
HatchetHaro wrote: »1. Introduce the ability to ban decks during the deck picking phase. With 12 decks in the game right now, being able to ban one or two decks per player adds a new layer of strategy to the game without cutting off other combo options, putting more emphasis on deck synergies, counters, and turn orders. This would also force some players to diversify their playstyles, especially one-trick power rushers and Crow spammers (yes, that's me).
2. Remove the deserter penalty. Players should not be punished for forfeiting a game that they know will result in a loss, especially when the game is going to be drawn out for quite a bit anyways. Besides, it's pointless and easily bypassed by hopping on a different character.
3. Introduce scaling rewards based on match time. Forfeiting should also count towards those rewards. The reason why many players employ power rush decks and combos is because those games end very quickly, resulting in more rewards over time, and therefore disincentivizing picking decks like Almalexia and Alessia that result in longer games. Introducing scaling rewards would encourage players to freely try out those slow burn decks knowing that they'd still get good rewards from it. Players should also not be punished for staying in a long game that is being drawn out, so the loser's rewards should also scale up to maximum at a certain time.
Here is a sample reward table:
El_Borracho wrote: »I like the idea of scaling rewards, except I would run it the opposite direction, so that faster victories result in greater rewards. There is still the obnoxious strategy of running the clock in order to get your opponent to quit out of boredom.
It’d take it a whole other direction. Delete TOT out of the game. Or - make it so 0 rewards come out of it, even less than now.
Actually - even better - you don’t play TOT, and for that you get a reward. The longer you don’t play, the better rewards. Ty.
HatchetHaro wrote: »1. Introduce the ability to ban decks during the deck picking phase.
ESO_player123 wrote: »HatchetHaro wrote: »1. Introduce the ability to ban decks during the deck picking phase. With 12 decks in the game right now, being able to ban one or two decks per player adds a new layer of strategy to the game without cutting off other combo options, putting more emphasis on deck synergies, counters, and turn orders. This would also force some players to diversify their playstyles, especially one-trick power rushers and Crow spammers (yes, that's me).
2. Remove the deserter penalty. Players should not be punished for forfeiting a game that they know will result in a loss, especially when the game is going to be drawn out for quite a bit anyways. Besides, it's pointless and easily bypassed by hopping on a different character.
3. Introduce scaling rewards based on match time. Forfeiting should also count towards those rewards. The reason why many players employ power rush decks and combos is because those games end very quickly, resulting in more rewards over time, and therefore disincentivizing picking decks like Almalexia and Alessia that result in longer games. Introducing scaling rewards would encourage players to freely try out those slow burn decks knowing that they'd still get good rewards from it. Players should also not be punished for staying in a long game that is being drawn out, so the loser's rewards should also scale up to maximum at a certain time.
Here is a sample reward table:
I'm afraid that giving better rewards (especially a legendary one) for a loss in longer games will lead to some players deliberately dragging out the games. And we definitely do not want more of that.
HatchetHaro wrote: »1. Introduce the ability to ban decks during the deck picking phase. With 12 decks in the game right now, being able to ban one or two decks per player adds a new layer of strategy to the game without cutting off other combo options, putting more emphasis on deck synergies, counters, and turn orders. This would also force some players to diversify their playstyles, especially one-trick power rushers and Crow spammers (yes, that's me).
2. Remove the deserter penalty. Players should not be punished for forfeiting a game that they know will result in a loss, especially when the game is going to be drawn out for quite a bit anyways. Besides, it's pointless and easily bypassed by hopping on a different character.
3. Introduce scaling rewards based on match time. Forfeiting should also count towards those rewards. The reason why many players employ power rush decks and combos is because those games end very quickly, resulting in more rewards over time, and therefore disincentivizing picking decks like Almalexia and Alessia that result in longer games. Introducing scaling rewards would encourage players to freely try out those slow burn decks knowing that they'd still get good rewards from it. Players should also not be punished for staying in a long game that is being drawn out, so the loser's rewards should also scale up to maximum at a certain time.
Here is a sample reward table:
ESO_player123 wrote: »It’d take it a whole other direction. Delete TOT out of the game. Or - make it so 0 rewards come out of it, even less than now.
Actually - even better - you don’t play TOT, and for that you get a reward. The longer you don’t play, the better rewards. Ty.
I'm just curious, why are you advocating for removing it? If you do not like it, you can simply ignore it. If it's about the rewards that it offers that a player misses because of not playing, then that can be said about any part of the game ("I do not do PvP/trials/antiquities so I cannot get rewards, so delete PvP/trials/antiquities).
Kittytravel wrote: »
I don't like banning decks. This discourages new players from entering the game space without acquiring a large amount of them and feels gate kept in the same way that modern MTG and Hearthstone do. Without X amount of correct cards you simply can't play the game. That's why I think disconnecting patrons from the deck slots and simply randomizing their selection adds a more even playing field because it relies on patron-deck synergies and game knowledge. It also lets people decide to ignore the patron system altogether if they think they can win via a 2-deck combo alone.
HatchetHaro wrote: »El_Borracho wrote: »I like the idea of scaling rewards, except I would run it the opposite direction, so that faster victories result in greater rewards. There is still the obnoxious strategy of running the clock in order to get your opponent to quit out of boredom.
Unfortunately, that is entirely antithesis to why I wanted scaling rewards in the first place. If faster victories resulted in greater rewards, everyone would start spamming power rush decks.
Besides, running the clock to get the opponent to quit is usually something that a winning player does; with my scaling rewards, at some point, running the clock would start to only benefit the loser by increasing the loser's rewards with time.
HatchetHaro wrote: »1. Introduce the ability to ban decks during the deck picking phase. With 12 decks in the game right now, being able to ban one or two decks per player adds a new layer of strategy to the game without cutting off other combo options, putting more emphasis on deck synergies, counters, and turn orders. This would also force some players to diversify their playstyles, especially one-trick power rushers and Crow spammers (yes, that's me).
2. Remove the deserter penalty. Players should not be punished for forfeiting a game that they know will result in a loss, especially when the game is going to be drawn out for quite a bit anyways. Besides, it's pointless and easily bypassed by hopping on a different character.
3. Introduce scaling rewards based on match time. Forfeiting should also count towards those rewards. The reason why many players employ power rush decks and combos is because those games end very quickly, resulting in more rewards over time, and therefore disincentivizing picking decks like Almalexia and Alessia that result in longer games. Introducing scaling rewards would encourage players to freely try out those slow burn decks knowing that they'd still get good rewards from it. Players should also not be punished for staying in a long game that is being drawn out, so the loser's rewards should also scale up to maximum at a certain time.
Here is a sample reward table:
Jordan_Black wrote: »Making the prize for being in the top 10% actually worth trying for would be nice. 10k gold and 100 transmutes? C'mon. You can do *way* more than 10 RNDs in the amount of time it takes you to get to and stay in the top 10% of the leaderboard and you have a 100% chance of getting way more gold (sell a couple motif drops) and transmutes than the prize for success in playing all that ToT.
I mean, I really like ToT. I play it most days. But the leaderboard prize is laughable. I usually play competitive until I get to rubedite and then just play casual the rest of the month.