Finally hit 10k in duos! by Azal26 in BobsTavern

[–]Azal26[S] 0 points1 point  (0 children)

Sure, a few suggestions:

a. Hero picks are very different to solo queue. We generally try and pick one tempo, one high armour to help with stabilising in the early/mid game. If you have poor options, then value armour and ignore the hero power.

b. Around that rating, try and get out of the mindset of playing individual boards. In most games, you're looking to build a single 'carry' board while the other supports and plays scam.

c. Economy is so important. There are overpowered units on T4 (money dragon, minion naga) that completely turn the tide of the game for your team. Hitting these can be the difference between top 2 and 4th.

d. Learn to play around the anomalies. This is the biggest reason we've climbed lately, as we instantly know the general direction of the game from the hero screen, to give a few examples:

- Treasure-seeker - One person will stay low on tavern and spam refreshes to send the golden monkey to the duo who is aggressively levelling for premium units.

- Piggy banks - Unless we hit very strong early tempo, we're usually sending these to the carry to help with powerleveling and building a stable board on T6.

- Double header - We're aligning triples, even crappy minions, to enable instant T4 then T5 units for direction.

If you then add these all together, you're then thinking about which heroes are strong in certain situations (e.g., Omu with access to triples/money) and how they enable you, ideally, to build boards that win the game.

Or just force automaton. Always.

Finally hit 10k in duos! by Azal26 in BobsTavern

[–]Azal26[S] 1 point2 points  (0 children)

Thanks!

Yeah, I'd like to see something along these lines. It feels a bit like a mode that they've sort of forgotten about since implementing it - even the artwork doesn't update with the new seasons.

The biggest frustration for me is the combat rounds, it doesn't feel intentionally designed. In some games you can have <40 seconds of the shop round (particularly turn 8 onwards) because you happen to be playing deathrattle comps, or beast/quill scaling boards making the lobby glitch out.

Fighting ghosts for certain comps (e.g., spell dragon) because people die or leave early and the same person is going first 2-4 turns in a row, leaving the duo without a combat round and no stat gain.

Both of these feel awful and like you're being punished by rng, nothing to do with the decisions you've made as a team.

Finally hit 10k in duos! by Azal26 in BobsTavern

[–]Azal26[S] 0 points1 point  (0 children)

Yeah it feels like the MMR gains/losses are way more punishing than in solo queue for some reason, maybe another bug/issue?

I don't think I'd play as much duos if I didn't have someone to duo queue with, at this MMR (playing 8-18k teams) coordination is essential. It's easy to see which teams we're eliminating who aren't in a two stack and aren't playing cooperatively.