussion
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    posted a message on Cards I would hall of fame.
    Quote from XanXon >>

    Without Brawl, the only major AoE removal Warriors would have would be Warpath - a card that deals 5 damage to ALL minions for 10 Mana, or Plague of Wrath which requires an additional activator. Without it, they'd have to use a removal spell for each minion while basically every other card has an AoE removal for board wipes. No clue what's your point here. 

     Brawl is actually an excellent card for the game. It allows warrior to play control without needing additional board clears from each set. One of the biggest problems with priest is that it had terrible AOE in the classic set, so pretty much every expansion it needed to get powerful AOE to stay viable. The goal of the priest rework was to change that by improving Holy Nova and adding SW:Ruin. 

    Removing brawl would put warrior in a similar position that priest was in, which has been found to be unsustainable and unhealthy for the game. 

    Posted in: General Discussion
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    posted a message on Need Help with getting into Wild

    Will you get destroyed in Wild with that deck? Yes. You would also get destroyed in standard with that deck if you could play it in standard. 

    Besides from that, I don't really know how to help you here, considering you said you're only interested in one specific deck. 

    If you want some specific advice (like on what decks are strong, if I enjoy the current meta, etc.) I can probably answer any question you come up with, but you need to give me a little more here. 

     

    Posted in: Wild Format
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    posted a message on How did the new expansion affect the Meta in Wild?
    Quote from Mandelbr0t >>
    Quote from parzival2345 >>

    Well to catch this thread up to speed, a few (4?) days ago people started realizing darkglare warlock is extremely extremely powerful. Since then, high legend has been pretty much exclusively darkglare, DMH, and reno priest. 

    Why? Because darkglare has established itself as the deck to beat, and reno priest and DMH are the decks to beat it with. 

    And yes, before someone starts telling me "but darkglare beats priest, I have X winrate against it," priest certainly isn't a hard counter. 

    The prevalence of darkglare has people trying secret mage again, although I have my doubts as to if secret mage will stick around. 

    Anyway, darkglare is really good, and the deck just keeps getting better. And if you're looking to netdeck, make sure you're getting a list posted TODAY. There has been so much refinement over the past few days that a list from say 3 days ago is pretty trash. 

     

     Yes...encourage people to play the latest and greatest CANCER deck.  Nice job.

     git gud. 

    In all seriousness, no decks are 'cancer.' People can play what they want to play, there's nothing wrong for liking certain archetypes, decks, or classes. 

    Posted in: Wild Format
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    posted a message on Trying to get legend with rogue

    Not to be rude, but if you're gold 7 you really shouldn't be thinking about legend. It's not a bad idea to play a tier 1 deck, but your goal should be to practice and get better at the game. Changing your deck won't make you a better player, and you should never expect that the next netdeck (or the first netdeck) will significantly increase your rank or how much you win. 

    Posted in: Standard Format
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    posted a message on can't wrap my head around how effective no-minion mage is

    On a somewhat related note, I personally hate losing to what I consider to be bad decks. So at the start of AoO when people were still experimenting with spell only mage, it was really frustrating to lose to it. Is there really such a difference between losing to a deck with around 48 percent winrate (like spell mage) than a deck with a 52 percent winrate? No, but I always feel kinda cheated when I lose to a tier 4 deck. 

    But thats just a psychological issue, so I digress. 

    As far as no minion mage goes, it isn't particularly focused on randomness. Sure one of the power cards generates a random 5 mana minion, but thats just a random hunk of stats. Sure you can highroll or lowroll, but most of the time you just get a or the like 5/5. Much more impactful is if they have Incanter's Flow on curve. 

    Yogg box on the other hand is a terrible kind of RNG, but I'm not sure if its even a good card in no minion mage. 

    Anyway, blizzard does NOT rig the results in any way, people play these decks because they want to. 

    Posted in: Standard Format
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    posted a message on "I want this game to be balanced!" VS "I want to win at all cost!"
    Quote from DiamondDM13 >>

    If you read the post, it tells you what balance in Hearthstone means and why it means that. If you did read it and found the answer but didn't like it, I can't really do much to help, it is the objective principle to achieve perfect balance. It is the way to ensure no strategy is being favored compared to others by having unfair conditions on weak matchups.

    In a very simple manner, if you apply the condition I wrote before, and you find that the Rock-Paper-Scissors is not working strictly, if you find one playstyle, for some reason, is capable of overcoming it's weakness under these conditions, that means there is an imbalance of power in it's favor.

    You removed randomness, so that isn't the cause. You perfected technical play, so that isn't the cause either. You are left with an imbalance in the power level of whatever strategy you are testing. It is overcoming a matchup that it shouldn't overcome.

    A matchup that is favored towards one strategy can only be overcome by a few factor. Random elements outside of player control that determine the outcome. Improper technical play which allows the weak strategy to take advantage and punish the mistakes. Power imbalance and allows it to overcome a natural weakness. If you remove the two first factors, you isolate the third factor, meaning if it happens, this is the cause of the problem.

    It's not a rabbit hole. Blizzard themselves are capable of setting up these conditions for testing and balancing. We aren't, but they are.

     First a question: how do you cleanly get rid of previously quoted statements?      EDIT: I appear to have figured that out :)

    As for the topic at hand, I did in fact read the original post (that I quoted), and I appreciate that you have chosen to clarify what you meant. To reiterate your definition of balance in my own words, you believe that the game is imbalanced when a weak strategy is capable of beating what should be the 'favored' strategy (e.g. paper beating scissors). 

    This has logic, and is a reasonable enough definition. You then proceed to defend your claim. 

    Your premise is that there are 3 factors that affect any given game of hearthstone: randomness, player skill, and matchup favorability. This is also reasonable. 

    However, after this point the logic falls apart. Even in our theoretical world, there is no way to isolate 'matchup favorability' as you have attempted to do. Although it is acceptable that you can remove the factor of player skill, you cannot remove randomness. Even if there were no 'random' cards in the game, it is impossible to discount draw RNG.

    Rigging the draw order for 'optimal draw' is absolutely not the solution, because some decks care more about draw order than others. In your first post you said that "you actively rig it for optimal draw order, what you get is a game in which, if both players play perfectly, the strategy that has an advantage in the matchup will win every single time." This is false. As the most stark example, in wild it is possible for a druid player to OTK their opponent on turn 1 going first. By your metric, that deck is the very definition of imbalanced because it will beat ALL other strategies. However, that deck is utter garbage, and I struggle to accept any metric that declares a deck with a poor winrate imbalanced. As such, we cannot use 'optimal draw' to remove the factor of randomness. 

    I will now move on to 'average draw' as a metric. If you believe 'optimal draw' is still workable we can come back to that, but to me that feels like a waste of time. Anyway, 'average draw' is indeed a theoretical way to offset the affects of randomness. However, 'average draw' will yield statistics like average win rates and win percentages. Are those good things to work with? Well, they could be, but unfortunately that means abandoning (or at least heavily adapting) the theory that the RPS model is what we should be working with to determine balance. Why? Because Rock Paper Scissors has only clean, 100% winrates. 

    Lets now begin to adapt the RPS model. Still with 'average draw', scissors will beat rock lets say 40% of the time. Is that a problem? Maybe, but not if rock also beats paper 40% of the time (and paper scissors 40% of the time). Paper beating scissors sometimes is not ALONE cause for concern, nor is it a sign of imbalance. Now that we have done our best to eliminate the affects or randomness by looking at averages, has scissors become "capable of overcoming it's weakness under these conditions" and as such become imbalanced? No, it hasn't. 

    What is really the fatal flaw of using Rock Paper Scissors is that in hearthstone, strategy and decks are adaptable. Lets say you're a rock player, and you get really really tired of losing to paper. So you adapt, become a little thinner and a little sharper, and start to give paper a run for its money. Now you might think you just became imbalanced, but that isn't the case. Because as you adapted to be better against paper, you start to lose a little more to fellow rocks than you remembered, and even scissors who you used to bully starts to feel like they have a fighting chance against you. So even though rock is managing to beat paper, it sacrificed itself in other matchups. 

    And even with everything I've said previously notwithstanding its incorrect to say 'look this aggro deck beats this control deck, the game is imbalanced.' Favorable matchups are favorable matchups, and if the aggro deck is winning that means that it has the optimal strategy. Maybe its because aggro is overtuned. But its also possible that the control deck got greedy, started to try and bully fellow rocks, and slipped up against scissors. At that point, rock has moved a little too close to paper (midrange/combo) to be good against the aggro decks. This isn't always the case, but it certainly is sometimes, and so it is in fact wrong to define imbalance in hearthstone as being when paper manages to beat scissors. Sometimes it is a cause of imbalance, sometimes a symptom, and sometimes unrelated. 

    To be clear, I think that the RPS model has a lot of value. And although I've just spent a bunch of paragraphs bringing up its weaknesses, I could write at least as much if not more defending the value and importance of the Rock Paper Scissors model. But to declare it to be "the objective principle" is at best incorrect and at worst intellectually dishonest and incorrect. And for the record, I still feel like this was a deep dive into an ever widening rabbit hole. 

    If I have in some way misinterpreted either of your posts I do apologize, feel free to clarify anything that you feel I misunderstood or misrepresented. If you feel like I missed a crucial point, feel free to bring that to my attention. 

    Posted in: General Discussion
  • 1

    posted a message on "I want this game to be balanced!" VS "I want to win at all cost!"
    Quote from DiamondDM13 >>
    Quote from Daulphas >>

    How do you define balance in a game like hearthstone?

     A game state where if you provide average draw order (or even optimal) and you perfect technical play, you have a strictly enforced Rock-Paper-Scissors model.

    If the game is correctly balanced, and you remove any element that the player cannot control, or in the case of draw order, you actively rig it for optimal draw order, what you get is a game in which, if both players play perfectly, the strategy that has an advantage in the matchup will win every single time.

    This happens because using these conditions, you remove any variable that would deliver outcomes based on anything except the strategies being played, so what you get is a state where the strategy that has an advantage in the matchup always win.

    Obviously, even if you remove all randomness from Hearthstone, you will still have variance because of draw order and improper technical play, this is where the matchups lose the strict RPS model.

    Anyway, it is not subjective.

     Bleh. 

    I consider this an altogether poor answer to a pretty open ended question. Without getting too into this, the structure of your post should be something like "balance in hearthstone means ___, because ___". 

    Instead we get into a rabbit hole of assuming perfect play and rigged draw order in an attempt to reduce variance or something. 

    To try and be constructive, I like to define balance in hearthstone as occurring when a) all or at least most classes have at least one deck at tier 2 or higher, b) there is a level of parity in the frequency that you play against each class, and c) there is a level of parity in the frequency of aggro, midrange, control, and combo. 

    Posted in: General Discussion
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