Quest are fundamentally good (same as Darkmoon) because they increase the skill gap and add more variety. battlegrounds is a game about chance and choices, its about analyzing the situation and making the best possible choice. The more choices a players makes within the game raises the skill gap because it necessitates a good choice. So adding in manics that require quality decisions(like quest) reduces the luck factor and supports skill. The community should stop focusing on balancing heroes because it’s a ridiculous idea. I agree with some tweaks here and there, but at a certain level, heroes aren’t going to be balanced. Instead, they should be focused on adding new mechanics that emphasize choice because it lowers the importance of Hero powers. Hero’s don’t need to be balanced if their other deciding mechanics in the game such as quest.
As someone who has played Battlegrounds from the day it dropped to the public, there is less and less skill involved, because players like me who have played thousands plus games always know what I’m doing. I know every single build possible. I know the meta for every tribe and the best possible use for each hero. At this point there’s no thinking involved in my decisions, I just play the game on instinct, because I have seen and played everything there is to play. What determines whether or not I’m going win is based on the quality of the Hero and my golded drops, same with every game.
The base game right now is too generic. Thier only probably 20 real builds among all 8 tribes. Quest allowed for unique games with cool builds. Making creative builds with quests actually raised the skill bar. The more decision and the more factor that the players has a deal with makes every game more fun.
I’m more a fan for the first two Mechanics, not quests.
I do believe we have enough of these where we possibly could implement a rotation on a weekly basis or so. Tickets → Buddies → Quests → No Mechanics (Until we have the inevitable fourth one)
Yes they’d need to develop Buddies for the Heroes outside that era of BGs, but it is totally doable and could keep the game fresh.
They are a literal roadmap to how/what to play. They are training wheels. They reduced the skill gap making nearly every hero viable and pointing players to winning strategy. They were so feast or famine as to be awful. Literally the worst meta the mode has ever experienced.
Two things are happening now:
Players that got artificially inflated MMR from easy mode quest meta are getting curb stomped by the people that are actually good at the game.
Players that are actually good at the game are enjoying the wide open, creative meta we have right now. Literally any tribe is open to any hero in these games that don’t have quests closing off strategies.
These 2 statements would seem to directly counter each other.
1 Agreed nearly every hero was viable, If you where forced to pick a bad hero because Both of your options where bad you could still pick a good quest for that hero,
2 now your saying any tribe is open for every hero but nothing has changed in that regard. The only thing that has change is if you picked that hero and that tribe and you had a quest where picking that hero and tribe might give 1 gold per turn in 10 turns. Instead you might pick the tribe that would allow easy completion of the quest that allowed stat scaling in 3 turns.
We need something else on top of just the shops and your decission to buy which minions and when to level.
There isnt enough player agency,not enough decissions,to make it interesting and to potentially leverage a skill advantage in one area. If your shops are bad you are just screwed.
And then you get this rolling away 10 gold later in the game and if you find 1 usefull minion with that you are already happy.
The builds are to difficult to get to. Thats why you rarely see an endgame build besides for someone highrolling all the cards.
What you do see a lot is chronormu and magmaloc. That is because they are not builds,they are just one card that can be strong and leveraged. In many ways the current meta is a regression in design.
Except the best players in the game(Those at 11K+ Rating) have repeatedly said that statement is simply not true. The game is one big high roll to Tier 5-6 and then hope you get a killer minion pool to build from and play from there. Literally nothing else matters in the beginning besides creating a moderate board that mitigates damage so you can roll up turn after turn.
I cannot tell you how many games i have played where Pirates were in and my whole plan was get Hogger on 5 then Greta on 6 and proceed to APM Pirate. That’s not exactly a skillful play even though in many cases it will net you a 1-3 position at the end simply for the stats you can create before turn 9 on board.
No, hero choice didn’t matter, only quests did. Quests pushed you to a specific tribe/build due to completion requirements and the reward - quest told you how and what to play.
What changed is that your quest that told you that you required death rattle minions or a tribe that cycles minions doesn’t exist so you are free to play what you see… the problem is many players don’t know how to do that and quests was what gave them direction.
It’s literally the opposite of quest meta - knowing what your hero excels at and finding synergy as opposed to whatever hero gets the Iwin quest wins.
I didn’t realize I was an “elite friend” as I don’t have the same problems you have… in fact, I don’t know anyone associated with blizzard in any way.
Must be the rng. Can’t be operator input errors.
Fail accounts has been a documented thing in gaming before so it wouldnt be completely unheard of.
Accounts would get asigned a random number upon creation. And this random number would then further guide a wide range of future random events. This can be executed to mimic proper rng. But it can also be executed with flaws,resulting in “fail” accounts which are always unlucky.
I vaguely remember this beeing a thing in runescape a long time ago though i dont recall the exact specifics.
Accounts would get an identification number upon creation,a player identification number aka PID.
And this number would guide a wide range of future events,for example who would get the first hit in 1vs1 combat with another player.
I think it also had an effect on who would get the drop in things like group bossing,where the player with the best number would get the drop. Though about the later i am not entirely sure.
Either way,it is easily possible. It can be executed properly but it can also be executed in a way that leads to a structural disadvantage or advantage.
Now i agree that this is unlikely to be the case for OP but that wasnt really the point of my post. You made it look like something which is completely outside the realm of what is realistic,which i think it isnt as it has happened before with other games to some extend.
The games dont do this on purpose obviously,but it can still be the result of how things are set up and beeing ran.