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Thread: Dream Deck with equipment is crazy.

  1. #231
    Quote Originally Posted by ev1lb0b View Post
    And so it's gone from a broken deck to a strong deck like Slaughtergears now right??
    It was never as good as slaughtergear (and frankly, many other top tier arena farming decks), and it's gone from an unfun, uninteractive deck to a non-existent deck.

  2. #232
    Quote Originally Posted by ev1lb0b View Post
    And so it's gone from a broken deck to a strong deck like Slaughtergears now right??
    again, it was not about it being too strong of a deck...It was about the fact that it ignored key game systems and was non-interactive. Did you bother to read my post or the ones I quoted?

    Slaughtergear decks are strong, but they still require thresholds and still interact with the opponent. I will say it again, the dream deck was not nerfed because of its strength. it was nerfed because it ignored threshold and resources and didnt really interact with the opponent in any way.

  3. #233
    I just want to offer a little food for thought on this whole notion of "gold-fishing" or "non-interactive gameplay."

    In PvE, if you work to build a deck you like to play, that can beat content for you, why does it matter how the AI interacts with it?
    We shouldn't fall victim to holes in the AI's ability to interact with our chosen gameplay style.
    With that said, there will always be a need for balance to not allow a deck to trivialize content.

    Trivializing content and having a non-interactive deck should not both be crushed when balancing content.
    PvE is the only platform we have where it doesn't matter to an opponent how we play against them.
    This should give players more creative freedom to play how they enjoy to play.

    Content can be tweaked to make it more challenging, or to turn off commonly used devices to succeed at non-interactive gameplay.

    The article specifically addresses, supposedly, the "non-interactive" components of the dream deck to help balance them.

    In actuality, the non-interactive components of the deck remain, forcing creative deck-building to hit new threshold requirements to futher complicate the decks speed at accomplishing non-interactive wins.
    Last edited by nicosharp; 04-07-2016 at 04:03 PM.

  4. #234
    People will always be upset about "nerfs". This is ultimately the right move on Hex's part- it would be a grave mistake to do the alternative, which is to institute power creep to combat previous mistakes in an effort to restore balance (Diablo III, anyone?). Designers are human and are bound to make mistakes and being willing to bite the bullet at the right times is what makes them a great design team.

    Sucks that I just recently acquired a set of Enter the Dreams but this is for the game. You win some, you lose some.

  5. #235
    im curious, to all the people who are saying it wasnt a strong deck, if you could play PVE decks vs other players, do you still think it isnt strong and that slaughtergear is better?

  6. #236
    Quote Originally Posted by frychikn View Post
    im curious, to all the people who are saying it wasnt a strong deck, if you could play PVE decks vs other players, do you still think it isnt strong and that slaughtergear is better?
    If people tasted like candy canes would you be more or less inclined to eat them?
    Member of The Unnamed Council - the Hex TCG PvE Guild
    Twice as nice as i seem and ten times as friendly.

  7. #237
    Quote Originally Posted by nicosharp View Post
    I just want to offer a little food for thought on this whole notion of "gold-fishing" or "non-interactive gameplay."

    In PvE, if you work to build a deck you like to play, that can beat content for you, why does it matter how the AI interacts with it?
    We shouldn't fall victim to holes in the AI's ability to interact with our chosen gameplay style.
    With that said, there will always be a need for balance to not allow a deck to trivialize content.

    Trivializing content and having a non-interactive deck should not both be crushed when balancing content.
    PvE is the only platform we have where it doesn't matter to an opponent how we play against them.
    This should give players more creative freedom to play how they enjoy to play.

    Content can be tweaked to make it more challenging, or to turn off commonly used devices to succeed at non-interactive gameplay.

    The article specifically addresses, supposedly, the "non-interactive" components of the dream deck to help balance them.

    In actuality, the non-interactive components of the deck remain, forcing creative deck-building to hit new threshold requirements to futher complicate the decks speed at accomplishing non-interactive wins.
    I'd actually like to expand on this.

    Why do people play Adaptatron or offer it as solution to so many encounters? Is it because Adaptatron is so amazing or because everyone knows that it's mechanics stump the AI and that people can bypass encounter difficulty by using this card?

    Most of the Arena farming decks are built to be faster than the AI can handle and to end the game before the AI can fully come online or sometimes before it can even activate their hero abilities (which is why aggro is the most common type). The dream deck was obviously an extreme example of non-interaction, but a lot of farm decks exploit the AI's inability to handle certain things.

  8. #238
    Quote Originally Posted by Quantius View Post
    Why do people play Adaptatron or offer it as solution to so many encounters? Is it because Adaptatron is so amazing or because everyone knows that it's mechanics stump the AI and that people can bypass encounter difficulty by using this card?
    Mostly because it's amazing.

    The thing that really puts it over the edge is the lifedrain. Lifedrain on a 2/2, not a big deal. Lifedrain on a 4/3 or 9/3 first striker? Hella big deal.

    That piece of equipment breaks the color pie as much as anything else. Artifacts shouldn't have enormously good life gain options.

  9. #239
    Quote Originally Posted by IronPheasant View Post
    Mostly because it's amazing.

    The thing that really puts it over the edge is the lifedrain. Lifedrain on a 2/2, not a big deal. Lifedrain on a 4/3 or 9/3 first striker? Hella big deal.

    That piece of equipment breaks the color pie as much as anything else. Artifacts shouldn't have enormously good life gain options.
    If the AI wasn't incompetent it would be killed easily, but AI can't figure out an activated swiftstrike (or the activated pumps), that's the reason for it's success. It's one thing to play a pump or swiftstrike spell from the hand, your opponent doesn't know it's there (sure can guess/bluff vs human), but in Adaptatron's case it's literally on the card and the AI acts like it's not a thing and will attack into it or block it with something that will die if you use Adaptatron's abilities. That's not you being clever. That's the AI sucking.
    Last edited by Quantius; 04-07-2016 at 10:19 PM.

  10. #240
    Quote Originally Posted by Quantius View Post
    If the AI wasn't retarded it would be killed easily, but AI can't figure out an activated swiftstrike (or the activated pumps), that's the reason for it's success. It's one thing to play a pump or swiftstrike spell from the hand, your opponent doesn't know it's there (sure can guess/bluff vs human), but in Adaptatron's case it's literally on the card and the AI acts like it's not a thing and will attack into it or block it with something that will die if you use Adaptatron's abilities. That's not you being clever. That's the AI sucking.
    Please don't use the word retarded in that way i understand what you mean but it is not only incorrect when referring to a program it is also insulting to people with disability.
    Member of The Unnamed Council - the Hex TCG PvE Guild
    Twice as nice as i seem and ten times as friendly.

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