Rock, paper, scissors is fine game structure

This structure fine for most games ever made with classes. If you want to balance a game with classes, there’s only one way, make a cycle of counters, A counters B, B counters C, C counters A etc. If not, then the game would NOT be balanced because winning would be solely dependent on card draw, which is unhealthy for the game. The argument every card can be meta viable through balance patches is erroneous and fallacious, because unlike chess, everyone has different game pieces. Some cards will always combine better than others naturally no matter how you design them, synergy is always more important than raw power from mana value. Print a 10 Mana 20/20, and Aggro decks still win by turn 7 no matter how good it is alone.

No, it’s not.

In a multiplayer game, where the game is played in a team, you might be right. Rock, paper, scissors is a good concept for most team-based games for example in RPGs, where the archer counters the mage and the dagger counters the archer.

In a card game that is played solo the concept of rock, paper, scissors means that you auto-lose against some opponents and that is NEVER fun and NOT good game design.

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Whatever the merits of the rest of your comment, this is only very selectively and situationally true (in some seasons it is completely false). For the most part, only combo and a few heavily themed decks use any kind of synergy, and most contemporary competitive decks are just made up of a smattering of powercrept cards that are good in isolation.

So Win a game before the game starts is your definition of healthy gameplay?

Interesting.

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I guess it might work a bit. No idea for what games exactly.

Maybe for real time /turn based strategy games where certain unit is meant to counter other units but in the same time it can be countered by diffrent one so it might balance the game and offer you a choice of how to proceed with your gameplan.

But in other games with different gameplay - nope. That way you would just promote that game to be “rock - paper - scissors clone” and I do not think that game is any popular these days. I think even the 4 years old kids do not play it anymore.

Its fine structure for a card game. The thing is though in a card game its not Hard Rock, Paper, Scissors in that Scissors could beat Rock, Rock can beat Paper, Paper can beat Scissors in card games. Its just that against your opposing element you are unfavored sometimes by a lot and that’s what people refer to when they use the Rock. Paper, Scissors analogy they mean how favorable the matchup is. There is a random element to these games so anything could happen. The opponent could be favored 99% of the time but that 1% can and does happen.

So Tickatus removing all other Control decks from the game is bad now

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Were it removes? There aren’t enough tickatus decks to reach that point and you know.

And even if it was enough in metagame to do this:

Control players signed up exactly for this with how they build their decks.

If anyone forces polarization are the own control players when they play a 100% reactive strategy.

They love to get stupid big Winrates against specific decks but hate when their builds clear weaknesses return to haunt they.

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“Rock Paper Scissors is only good when I don’t like the deck”, gotcha
Thanks for admitting you are a massive hypocrite

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I saying that control playing rock,paper and scissors is the own control player fault for trying to force that same dynamic on fast decks.

Reality is that control players love rock/paper/scissors when they build decks solely focused on outlast fast ones but hate when their choices return to haunt they.

If everything the way to stop that type of gameplay to exist is to make 100% sure that decks focused only attrition and removal can’t be even viable.

No control = no polarization.

Nobody likes it when one deck shoves all other decks and classes aside, don’t give me this psychology 101 tier analysis crap.

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But it doesn’t.

It’s really weak crap that people play because they like.
Literally almost non existent on high level.

There’s more Tickatus Warlock in Legend then there are most other classes, and they are still playing an unrefined/jank version of it.
And guess what happens if/when Rogue gets nerfed? Yeah…

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If that was true legend wouldn’t be the only place we’re highlander priest is considered viable by data.

its slots, you can have games where you lose a highly favored matchup because there is nothing you can do about draw.