We are in a player autonomy crisis

The highest skill cap deck in the format, protoss rogue, is basically considered high skill cap because everything else is so low, your cat pawing your iPad can navigate nearly every deck in the format well enough.

Protoss rogue itself, has one or two difficult decisions per game usually around whether to drop archons on curve or wait for combo, but other than that the deck plays itself with 90 percent of its efficacy determined by your opening hand and if you can bounce harbinger.

And that’s the most difficult deck to pilot. This game has been watered down to the point where I think my previous statement about the cat and the iPad are not really much of a hyperbole anymore.

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Almost all of the rogue decks feel like this.

You get a harbinger combo early and you get way ahead putting yourself in an almost unbeatable situation. But also if you lose board early as Rogue you probably die

I cant stand this style of card design where they make cards that are outliers and so powerful on their own that they carry a class. I dont like it with harbinger anymore than i do with other classes, even as a rogue main.

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And isn’t that what people want ?

When It is always about “feel” and never about be you gonna end there sometime.

You can’t really make anything frustration proof unless you start playing for the player.

With that said deckbuilding autonomy is in a all time high. Given a player atleast knows the basics and isn’t arrogant he can pull a passable deck with almost any flavor.

Did not see that in years too.

2 Likes

Don’t overthink what people want. They want to win. They never whine when their deck is broken but they win.

With is why integrity is important.

If a player is bad blizzard should make the game make It clear they suck.

Game is so dumbed down right now that while i still play, i play a lot less due to interest reasons and i might go two months now where i dont make legend and im good with that.

Still trying to make maestra and Eudora deck work!

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Draw and match up seem to account for more now than ever before when determining the outcome of a game. Let’s say before winning and losing was 40% match up and 40% draw, then the more skilled player had to fight for the last 20% chance of winning

Now it’s a lot less of a fight, the benefit of skill and making smart plays is greatly diminished, maybe a 47.5/47.5/5% split of what matters

I have made some horrible plays, plays that should make you shame concede. For example, I returned a minion to my deck with the shaladrassil spell instead of the 5/5 buff which would have been lethal. I had to pass my turn, effectively giving the opponent a double turn PLUS clearing my own board. I still won without the opponent even having a chance of fighting back

Sometimes I play vs a rogue that has 6 minions on turn 1 with coin, and I have 4 unplayable cards, instant loss. I hear “job done” 2 times and I’ve already taken 30 damage.

Luck, draw and match up has always been the most important factor for winning in this game, but it feels like it’s now at an all time high. Possibly why this meta seems to be changing so much, when something gets too popular the best thing to do is counter it, since you can’t “out skill” a bad match up anymore. When the counter to the previous popular deck gets too popular, paper takes over, repeat.

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Game outcomes are way to easily influenced by early card draw and RNG. Decisions don’t matter as much as they used to. Actions don’t have the same consequences as they used to. Bad decisions have minimal impact on the game. It is super easy to top deck or draw out of a bad situation.

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