Under the old system, Player A was making more of the meaningful decisions and Player B was along for the ride. Under the new system, both players have meaningful decisions to make, thus increasing interactivity, not reducing it.
I get what you're saying, I just think it's so wrong in my mind that I assumed I was confused.
Taking options out of the game does not increase interactivity no matter how hard you try to spin it that way.
IGN - Mitthrawnuruodo
One half of the "Frick and Frack of negativity".
Last edited by noragar; 11-03-2015 at 02:55 PM.
If the former, then we just have a difference of opinion about which system is better, which is perfectly valid. I can see the points from the other side, I just prefer this one.
If the latter, I hope that those of that opinion can put aside years of knowing how it is, and do an objective evaluation about how it should be before making their final decision.
Last edited by noragar; 08-04-2015 at 12:00 PM.
People need to remember that this is actually the SECOND change to this particular rule/interaction. The original was to default to a pause when anything was added to the chain. The first change was to auto-pass that first priority by default while adding the CTRL hotkey to use the original function. This is the second change, where they've now removed the hotkey but retained the auto-pass that was added in the first change.
The first change was just a quality of life upgrade to help the game flow faster without sacrificing depth. However, the advertising of the new function was horrific (and so was/is the entire tutorial for this game, this is just one example) so we have some of the confusion in this very thread.
This second change is not a quality of life upgrade, it's dumbing down the rules to be more like Hearthstone.
I want to point out that every TCG I have played with a chain has allowed self chaining. It isn't unique to MTG, and it feels bad to not have that option in Hex, which is trying to be the best of the best.