see title
if someone highrolls youre forced to lose every other round against it. how do yo deal with a shudderwock with a golden consume demon in the earlygame? you cant and yet you are forced to play against him every other round
There is a low tier venomous minion. I cant recall if it was t2 or t3 but its there. its a neutral. if you know how that big demon is gonna be used (big swing up front or just a big turtle to soak up as a taunt) you can adjust how you use your venomous as either a first swinger or give it taunt to let their big swinger go right for it.
Thereâs a lot of BG powercreep around the point everyone is around level ~4. Basically you can just get 15 points of damage 2 or 3 times in a row and just die without even doing any mistake; or similarly you may get a bit more lucky and easily go top 4 even with mistakes; this was similar last major patch but I donât remember it being this way for most of the previous year (15 points of damage were more frequent a couple of rounds later).
Itâs a missed opportunity for BGs because unlikely constructed it CAN be less RNG prone; the draws are just way more per round so it can feel itâs fair even in a single game if you play very carefully; whoever in the dev team produces so much powercreep before anyone even approaches level 6 doesnât understand the game.
good take
for some combos it starts earlier tho but then you wont take 15 damage
there is just so much wrong with the trinket meta
as you said even you just play for survival you have no chance against highrolls anymore. half the lobby runs away
also I always thought that there is a shared minion pool, yet it seems very common for multiple people running the same type while youre struggling to even get base components going
there should be something like a lowroll protection. easy to implement. you can use win probability in combination with tavern draws and damage taken to compensate bad rng in some sense. i.e. giving them a random iceblock or a punish card to slow down an opponent. sth like robbing half their gold for next turn or something
There is literally 0 challenge and thought needed in bg ⌠today out of my 3 games i didnt have to think anything , i steamrolled won everything 2 games without almost losing , and 3rd game i lost on turn 7- 2 fights in a row that i never encountered before guys both quilboars having insane board ⌠out of nowhere 40 damage almost got on me. I thought it was too slow, but somehow i managed to be equal with few guys , until i encountered these 2 and got absolutely destroyed with them having 100s of stats already ⌠there is LITERALLY 0 THOUGHT NEEDED you either have godRNG or you dont
How would you identify a âLow Rollâ? Maybe it wasnât a low roll but instead you just didnât identify the right card or cards to select? Were you rolling a lot before turn 7? If so should the system give you something for making a bad choice and rolling that much before turn 7?
The point of this is that itâs impossible to know if you truly got literally nothing to use or if you missed something. We would need to review your games to see what really occurred. The majority of the time though itâs because a player missed something they didnât see in a tavern. The more often you identify the correct line the less you will go out early or take an early 15.
The other side of it is that yes sometimes you will just get nothing and others will get something and you will go out early. It happens to even the absolute best players and they will lose fare more progress for a loss like that then a lower rating player will. Just accept it and move on to the next game.
Other than that your only option is to just not play BGâs.
I win all the time against meta builds in BGs so there absolutely is some skill to the game. If I see âcopy greater trinketâ as my lesser, I just play whatever lets me survive to get that greater, THEN make a build with whatever the best choice is and steamroll other players who slowly stacked stats. Show me you can start over at turn 8-9 with a brand new tribe and come back to win from last place and then you can talk XD
i would make a distinction between tavern and battle. a low roll in battle would be a loss at a 90% win or something like low probability damage spikes. for example if in a certain attack pattern with a 1 out of 32 probability you take an early 10 damage instead of 2. this is pretty easy to realize as it is nothing else but a finite graph traversal, although pirates/beats might be a bit tricky).
for low roll in taverns i would look at composition and offers. basic things would be how often do you see minions of higher tiers in comparison to lower tier minions. a more complex approach would consider your composition and synergetic cards - or the lack of them.
i would go for a weighted approach to balance the events according to severity and impact on the game, maybe relative to lobby strength and strategy and turn
the system should not be abused such that you greed your way up to a high tier and get rewards. it should solely consider probabilities within picks and battle.
if you`re on a losing streak because you lose several 50/50s, get bad trinkets (trinkets are horrible anyway) or basically opt in for a combo or a specific hero and dont draw any kind of pieces there should be an accumulating factor that will trigger after too much bad rng in a row (good events can lower it) and provide some benefit for you or a disadvantage for the next opponent.
How would you determine if it was the system that made you take an 8th or just a player making the wrong choices? Thereâs far too many variables to make a system like that work. Realistically you will rarely get nothing in a lobby and go 8th.
BGâs is far more balanced right now than any of the constructed HS formats. The problem is the skill set for BGâs is much bigger. You need to build upon what you learn as you move up in rating as well as learn new skills to go even further.
Yes itâs more balanced than constructed, but it was better a couple of seasons ago. They have power creeeped it a bit; randomness plays a bigger role especially when it relates to deaths in the mid game; as with constructed too: given enough games randomness cancels out but it makes the experience worse per game unnecessarily (only for the sake of âmore speedzâ).
This is the issue.
Itâs like having to play a different contructed deck every match, and that takes much more game knowledge.
So when they put in the damage cap to prevent players from going out on very early turns. That was considered power creep?
How is it âMore Randomâ?
Randomness plays a bigger role because a high roller on only the first 2-3 turns can swing a few 15 points of damage to others before they even get their 2nd trinket.
Randomness is by definition smoothened if the game goes on for more rounds because players who high rolled or low rolled once have a chance to roll again.
It similar to how in 10,000 games randomness cancels out and the best will show a fair rank but in reverse in this case.
There have ALWAYS been high rolls in BGâs since day one of the mode. The difference now is that the damage is capped early on so you arenât punished so bad for low rolling early that you are immediately out.
I am asking specifically. What makes it MORE random now as you said? Nothing has changed to increase the damage and if anything they have toned down early damage significantly.
You seem to be comparing the game between now and when it didnât even have a cap of 15. I havenât seen the game back then. Do you think the damage players do early is the same now compared to after they introduced the cap?
Genuinely asking btw, I have no more experience than you.
The old damage cap was still 15 but it disappeared the minute a player was eliminated by another player. That meant that the Lobby was at the mercy of how fast the first player went out. You could leverage your health by keeping yourself at the 15 breakpoint like you do now but at any point that safety could go away and you wouldnât know when.
So imagine someone plays a bad board and get run out by turn 6-7. Now everyone regardless of being above cap of 15 is in danger of going out. It was much more chaotic and players would absolutely tier rush to get an advantage on the rest of the lobby or at least recruit high enough tiers to keep them around till final 4. You couldnât build much and pivoting was basically a really bad idea once someone went out early.
Many old BG builds were insanely OP and snowballed. I mean we have venomous now because poisonous was just obnoxious. Nobody who plays BGâs misses Holy Mackerel. The numbers we see on todays minions for sure are bigger because board scale faster and players have gotten better at APM. The difference now is that there are many different routes to your builds now instead of just a single tribe.
I frequently see (and Iâm not playing high level atm) people with a full board of whatever tribe they play well into endgame. Those people are typically going somewhere in the third to sixth place range because they hit a point after turn 10 where they canât keep up and they arenât prepared to endgame.
The winners are usually playing a hybrid synergy comp that just goes nuts - like exploiting murk eye to be like chargla only better because brann makes it insanity.
My last first place I hit a build like that and gave about 200 attack and 1k health to each unit each turn on the final turn and it was only a 14 turn lobby. But to do this I had to risk making my board worse by dropping big parts (didnât find timely devourer spells) and I think lots of lower ranked players donât see these kinds of lines when they play. They just say âmy rng suckedâ instead of realizing the way to complete their builds. I saved parts for two turns before I pivoted.
This trinket is incredibly powerful but also very hard to play correctly. Your APM game better be top notch if you take it.
I regularly take it because of how good it is with Menagerie builds.
What about last year or two, compared to now, it terms of how fast players build up power?
Itâs about the same IMO. The only difference is that you can leverage your health total to get yourself into a higher position in a lobby.
In this season tier rushing has all but gone away unless you have a hero that is good early economy and you get an amazing opening. Shudder is usually the hero that pulls this off most frequently.