|
11 months ago ::
Aug 02, 2012 - 5:12AM
#121
|
Date Joined:
Aug 11, 2010
|
It's already been explained multiple times why issues with quitting aren't valid arguments against infinite turns. Just because you choose to ignore the posts that explain why you're wrong doesn't mean you're not wrong.
If there is a valid reason not to quit, like not wanting be dumped out of the lobby, then complain about that. Not combo decks. If you don't have fun getting beat by a infinite combo, too bad. I don't have fun getting beat by Goblins. I'm not whining for goblins to be taken out of the game. Well, not at this moment anyway....
if You lose against goblins you are at least still playing the game. The time between knowing you will lose and the game ending is kept to a minimum. (To draw it out purpose is a slap in the face)
The issue has nothing to do with whether it's fun to lose or not. For instance if your opponent had 50 soul wardens out, I think we all agree the problem is not that soul wArden is Too OP for duels and that it's unfair, that it's not fun when opponent gains too much life making it harder to win.
Personally I think the most un-fun thing ever to show up in DotP is getting a late game hand and then watching your opponent demolish you with Goblins on turn 3-4 when all you get to do is play 3 lands. I wouldn't exactly call that playing the game. It's actually worse, because you have that 1 in 1000 chance of turning things around that just dares you to play it through just so your opponent can get his jollies raping your face. At least when you see infinite turns combo it's difinitive and you can just quit and move on. Even if you have some issue with quitting, you can just tell your opponent GG you win and let him attack in till he wins. Either quit, or let him kill you quickly, both good solutions. If you don't like either solution it's really your problem and not the deck or playstyle.
1. If you keep a hand with no plays by turn 3 that's your own fault.
2. iPad version has no chat function so there is no way to tell opponent gg you win. And again if I quit and find new opponent the app might brainfart again . If I successfully connect to a player I'd prefer to play wiher them as much as I can. Keep in mind the game wall ready forces us to play out every game (or quit) meaning it is already dragging out the length of virtually every game. why should it waste even More Of out time than it already is by including infinite combo.
1. Well, you keep a hand with no artifact removal then I guess you deserve to lose to infinite turns every time. I recommend that every game you play you make sure you mulligan as many times as you need to get something to remove artifacts.
2. Sounds like Ipod sucks. Maybe try complaining about Ipad instead of Crosswinds.
1. So you're comparing not running artifact removal to keeping a hand with no plays until turn 4.
2. The thread doesn't specifically mention which version of DoTP, so how it wrong to include the iPad version? It's still DoTP.
|
|
|
|
11 months ago ::
Aug 02, 2012 - 6:31AM
#122
|
Date Joined:
Jul 24, 2010
|
|
|
|
|
11 months ago ::
Aug 02, 2012 - 4:44PM
#123
|
Date Joined:
Jun 22, 2009
|
It's the same thing really. With a hand with no drops till turn 4 you've got a fair chance against any deck in the game except Goblins. Forcing players to mulligan a decent hand (3-4 lands and 3-4 cards with 4+ casting costs) just because of 1 deck that is OP fast is just as out of place as forcing players to mulligan for artifact removal just to deal with infinite turn combos. It's actually worse, because Goblins will very likely kill you on turn 4 if you don't draw the right hand but Crosswinds isn't likely to kill you with infinite turns even if you don't have artifact removal.
|
|
|