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Ideas to reduce Spellweaver's "Bad Luck"

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Ideas to reduce Spellweaver's "Bad Luck"

Postby Jeronimo » Mon Sep 18, 2017 5:29 am

I want to present alternatives for Initial Hand and Divine Offering mechanics.

INITIAL HAND
Your Initial Hand has the first 7 picked cards and all are glowing "green borders".
Hand Swap: You may click each card once to send it to the bottom of the deck and draw the next top card.


You could build your Initial Hand with the first 14 cards of the deck. [No more failed mulligans]
Imagine the sound effect of swapping cards as the same sound when you reveal cards from an opened pack.

DIVINE OFFERING
Exchange a card from your hand for a chance to find a shrine among the top 4 cards of the deck.
All cards except that shrine go to the bottom of the deck. If you miss to find one then draw a card.


LIST OF SUPPORTERS (6)
Jeronimo
stanel
Spritesgc
YSChaos
Talaris
Lord_Xenon

------------------
Divine Offering EDIT to understand posts/replies till page 2: Changed old proposal of a guaranteed shrine with 2 turns recharge for an improved version of current DO mechanic (no self-decking when it fails).
Last edited by Jeronimo on Thu Jun 21, 2018 5:27 am, edited 17 times in total.
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Re: Ideas to reduce Spellweaver's "Bad Luck"

Postby Devirk » Mon Sep 18, 2017 9:56 am

GIVE IT UP!!! DO IS FINE, THER'S NO SUCH THING AS BAD LUCK IF YOU CAN'T BUILD DECKS IT'S YOUR FAULT NOT DO'S
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Re: Ideas to reduce Spellweaver's "Bad Luck"

Postby Lord_Xenon » Mon Sep 18, 2017 10:03 am

While I don't use bold big words, I have to agree mostly with Devirk. It's part of deckbuilding and removing this as part of the deck would reduce the complexity of the game. 'And some luck that help those newbies win vs veterans'
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Re: Ideas to reduce Spellweaver's "Bad Luck"

Postby Jeronimo » Mon Sep 18, 2017 1:24 pm

Guys, what are you supporting?
I have myself failed DO's with 19-20 shrines in deck. So it's not deckbuilding problem.
And... I have changed a mediocre Initial Hand... for a even worse with the Mulligan.

The 2 ideas for a better Spellweaver complement each other, greatly reducing the "bad luck factor".
What's the point of supporting a system with flaws, just because is there, instead of thinking in better systems?

As stated, even with such DO redesign, you will still need 18-20 shrines, because with minimum shrines your deck will run shrines "1 turn yes 1 turn no".
If 2 turns recharge seems too fast after testing, it could be changed to 3 turns recharge.
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Re: Ideas to reduce Spellweaver's "Bad Luck"

Postby stanel » Mon Sep 18, 2017 3:06 pm

@Jeronimo, i think that this is a great idea and would love for it to be implemented, basically it will nullify all of our porblems with the current mechanic and remove the Bad Luck.
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Re: Ideas to reduce Spellweaver's "Bad Luck"

Postby Devirk » Mon Sep 18, 2017 3:39 pm

Jeronimo wrote:Guys, what are you supporting?

I'm supporting current system. While I haven't witnessed the old I've heard how it worked and how the changes made messed up the game in different direction and ppl were still crying about it.

Jeronimo wrote:I have myself failed DO's with 19-20 shrines in deck.

So did I. So what?! Should we now go and change all cards that look at X top cards because you failed to get an angel from adv Alexa or a totem from mountain Sanctuary?

Jeronimo wrote:I have changed a mediocre Initial Hand... for a even worse with the Mulligan.

Well, bad luck. You took your chances and failed. That happens. This is why you need skill and experience to assess whether your "mediocre" hand allows you to fight your opponent or are you willing to risk it for something potentially worse but you're at the situation where unless you get your best hand you're doomed anyway so you try and go for it.
Also, DECKBUILDING. If you have a good deck, there's no bad starting hands. Except maybe like full shrines. But that's the exception and like the only case you mulligan.
Pro tip: I often keep my initial hand on friendlies and ALWAYS on AIs just to see how would I do with that awfull full shrine draw in case that'll end up as my mulligan. I advice you try the same. In no time you'll find that out of 99% crappy situations there's a way out

Jeronimo wrote:What's the point of supporting a system with flaws, just because is there, instead of thinking in better systems?

Because your "better" system can break the game beyond your imagination! And than we'd have another flood of flamewars "bring back the OLD DO" "Broken DO FIX NAO" etc...
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Re: Ideas to reduce Spellweaver's "Bad Luck"

Postby Rinriet » Mon Sep 18, 2017 3:51 pm

Should we now go and change all cards that look at X top cards because you failed to get an angel from adv Alexa or a totem from mountain Sanctuary?


Yes please. More chess, less Hearthstone.
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Re: Ideas to reduce Spellweaver's "Bad Luck"

Postby Jeronimo » Mon Sep 18, 2017 4:42 pm

Devirk wrote:
Jeronimo wrote:What's the point of supporting a system with flaws, just because is there, instead of thinking in better systems?

Because your "better" system can break the game beyond your imagination! And than we'd have another flood of flamewars "bring back the OLD DO" "Broken DO FIX NAO" etc...

Many competitive players back up a change because... who wants to lose a Masters due obscene Bad Luck?
If you think my propositions can "break the game beyond imagination" I dare you to name its possible flaws.

The [2 turns recharge] is the key feature of this redesign-> After using DO in 1º and 3º turns, those decks which are running less than 18 shrines, won't be balanced in chances to draw a shrine next turn.

Aclaration regarding the build of your Initial Hand swapping cards for the next ones in your top deck
Even if you are given the possibility to entirely swap your full hand... in practice you will only swap 2-3-4 cards.
Always looking for a balanced distribution of play-cards/shrines, while putting at the bottom of the deck those which seem too expensive for first turns, mana curve wise.

You see Devirk, there are no flaws... it makes a decent Spellweaver much better. :)
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Re: Ideas to reduce Spellweaver's "Bad Luck"

Postby WeavingSpells » Mon Sep 18, 2017 7:12 pm

So you want to remove a small risk and replace it with an almost guaranteed optimal start.

You do realize that this will shut out new and aspiring players from having a chance to compete against players with advanced card collections and decks. And without a proper matchmaking system to prevent them being matched together, this will increase the bad experience of new players in exchange for decreasing the bad experiences of veteran players in those matchups.

New players would be crushed by this system with zero chance to win. This isn't chess. In chess both sides start with same pieces and deployment. To make spellweaver like chess, you would want to remove deck draw too. And just start with your entire deck as opening hand to reduce bad luck draw chance too. And everyone would have to have free access to all the cards in the game. And only play mirror matches.

No thanks to these changes.

Bad luck is bad luck. Live with it, the odds aren't even that bad to complain about honestly.
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Re: Ideas to reduce Spellweaver's "Bad Luck"

Postby VitamineC » Mon Sep 18, 2017 7:55 pm

Your version of DO would actually make things worse. Because you don't cycle cards from the top of your deck to the bottom and you always take the topmost shrine when you use DO, you reduce the chance of drawing a shrine the next turn whenever you DO. Since your DO has a cooldown of 2, this leads to situation where you'll only be able to play a shrine every other turn for a while.
With the current system you only really miss a shrine drop when you miss DO twice in a row, if you DO correctly. Missing DO twice in a row means that there are at least 11 consecutive non shrine cards at the top of your deck. Now let's see how you would fare in that situation with your DO assuming you have 1 shrine in hand:

turn 1: draw a card, play your shrine for card draw, use DO -> at least 9 non shrine cards on top of your deck
turn 2: draw a card, play your shrine for card draw -> at least 7 non shrine cards on top of your deck
turn 3: draw a card, use DO, play your shrine for card draw -> at least 5 non shrine cards on top of your deck
turn 4: draw a card, don't have a shrine and can't DO -> at least 4 non shrine cards on top of your deck
turn 5: draw a card, use DO, play shrine for card draw -> at least 2 non shrine cards on top of your deck
turn 6: draw card, don't have a shrine and can't DO -> at least 1 non shrine cards on top of your deck
turn 7: draw card, use DO, play shrine for card draw -> at least 0 non shrine cards on top of your deck
turn 8: At this point you draw a shrine, but only if at least the 5 next consecutive cards after the 11 non shrine cards were shrines. Otherwise you miss another shrine drop.

So instead of missing 1 shrine drop with the current DO, you'd miss at least 2-3 shrine drops over the next 8 turns with your version of DO, assuming you don't shuffle your deck or play extra card draw.

Playing a shrine every turn aside, pulling the top shrine out of your deck and not putting the top 5 cards of your deck under your deck aslo has some severe implications for pseudo draw cards. Cards like Burning Rage and adv Alexa would be more likely to hit, since shrines wouldn't interfere as much, if at all. The element of top card manipulation would also be completely gone and milling your opponent would actually make it less likely that he get's resource screwed.
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