I honestly don’t know if it is MMR specific. I usually get frustrated with the season and quit around 9k MMR. Above 9k MMR it turns into people just playing ultra safe to slowly grind MMR, and the games just turn into a snoozefest.
If you’re playing at 9k right now, that’s legit.
I don’t feel so constrained without that program telling me I’m wrong, lol.
I get why it’s valuable to climb with, but it seems like it’s sucking the life out the game for you to be that much of a meta slave. Maybe you should drop down to 6k and meme hard?
Honestly this has been the most frustrating season of Battlegrounds and I have played since Beta, RIP Pogo-Hopper . I’ve heard so many claims that the Trinket options can be gamed, but to me it seems overly random, like it’s purposely trying to mess with you. It’s frustrating that every season they try to add more and more RNG. It’s gotten to the point where it almost feels like a slot machine with very little player agency.
The game has long needed a Hero purge or some kind of rotation. Close to 90% of available heros are ranked C/D tier by win/placement percentage. Outside of a few really standout hero powers, most are overshadowed by the numerous layers of RNG and seasonal mechanic added over the years.
There are rules for increasing the chances of seeing relevant trinkets, but it’s not 100%.
I’ve been pretty successful with it, but I’ve found that I didn’t know how to use some of them well until I worked on it.
See, I feel so much like small choices matter more now than every before with spells there to supplement your strat and help you through inefficiency turns.
I actually think there’s too many minions, tbh. I’d like more uniformity across types by tier. Having certain tribes can make your games feel like you can’t find anything because they bring a stack of extra minions.
I agree 100%. The minion pool has become so bloated with useless, non-synergizing, filler minions you almost have to rely on luck to get the cards you need to make an endgame build. The fact I can go multiple games without seeing cards like Bran, Baron, or Drakkari Enchanter is really bad for the game.
Spells have been a wonderful addition to the game though I think the small choices are an illusion with really no ultimate impact. There are just too few Minions that synergize with spells. They really should have leaned into more synergistic minions rather than RNG trinkets. I am all for anything that puts more agency in the hands of the player as oppose to luck.
You seem to imply those suggestions are correct. They want you to THINK they are correct because that’s how they make money.
E.g. most of the mulligan suggestions on constructed are practically a scam e.g. they can give high rate on 4X 1-drops.
This is an example of information out of context.
In terms of what tribes are best on the final turn of the game, yeah, seems like valid information. But I assure you that prior to Tier 5 Quillboar are a good way to go 8th — and blitzing to Tier 5 is usually an even more sure way to lose. The best tribe is, and the corresponding percentages are, different on every turn of the game. HSR premium provides this information IIRC, but it requires a deeper dive with a thorough turn by turn analysis.
What I pick up on by watching videos of top BGs players is that they pivot a lot. They’re extremely happy to go into certain minions midgame for economy or tempo, both of which help you roll. The more turns you’re alive, the more gold to roll; and obviously, more gold is also more rolls. They’ll transition from certain tribes midgame to a completely different one for endgame, and they semi-reliably get these difficult to assemble comps because they’ve set themselves up to comfortably mass reroll.
I guarantee you the top players completely ignore the generalized suggestions of third party sites. They do use the third party sites’ data but in another way and not for the generalized suggestions: they see the whole drawn/play data and make decisions themselves.
The problem with the generalized stats - and the reason they are practically a monetary scheme to sell subs - is that they never take into account your current situation but the situation of the average game (even when they limit the average to e.g. opponent class).
I see those % they have from the addon for the first few games each Monday since i don’t pay for the service. They mean literally nothing to me. I base my pick on hero with what is best with the available tribes OR with a hero i feel i can confidently win a lobby with because it has a general HP that is good and useful.
Trinkets is a weird one. I’m guessing the % they show for the trinkets is based on your current build and the data they have for a build close to that with the chosen trinkets. I guess that can work if you stick with that build but i rarely ever have a minion from that build 3 turns after picking the first trinket.
Before the last batch of Trinkets went in. The pool was small enough that you absolutely could game it. Now that they added so many more it’s nearly impossible to target for a specific trinket and honestly the first trinket is generally not one that you want for a targeted build. The general ones are almost always a better choice.
That’s just inexperienced players not picking the correct hero with the correct lobby. Keep in mind the players with only two choices more often than not have to take a bad hero or a hero they have little play with and drag its placing down.
There are builds where tavern spells are important. It’s just not something that is viable in EVERY lobby. The spells were put in to help players fill out turns better than just pointlessly rolling. Taking spells and holding them is a skill i see a many players missing but then again that’s the same with minions players don’t take and hold onto for later turns. Both are skills you need to learn to get higher rating.
dont play rat king if you have already chosen a tribe before turn 1. Let alone choosing a tribe before you start is often a bad idea.
This is huge, honestly - both with minions and with spells. Saving gold for rolldown turns, recoup stats off of minions when you pivot, etc.
I think that trinkets make or break, but mostly break the game. I got elemental surprise once, and it broke the game because every refresh was pure elemental surprises… another broken thing is the yogg spin the wheel, because if it does land on the skull, it always almost immediately hits either bartender or me, so I don’t benefit from it. Uhm, quillbore gets good later, but what is up with the game trying so hard to hide either exactly what you need, or that card to begin with? Got all quills and need charlga? You’ll never see him. The metas that can win the game for you are known by the algorithm and completely circumvented if it’s detected that you’re building to that. So is this game fixed or based on skill, for real… what was the last season where everyone was a beast frog hopper, that matches never ended because of reborn, and elemental was up there too… nagas still suck, and murlocs are getting better, but the ones that are most common, the game refuses to let you build. Also, I think there’s a paid actor in every match rushing up the tavern levels because previous seasons everyone evenly (mostly) leveled up the tavern, now it’s like there’s this artificial push to get up there, when people have nothing and no cards. It’s really strange. ALSO, stop giving me zero amounts of time when you know I have 15 gold, and lots of minions to swap out in the end game. I feel that I’m given zero time to do anything, the better deck I have, you know, to socialism out the odds and “make it all fair” so I get handicapped as a result. When I can think of more things to complain about, I will, but this season is wack. It’s my first time back in a year+ and I’m like… uhm, what? How did this game devolve…
So now the program has a political affiliation? Seriously??
The anomaly meta was 1KX worse and that’s not even debatable.
Just played a game as vardan dawngrasp and once again an entire race is circumvented, I had a lulu bot ready to magnetize, and sure enough it was too strong of a start for the AI, so they circumvented my momentum and gave me no mechs for the next 6 turns until I died. If I had a crappy character I would’ve gotten mech… the game is constantly playing against you, while you’re thinking that you’re only playing against other characters. Someone said you can’t force a race, or tribe, oh yes you can, but notice when you do, the game is trying to fix outcomes, and prevent that. Which is why you have to say the words “force a tribe” to begin with, because the game is fixed.
I don’t understand how you are failing to grasp this, but it needs to be said.
If you don’t find any of the tribe in the shop, you’re not playing that tribe. If you just donkey roll looking for mechs, you aren’t actually playing the game.
You don’t pick a tribe until you get the key things that make it possible in the endgame.
Part of the current meta is understanding all the ways parts can mix and match.
When I buy my first minion on turn 1, that’s my direction . If I buy a beast, I have to roll until I find beasts. You have to do this because you have to. It’s a winning strategy on the road to 0 mmr!
See, that’s the problem right there.
I pick my tribe before I pick my hero so I know they will go together, which makes it easier to donkey roll all six turns of the game.
In all seriousness, though, this meta is really diverse and interesting and pivots are a thing. My last four games 1 (naga), 3 (murlocs), 1 (aggam/brann/murkeye insanity - this was a blowout win), and 2 (mechs). I haven’t even really tried to get deep into undead or pirates because I despise token spawn builds.
See the problem is, you’re telling me how I should play, to distract from the obvious paid actor problem here of the AI being used to fix games.
Techically, people are mostly telling you how NOT to play.
So blizzard programmed an AI that systematicallly abuses their players to make them hate the game and company and this raises profits?
I mean, dude, it’s a bunch easier to believe that you have no idea what you’re doing because you still play 1500-rank-Vanilla-BG-style games in 2024 trinket meta.
Donkey rolling is life! or something like that, right?
I mean, it took me a bit to get the hang of this meta and now it’s like a light turned on and it’s almost hard to lose. The only thing that changed is my approach.
Yeah, seriously. Kind of. Although I would like to draw a distinction between the concept of equality being a desirable quality in real life politics, which is outside the scope of this forum, and the concept of equality being a desirable quality in the specific context of game design situations.
It’s important to understand that “the good” in game design is often radically different than “the good” in a real life situation. In real life, if one choice is so much better than another choice that it’s obvious, that’s the opposite of a problem; in a game design situation, that is a problem, because the point of a game is to challenge the player regarding how they use the agency that they’re given. In many ways, games are like Bizarro World, because often what’s good in the game is the opposite of what is good in real life.
I define balance as the appearance of mutually exclusive player choices being potentially optimal. As such, the concept of balance is fundamentally about equality; although perfect equality in an asymmetrical design is impossible, it can sometimes be close enough to seem as such on a first, second or even third glance, and beyond. Balance is a game design good, so while RefreshLing’s particular angle is arguably cringe, it isn’t actually wrong: gaming has a push for equality.
Where RefreshLing is wrong, is the belief that this push comes in the form of hard rigging, rather than in the form of balance patches. But I do believe that even balance patches in an old game technically have their own kind of politics, albeit a politics quite separate from those in real life (see also the recent StarCraft 2 patch PTR announcement, and the Balance Council drama in its wake).