![]() ![]() Except that it requires you disenchanting your entire starting card book to make 1 single fotm deck to flex with (which ofc, is entirely at the mercy of the next patch), on top of knowing the game inside and out to stomp Arena. Yeah, the pros always like to advertise that it's entirely possible to climb with f2p in Hearthstone. In Hearthstone, last time I checked new and f2p players are pretty much expected to become the dregs of the matchmaking and suck up all the losses for the paying customers and the whales because of the poverty feedback loop that requires wins to progress in f2p (and even if you do, it's abysmally slow anyway). That said, in Shadowverse it's not as bad as it is in Hearthstone. ![]() Obviously, in CCG it's absolute heaven for these flock of sad sods and the feasts begin. Hell, even in League of Legends where all of the 3 pitfalls are not really present (outside of fotm picks: to be good, you need to actually be good as a player and as mentioned the measures put there to prevent low elo stomping), you still get players going out of their way to create and level new accounts (you need to reach account level 30 AND own at least 20 champions to even play rank mode) just to get this rush of stomping low ranks. To put it in a nutshell, in a game with a high "show off" factors, that requires little player effort to actually do the show-offing so long they paid their dues to get the powers in the form of cards (unless the players is seriously dumb, any player with the strong and synergising cards will beat the players with little/weak/un-synergising cards to work with they don't even need to craft the deck themselves since they can just netdeck), and there's little to no measures to stop their onslaught on the devs part (the devs of Shadowverse does have a band-aid solution of pve progression which I'll get to later). and of course, the complete lack of measures put to prevent well equipped and seasoned player from destroying low ranks (in for example League of Legends, to receive the seasonal reward require you at least be in a mid tier rank, and measures are implemented to shuffle strong players up the ladder and attempt to punish those that lose games on purpose to go down). that most ranks don't require beyond rudimentary tactical skills and reading comprehension on the part of the player and the player's actual power mostly come from the cards they own, ![]() the genre having a high "show off" factor due to all the hundreds of cards/their flashy synergies and the truckload of cosmetics, This, after some careful thoughts, is probably a result of a combining reasons including: The same issue also plagued games like Hearthstone where just about most of the "Golden Heroes" (meaning 500+ wins in Ranked and Arena on just THAT hero ALONE, ie extremely seasoned veteran) with ridiculous netdecks all swim in the entrance Rank levels to destroy all the new and f2p players. ![]()
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