Major_Mangle wrote: »Most patrons should be reworked to become more expensive the more consecutive uses it gets from the same user (exponentially). Would also be interesting if they added a card that prevents the use of patrons for X turns (part of the neutral cards not connected to any decks).
Seraphayel wrote: »Major_Mangle wrote: »Most patrons should be reworked to become more expensive the more consecutive uses it gets from the same user (exponentially). Would also be interesting if they added a card that prevents the use of patrons for X turns (part of the neutral cards not connected to any decks).
Patrons just shouldn't be usable when you've favored them like Crow. Would fix a lot of issues. Would also dumb down patrons, but spamming them is obnoxious, especially for decks like Sorcerer King.
Seraphayel wrote: »Major_Mangle wrote: »Most patrons should be reworked to become more expensive the more consecutive uses it gets from the same user (exponentially). Would also be interesting if they added a card that prevents the use of patrons for X turns (part of the neutral cards not connected to any decks).
Patrons just shouldn't be usable when you've favored them like Crow. Would fix a lot of issues. Would also dumb down patrons, but spamming them is obnoxious, especially for decks like Sorcerer King.
But Orgnum is perfectly well with 1 coin cost at unfavored position, isn't it?
Seraphayel wrote: »Seraphayel wrote: »Major_Mangle wrote: »Most patrons should be reworked to become more expensive the more consecutive uses it gets from the same user (exponentially). Would also be interesting if they added a card that prevents the use of patrons for X turns (part of the neutral cards not connected to any decks).
Patrons just shouldn't be usable when you've favored them like Crow. Would fix a lot of issues. Would also dumb down patrons, but spamming them is obnoxious, especially for decks like Sorcerer King.
But Orgnum is perfectly well with 1 coin cost at unfavored position, isn't it?
Yes, why not?
Seraphayel wrote: »Seraphayel wrote: »Major_Mangle wrote: »Most patrons should be reworked to become more expensive the more consecutive uses it gets from the same user (exponentially). Would also be interesting if they added a card that prevents the use of patrons for X turns (part of the neutral cards not connected to any decks).
Patrons just shouldn't be usable when you've favored them like Crow. Would fix a lot of issues. Would also dumb down patrons, but spamming them is obnoxious, especially for decks like Sorcerer King.
But Orgnum is perfectly well with 1 coin cost at unfavored position, isn't it?
Yes, why not?
Never mind, it just seemed to me you're still disappointed with Orgnum.
Seraphayel wrote: »Seraphayel wrote: »Seraphayel wrote: »Major_Mangle wrote: »Most patrons should be reworked to become more expensive the more consecutive uses it gets from the same user (exponentially). Would also be interesting if they added a card that prevents the use of patrons for X turns (part of the neutral cards not connected to any decks).
Patrons just shouldn't be usable when you've favored them like Crow. Would fix a lot of issues. Would also dumb down patrons, but spamming them is obnoxious, especially for decks like Sorcerer King.
But Orgnum is perfectly well with 1 coin cost at unfavored position, isn't it?
Yes, why not?
Never mind, it just seemed to me you're still disappointed with Orgnum.
Orgnum is just the biggest offender when it comes to patron spam, that’s why I said it. I don’t know what Orgnum just costing 1 when you’re unfavored has to do with that. I like the ramping up costs of Orgnum, it’s something they could implement for more patrons. Rahjin 2/3/4, Alessia 3/4/5 etc.
ZOS_JessicaFolsom wrote: »Hey @TumlinTheJolly as a heads-up, we just wanted to let you know we passed your feedback along to the team who works on Tribute and they are going to look at this. While a lot of factors can play into how long a match goes, they did agree that 80 minutes is longer than intended for any one match.
There are a couple trolls out there who always pick Rajhin and Almalexia and often makes for a really terrible experience. Both decks are extremely unfun.
There are a couple trolls out there who always pick Rajhin and Almalexia and often makes for a really terrible experience. Both decks are extremely unfun.
I just leave any game that has both decks. If you choose those decks, enjoy your cheap victory.
The 5-10 min penalty is worth the wait many times over
Seraphayel wrote: »There are a couple trolls out there who always pick Rajhin and Almalexia and often makes for a really terrible experience. Both decks are extremely unfun.
I just leave any game that has both decks. If you choose those decks, enjoy your cheap victory.
The 5-10 min penalty is worth the wait many times over
Why leave when you can simply choose decks that actively counter their play style and try a win? It doesn’t make sense to outright concede when you still have the power to make it a short match, even if you already picked a deck. You guys are giving yourselves a hard time when there’s an (easy) fix for that.
Personofsecrets wrote: »Seraphayel wrote: »There are a couple trolls out there who always pick Rajhin and Almalexia and often makes for a really terrible experience. Both decks are extremely unfun.
I just leave any game that has both decks. If you choose those decks, enjoy your cheap victory.
The 5-10 min penalty is worth the wait many times over
Why leave when you can simply choose decks that actively counter their play style and try a win? It doesn’t make sense to outright concede when you still have the power to make it a short match, even if you already picked a deck. You guys are giving yourselves a hard time when there’s an (easy) fix for that.
You seem to think that counters are sufficient ways of dealing with toxic game play.
Needless to say, counters don't always work. Sometimes they are very effective, but not always. And when I say "not always," that can mean that counters aren't sufficient at mitigating toxic game play patterns a majority of the time.
Statistically thinking, counters will always be insufficient tools at stopping game play. For a toxic line of game play to be problematic, it has to first arise within the game. That doesn't always happen, but is a statistical event. Afterward, the counter strategy needs to be available. There are multiple layers of randomness at this point that prevent counters from being sufficient. One, the likelihood of 2 events happening, toxic game play was possible AND the counter was available, will always be less than the likelihood of the single event of toxic game play happening. Second, not only does the counter have to be available, but within the specific game case that is happening, it has to actually work within said scenario. Again, the chance of 2 events happening, the counter was available AND the counter worked sufficiently, will always be less than the chance of the counter merely being available.
And there are a number of reasons as to why counters may not be effective at preventing the type of game play that someone doesn't like. It could be that the offensive strategy is just plain too strong to begin with or it may have an inevitability component. Maybe the counter strategy is too weak or doesn't have enough synergy with main strategies to be generally viable.
Additionally, it's often the case that discussion of counter play can fall into speculation. I'm quite certain that nobody in the ToT community has data that shows which patrons tend to prevail in any of the different matchups that can happen. The patrons alone, without looking at the cards that were available at the start of the game because of those patron choices, already gives a huge number of possible variables to explore.
For these reasons, discussions of counter play are extremely lacking. The much better way for a game to be designed is not around counter play and forcing players to deal with design mistakes, but rather the better way for games to be designed is for cards to be balanced. That can include balance that happens as the game becomes more solved by those who are playing and may discover new exploits, even with the same set of cards, as the game ages.
And the glory of a balance change is that it can be undone if it is for some reason ends up too extreme. And we have yet to even discuss the core problem that is leading to a specific type of toxic play patterns which is the abuse of patrons. Many of the patrons can be abused by being used over and over. Rather than relying on counter plays that cannot solve the game mechanic problem that exists with several game pieces, it's much better for design to just strike at the root of the problem by reevaluating patron spam.
It also seems, and I hope not, but it seems like you are underestimating just how many toxic games are happening. Not only because of counters being insufficient, but because of the large swath of players who can't be expected to understand the nuances of the game to the point that they really know what counters what. And again, that idea is even subjective because there isn't necessarily data that shows anyone what counters what. There is a large number of players who would be benefited by changes that mitigate toxic game play because they literally don't know and can't know how to stop that game play.
Additionally, there have been several top, very top, ranked players who heavily rely on toxic game play patterns, including patron spam based strategies, to prove themselves better than everyone else. It's a complete impossibility that anyone going for early game spam cheese tactics is either understanding or playing the game in a holistic way that merits their high ladder placement. They are merely getting results by leaning on the same cheesy tactic every single game. Players, especially at the top ranks when facing one another, should be winning based on their skills and not situations where turning a static game piece in their favor a few times in a row leads to a near unstoppable sequence of latter game winning events.
The whole gestalt of card game design is developers "fixing" problems that they created with overpowered game pieces by introducing "counters" and I am completely willing to tell every single one of them that they are wrong for going about design in such a way.
ZOS_JessicaFolsom wrote: »@Personofsecrets thank you! Tagged the team to look at your post above, too.
There are a couple trolls out there who always pick Rajhin and Almalexia and often makes for a really terrible experience. Both decks are extremely unfun.
I just leave any game that has both decks. If you choose those decks, enjoy your cheap victory.
The 5-10 min penalty is worth the wait many times over
Seraphayel wrote: »There are a couple trolls out there who always pick Rajhin and Almalexia and often makes for a really terrible experience. Both decks are extremely unfun.
I just leave any game that has both decks. If you choose those decks, enjoy your cheap victory.
The 5-10 min penalty is worth the wait many times over
Why leave when you can simply choose decks that actively counter their playstyle and try a win? It doesn’t make sense to outright concede when you still have the power to make it a short match, even if you already picked a deck. You guys are giving yourselves a hard time when there’s an (easy) fix for that.
Personofsecrets wrote: »Seraphayel wrote: »There are a couple trolls out there who always pick Rajhin and Almalexia and often makes for a really terrible experience. Both decks are extremely unfun.
I just leave any game that has both decks. If you choose those decks, enjoy your cheap victory.
The 5-10 min penalty is worth the wait many times over
Why leave when you can simply choose decks that actively counter their play style and try a win? It doesn’t make sense to outright concede when you still have the power to make it a short match, even if you already picked a deck. You guys are giving yourselves a hard time when there’s an (easy) fix for that.
You seem to think that counters are sufficient ways of dealing with toxic game play.....
I've found out that Orgnum can help against Rajhin spam, but you might need some economy boost first.
Orgnum deck does not have any cards that could amplify Rajhin play (unlike Mora/Psiji c/Ansei). The more cards opponent spams into your deck, the more power you will get from Orgnum). They will have a dilemma of which patron to use.
Personofsecrets wrote: »Seraphayel wrote: »There are a couple trolls out there who always pick Rajhin and Almalexia and often makes for a really terrible experience. Both decks are extremely unfun.
I just leave any game that has both decks. If you choose those decks, enjoy your cheap victory.
The 5-10 min penalty is worth the wait many times over
Why leave when you can simply choose decks that actively counter their play style and try a win? It doesn’t make sense to outright concede when you still have the power to make it a short match, even if you already picked a deck. You guys are giving yourselves a hard time when there’s an (easy) fix for that.
You seem to think that counters are sufficient ways of dealing with toxic game play.
Needless to say, counters don't always work. Sometimes they are very effective, but not always. And when I say "not always," that can mean that counters aren't sufficient at mitigating toxic game play patterns a majority of the time.
Seraphayel wrote: »There are a couple trolls out there who always pick Rajhin and Almalexia and often makes for a really terrible experience. Both decks are extremely unfun.
I just leave any game that has both decks. If you choose those decks, enjoy your cheap victory.
The 5-10 min penalty is worth the wait many times over
Why leave when you can simply choose decks that actively counter their playstyle and try a win? It doesn’t make sense to outright concede when you still have the power to make it a short match, even if you already picked a deck. You guys are giving yourselves a hard time when there’s an (easy) fix for that.
One word: Time.
Seraphayel wrote: »Personofsecrets wrote: »Seraphayel wrote: »There are a couple trolls out there who always pick Rajhin and Almalexia and often makes for a really terrible experience. Both decks are extremely unfun.
I just leave any game that has both decks. If you choose those decks, enjoy your cheap victory.
The 5-10 min penalty is worth the wait many times over
Why leave when you can simply choose decks that actively counter their play style and try a win? It doesn’t make sense to outright concede when you still have the power to make it a short match, even if you already picked a deck. You guys are giving yourselves a hard time when there’s an (easy) fix for that.
You seem to think that counters are sufficient ways of dealing with toxic game play.
Needless to say, counters don't always work. Sometimes they are very effective, but not always. And when I say "not always," that can mean that counters aren't sufficient at mitigating toxic game play patterns a majority of the time.
I simply don't agree with you in this regard because in my opinion your argumentation is flawed. You're always taking up the role of the victim in all of these games and I don't see why that's the case.
Counters work as much as your allegedly toxic play patterns do. They do work or they don't, depending on how well RNG plays into it. It makes no sense to concede a match before it even started just because you think something might happen.
As someone with free will you can also chose that toxic playstyle yourself if your opponent picks these decks. There's action and there's reaction. Maybe 0,01% of matches are decided in the first round, so there is always a chance for you to turn a match. You just need to know how to counter specific playstyles. This comes with experience. To every deck and to every toxic playstyle there's a counter.Seraphayel wrote: »There are a couple trolls out there who always pick Rajhin and Almalexia and often makes for a really terrible experience. Both decks are extremely unfun.
I just leave any game that has both decks. If you choose those decks, enjoy your cheap victory.
The 5-10 min penalty is worth the wait many times over
Why leave when you can simply choose decks that actively counter their playstyle and try a win? It doesn’t make sense to outright concede when you still have the power to make it a short match, even if you already picked a deck. You guys are giving yourselves a hard time when there’s an (easy) fix for that.
One word: Time.
If time becomes an issue you already made the mistake of choosing the wrong decks to counter your opponent, it's really as simple as that. With Mora no Rahjin game would take 20 or 30 minutes. Honestly, I find it hilarious when players complain about matches that last for half an hour - that's entirely (!) your fault. Good matches from opponents that know how to play and what to play last 10-15 minutes at best.
________
Another issue I have with these posts is that people don't seem to learn. You're falling for this one time, two times, three times... and then? You should know better. If you're repeating your own mistakes that's not the fault of the game or toxic playstyles or whatever. Some complaints are valid, but some - in my opinion - come from a position of a lack of experience.
I'm not trying to attack anyone here, I'm just advocating for a readjustment of mentality in regards to ToT. Remember, even if your opponent picks these problematic decks, what hinders you to play them as they would?
Seraphayel wrote: »
I simply don't agree with you in this regard because in my opinion your argumentation is flawed. You're always taking up the role of the victim in all of these games and I don't see why that's the case.
Counters work as much as your allegedly toxic play patterns do. They do work or they don't, depending on how well RNG plays into it. It makes no sense to concede a match before it even started just because you think something might happen.
As someone with free will you can also chose that toxic playstyle yourself if your opponent picks these decks. There's action and there's reaction. Maybe 0,01% of matches are decided in the first round, so there is always a chance for you to turn a match. You just need to know how to counter specific playstyles. This comes with experience. To every deck and to every toxic playstyle there's a counter.
Why leave when you can simply choose decks that actively counter their playstyle and try a win? It doesn’t make sense to outright concede when you still have the power to make it a short match, even if you already picked a deck. You guys are giving yourselves a hard time when there’s an (easy) fix for that.
If time becomes an issue you already made the mistake of choosing the wrong decks to counter your opponent, it's really as simple as that. With Mora no Rahjin game would take 20 or 30 minutes. Honestly, I find it hilarious when players complain about matches that last for half an hour - that's entirely (!) your fault. Good matches from opponents that know how to play and what to play last 10-15 minutes at best.
________
Another issue I have with these posts is that people don't seem to learn. You're falling for this one time, two times, three times... and then? You should know better. If you're repeating your own mistakes that's not the fault of the game or toxic playstyles or whatever. Some complaints are valid, but some - in my opinion - come from a position of a lack of experience.
I'm not trying to attack anyone here, I'm just advocating for a readjustment of mentality in regards to ToT. Remember, even if your opponent picks these problematic decks, what hinders you to play them as they would?
Personofsecrets wrote: »You are familiar enough with what's written here on the ToT board to know this. If we are talking about ranked, over the past year of thousands of games I carried an 85% win rate. When we are talking about unranked, over the past year of thousands of games, I carried a 91% win rate.
Personofsecrets wrote: »Personofsecrets wrote: »Seraphayel wrote: »There are a couple trolls out there who always pick Rajhin and Almalexia and often makes for a really terrible experience. Both decks are extremely unfun.
I just leave any game that has both decks. If you choose those decks, enjoy your cheap victory.
The 5-10 min penalty is worth the wait many times over
Why leave when you can simply choose decks that actively counter their play style and try a win? It doesn’t make sense to outright concede when you still have the power to make it a short match, even if you already picked a deck. You guys are giving yourselves a hard time when there’s an (easy) fix for that.
You seem to think that counters are sufficient ways of dealing with toxic game play.....
I've found out that Orgnum can help against Rajhin spam, but you might need some economy boost first.
Orgnum deck does not have any cards that could amplify Rajhin play (unlike Mora/Psiji c/Ansei). The more cards opponent spams into your deck, the more power you will get from Orgnum). They will have a dilemma of which patron to use.
While what I wrote is still true, I will comment on Sorcerer King because it may suffice as a sufficient counter to Rajhin style gameplay.
First and foremost, it can be that Rajhin is a last pick. In order to counter such a last pick option, someone would have to choose Sorcerer King every single time that they are second player. And that dynamic is toxic in and of itself for a couple of reasons. One, Sorcerer King gives an advantage to the first player due to the power level of some of the 2 cost cards being quite high. First player also get's the first chance to buy the 5 cost agents. Two, the counter picking player would never be able to have another match where they are free to be second player without Sorcerer King which narrows down on their options and gameplay that they may experience.
Next, it's still the case that my general conclusion remains which is that counters don't always work. If first player buys a strong 2 drop like a Sorcerer King card or even another classes card like a Luxury Exports, Scrying Globe, or Vestments and then uses the Rajhin button, their opponent is still in a really bad spot for no other reasons than the starting Tavern cards, having gone second, and toxic Patrons. The real issue remains to be the toxic gameplay enabling mechanics.
Lastly, even if counter picking in this case was foolproof, it would just be exchanging one toxic abusable patron for another. I even lost a game, as a highly experience player, to an opponent who purchased a single card and then used the Sorcerer King button every single turn for the rest of the game. That's unacceptable from a gameplay perspective and it shouldn't be an option even as a potential counter to other toxic gameplay.
spartaxoxo wrote: »Personofsecrets wrote: »You are familiar enough with what's written here on the ToT board to know this. If we are talking about ranked, over the past year of thousands of games I carried an 85% win rate. When we are talking about unranked, over the past year of thousands of games, I carried a 91% win rate.
I agree that you definitely know enough about this game to contribute valid information. You're one of the top players. Although frankly, I reject the premise even a bad player can't explain their experience validly. New player experience onboarding experience of this game is abysmal.
But, I do have to wonder, what winrate do you expect to have before you'd consider the game sufficiently balanced for skill over luck? Because a 91% winrate is very high.