This was in response to Zeddy's video today: https://www.youtube.com/watch?v=xBmmACAz8j8 I just felt like sharing my response here because I really have no life XD
The nerfing method they are oblivious to is tweaking the draw rate of an overpowered card. Take example of many broken cards that have gained a mana cost and have fell into oblivion, Spiteful Summoner an example. The better solution is to simply adjust the rate it can be drawn from deck. Right now every card has a 1/X chance of being drawn X being deck size. I believe that for over-performers they should occur less, thus carrying decks less consistently.
This already sort of exists in the game in Arena where outlying classes get worse drops and weaker ones get better drafts. I don't think it's too much of a stretch to apply this to the general game where, sure, you can add Secret Passage but just know that it occurs just 4%* less in a draw than your other cards will. There can even be written an algorithm where the more a card is performing inside of these constraints it automatically adjusts itself a % or two accordingly to the point where the problem takes care of itself.
A hyperbolic example would be if there came to be a card that read, "1 mana: deal 30 damage to the enemy hero" the card would eventually be so reduced in draw rate you had a 1% chance of even drawing it, making it a pretty much useless card (not counting tutoring ofc). By this means, Skull of Guldan doesnt have to be nerfed into oblivion it just doesn't show up quite as much.
As far as I am concerned this is the natural remedy to this ongoing problem and they certainly have the brains to whip up a method of implementing this and everybody wins: people who want to play the broken cards can still play them in all their glory and people who hate them get to see them less often.
* number was originally 15% which admittedly is way too high
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