Seems like the usual “auto-chess” game, but there is clearly a catch.
In teamfight tactics (a game I really hate) the “catch” is that the only thing that matters is items and all compositions are based on religious net-decking; worse than any card game I have ever seen.
In “magic chess” in the “mobile legends” client (a game I would enjoy if not for matchmaking and how money-hungry it is), the game is very straightforward because items mean little there and all the recommended comps are hard-coded into the client. Imagine if the hearthstone replay client was integrated into the game here, for example.
What exactly is the trick to battlegrounds here though?
Is net-deck comps a requirement? Does unlocking the “perks” really matter all that much?
Every game I am either #1 or #2 until around turn 5 with beasts or mechs or murlocs, at which point someone playing either demons or elementals one-hit kills all my units with a single 30/30 tank, and then nearly one-shots my hero with a full stable of 4 star units. Is that it?
The key to battlegrounds is risk vs. reward. It starts with hero selection which is unfortunately very unbalanced atm.
What do you want to risk to get what reward. If you goal is to just do well and place well, you want to focus on gaining and maintaining the most power (aka stats) on your board. Learning the minions helps a lot, because some are amazing in the right build but are terrible when not. Paying attention to minions like soul juggler that can really power spike build is an example.
They key to winning is learning when to tavern up and when to buy. To win 1st, you will need to tavern relatively fast, but you have to get lucky as well. This is a very basic tale because the game mode is incredibly nuanced.
2 Likes
It really seems after playing more that the strat in EVERY SINGLE GAME I have seen:
- pick a champ with either good buffs or some flavor of aiding removal (never seen any of these without perks).
- go demons, and just instantly spawn 2+ units for each that die.
Not seen one variation to this in any of the games. Anyone that follows 1+2 doesn’t even take damage until maybe turn 7.
I have only been playing BG for about two weeks. My previous foray upon mode release was brief and unsatisfying, but now I quite enjoy it. Some thoughts:
–There are three major tacks to take: Collecting minions of a certain type; Taverning up; Fishing for triples to make Golden minions.
–Board space is a harder limit than gold amount or hand space (which is very rarely an issue in this mode). A technique that helped me a lot in winrate was using neutral Battlecry minions and selling them right away instead of hoping for triples – frees up gold and board space for typed minions that scale.
–Winning the initial few games matters much less than figuring out your strategy for that match. I almost always tavern up in Turn 2. There are a few very powerful T1 minions that scale well, but many of the difference-makers are T3-T4.
–Single-minion strategies are the easiest to execute for most heroes, but a mid-game switch to menagerie can make sense with the right minion mix.
–Don’t be afraid to sell minions, and even to switch minion types completely if a centerpiece minion you like comes up.
–I’m in love with Avenge and Deathrattle minions, but YMMV.
I gave it multiple more tries, it’s just not good.
If enemies maxing out 1 minion seems to be the problem, some cheap taunt minions with Divine Shield or Reborn can go a long way to help. Make opponents waste their beefy attacks, and clear their little minions so that the Life hit from losing the match isn’t too severe. In future rounds, you can take out the big minions with artillery, in-combat buffing, DR summoning/buffing, or (late-game) Poison.
I find that by turn 10, most enemies have a full stable of 10/10 units with one above 50.
Almost all of them run death rattle too.
Worst is when my units consistently attack enemies they can’t dent while leaving alive 1 healthones they could easily kill and survive.
You pick followers and then watch the game play itself.