Chapter 603: The Destructive Power of Extreme Decks!
The impact on the environment of the ladder by directly "deleting" certain construction systems through balanced updates should be regarded as a "controllable" reshuffle if strictly speaking.
The logic is to put it bluntly: the core reason lies in the "food chain" of the ladder battle.
In Hearthstone, Aggro Reduces 10 Chances, and no matter what kind of bells and whistles the opponent is, clear the enemy's hero health before it activates to win.
Therefore, OTK decks with slower launches and weaker arenas will inevitably have a disadvantage in overall overall win rate when facing aggro decks;
Of course, the fast attack deck is not free to do whatever it wants, its natural enemy "control deck" is to feed on the fast attack, through a variety of field control methods, to hold the rhythm and blood volume, drag to the late stage of the battle, and consume resources alive and death The endurance is difficult to maintain.
In battles like "Control" vs. "Healing Garden", the latter is a standard disadvantage, relying on quick lay-up to create damage, but in the face of Control, the [Blasphemy], [Hellfire], [Lord Godfrey], [Twisted Void] and other AOE solution cards in the opponent's hand are enough to deal with the followers of the healing garden.
Fast attack eats OTK, control eats fast attack, the last link of this set of food chains, was originally a natural "OTK eat control", the combination of skill cards use their specific burst instant killing ability after collecting components, a single round directly terminate the control card deck to end the battle.
In this way, the three types of decks form a complete ecological cycle, ensuring that each deck has its own disadvantages and strengths, and the ladder environment will naturally gradually stabilize.
In advantageous battles, as long as the players play normally, they can win and get ladder points;
On Hearthstone's ladder, it is not uncommon for aggro decks to rely on players' aggressive attacks and precise rhythm to suppress, but there is a little bit of difficulty and luck in operation.
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However, there is a hidden danger in this food chain:
If you have an extreme deck with a win-loss ratio of 10 or 10 against other decks, the deck will be unimaginably damaging to the environment!
What is an Extreme deck?
For example, the original version of the "Mission Thief" in Su Ming's memory can actually be regarded as an extreme deck in a sense.
Because of its special construction system, it is neither fast attack, nor control, let alone OTK.
However, this is such a "wonderful" deck that can win a terrifying 100% win rate against any type of "slow deck"!
That's right, the original version of the Mission Thief had a 100% chance of winning against a variety of cards that were weak in the early stages and didn't have the ability to grab blood, and there was no possibility of losing the game.
With the emergence of extreme decks, the ladder environment at that time in Su Ming's memory was directly destroyed by the "mission thief", and the original normal ecological food chain was completely broken.
First of all, the various control decks that existed on the ladder were so frightened by the Quest Thieves that most players naturally chose to vote with their feet when they found that no matter how hard they tried, they couldn't counter the Quest Thieves with slow decks:
"I can't beat it, I can dodge, I don't have to control the deck, can't it!"
Players in the slow decks abandoned their original decks, resulting in a significant reduction in the number of control decks on the ladder to the point of near extinction.
The knock-on effect of the decrease in the proportion of control decks is the emergence of aggro decks that they had suppressed, and the emergence of a large number of new aggro decks all have a common trait: "Catch the Quest Thief".
The Quest Thief slaughtered the Slow decks and had the power to fight against the Fast Attack, and the Ladder block collapsed completely, turning it into a battleground between the two factions of the "Quest Thief and the Anti-Quest Thief".
As for the other decks that didn't stand in line?
Sorry, they've all been killed by the quest thief.
This extreme environment is undoubtedly very unhealthy, and in this environment, the level of the ladder that a player can reach has little to do with their personal strength, it is purely to see if they can catch the deck they want to catch, and there is no technical skill at all.
What's even more interesting is that although the current Hearthstone Ladder ranking of Glory Star implements a dynamic point system, which intelligently evaluates the points based on the performance of both players, under this mechanism, the environmental damage of extreme decks will be even greater.
Suppose there is an environment in the world of Glory Star where the mission thief slaughters the slow deck on the ladder, and the biggest problem is that in this environment, the points obtained by players are not linked to their strength at all.
Slow decks, against the task thief will lose, because it is a game of almost zero ten, so the deduction of ladder points is negligible;
When these slow deck players encounter a winnable battle, they will use this to earn a lot of points to increase the ladder level, but when they run into the mission thief again, they can't beat it, they still can't beat it!
A healthy and orderly ladder environment should be that with the improvement of the player's level and strength, the battles that could not be won can be gradually made up through operation and rhythm, rather than simply relying on the way of "catching a certain card deck" to score points.
The ladder level of the former can intuitively and effectively represent the strength level of the player; The latter, at best, is a sign that the player is experienced in fighting a certain deck.
Because of this, the pinnacle version of the mission thief deck that Su Ming took out during his first promotion trial was weakened by the Star Spirit before he could show it in the Glory Star Ladder, because the Star Spirit knew as well as Su Ming that letting this kind of IMBA-level deck flow into the Sky Ladder would be a devastating blow to the environment.
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The Hearthstone Battle.net version update released this time is actually the removal of some of the "extreme decks" that currently exist in the ladder, and the possibility of such danger is extinguished before they can form a climate or cause damage to the environment.
In a normal ladder environment, there are and must be a variety of different types of deck encounters, in which there are advantage, balance or disadvantage games, giving players the opportunity to give full play to their talents and engage in a battle of wits and courage, but there should never be a one-sided battle with a win-loss ratio of 10%.
For Su Ming and the spirit world he is now creating, the impact of the version update is not particularly obvious, after all, there are a large number of deck reserves, and you can always find a powerful card deck that conforms to the rhythm of the ladder, but when you put it to the outside world, when you receive this sudden update announcement, the situation can be described as a stone that stirs up a thousand waves!
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