I suppose maybe that's partly self inflicted from me sometimes playing off-meta or tier 2 constructed decks when technically I should just be playing mono white aggro in bo1 or esper midrange in bo3 or something if I wanted to maximize my constructed win rate. I know without 4 copies of stuff there is perhaps more randomness in draft but over the long term I feel like my win rate in draft is actually higher than constructed. I personally think draft is the most skill rewarding format because you have to draft and build the deck skillfully on top of playing it well. The game rewards skill a lot, but the matchmaker tends to pair you against more skilled opponents the more you win to try and keep everyone's win rates at 50% (same as almost every pvp game). There are skill opportunities in deciding which removal to use (sometimes using ] rather than ] on ] in the aforementioned Greasefang matchup isn't exactly a tough choice, although playing Cast Down in Explorer is definitely a low-skill deckbuilding decision). 'Threat -> removal' is rarely an actual decision, especially in a high-powered format. You had a lengthy back-and forth, threats trading for answers, both decks firing on all cylinders? Well then you each have the lose-bomb that is three consecutive land draws, and one of you shuffled that bomb higher up than the other. They drew T3 Greasefang and you didn't draw one of your answers? Well, shrug. Even aside from the maybe 40% of games that are decided by the mana system, plenty more games are still determined when the decks are shuffled. I feel like its impact is underestimated. Too difficult.ĭeckbuilding - 75% (optional) Play: 5-10% (depending on deck) Luck: 15-20% 'Here's six sets, what's the strongest deck' is a hard question. If they build anything, it will probably be to default to a preferred style or to build around something that appeals to them. ![]() On the other hand, if you give an experienced player a format and ask them to devise an optimal deck within that format, most will be completely lost. The question is 'do you have it', which is a combination of the other two things. Pros will typically agree on plays, because they're mostly not big decision points. More or less any experienced player can look at a typical board and figure out the optimal line of play, or something close to it. In general I like that are no item rewards in progress bar but some coin.I really, really disagree. I'll change minigames, especially Underground Chamber, in something like a random puzzle to solve. The Fishing Game: boring.rewards are low and it takes too much time. In test server on 20 runs I got empty chest on 1st click at 80%. The Underground Chamber: to be avoided like the plague. Meanie Rumble: as DK I think it's very difficult to kill all monsters.probably a ranged class can do it. Summer Solstice Festival: I don't like minigames and I will probably play only Arena of Endurance.Īrena of Endurance: I think every class can survive for 60 sec here. Good at 90%.I'll change only color drop % ![]() ![]() I drop 1 ticket every 2-3 Q so it's OK for this event. I' got 160 red/yellow and only 120 purple and 80 green. The color's drop is a bit low, especially for green and purple. Summer Festival Preparation: we can finish event buying nothing only with 5 run/day completing daily and color quest. ![]() With much regret I must say that this time the event, even if I don't like it, was developed with a little brain.
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