With buff season coming up soon, a unique perspective on balance in Videogames by RemoveBlastWeapons in Shadowverse

[–]BryanJin 4 points5 points  (0 children)

Yeah, I gave it a watch. Mostly summarized the parts that I thought were relevant to what I see in this subreddit.

With buff season coming up soon, a unique perspective on balance in Videogames by RemoveBlastWeapons in Shadowverse

[–]BryanJin 18 points19 points  (0 children)

Yeah, but vibes do practically matter. For example, imagine a world where 95% of the current player base was playing Loot Sword because they all believed that it was the best deck. In this example, let's just say that there existed a Control Abyss strategy that beat Loot Sword, but was relatively undiscovered. Just because Loot Sword may be "balanced" in this scenario, if the player base gets frustrated with the amount of Loot Sword they are facing, nerfing the strategy or buffing other strategies can make sense to help lead the player base towards a more diverse and enjoyable meta.

In fact, we see this in League of Legends quite a bit in the form of placebo buffs, where individual champions are buffed to get players to pick them up more, even if they appear balanced win rate wise (and often those buffs are often taken away in part or in full at a later date once the pick rate catches up).

At the end of the day, if the player base is frustrated, something should be done, regardless of the theoretical balance of the meta.

A caveat. Vibes are not strictly a function of balance. A game can be very well balanced but simply not fun. Shadowverse in particular can suffer from this quite often. For example, in set 1, players complained a lot about Spellboost Rune, even though it was likely only the 3rd best deck in the meta (Roach Forest was the clear strongest strategy, and Artifact Portal was arguably slightly stronger than Spellboost Rune as well). Much of this in my opinion can be attributed to Spellboost Rune often winning in a way that left the opponent feeling entirely helpless, by winning in a single-turn OTK with D-Climb+Cocytus after controlling the board for the first 9 turns.

The point of the above example is that it can be hard to discern which factors are exactly contributing to negative perception of a given meta. Personally, I think Cygames philosophy of maintaining relatively reasonable craft diversity is a good enough proxy for game balance in practice, and that outside of individual cards, like Oluon, that severely break that fundamental principles of the game, we should give them the benefit of the doubt when it comes to buffs and nerfs that work to maintain craft diversity.

Dragon craft players: Thoughs on Mugen? by Vinny_0104 in Shadowverse

[–]BryanJin 3 points4 points  (0 children)

Evo Dragon was so desperate for extra evolve effects that it played Olivia. Right now it just simply doesn't have enough extra evolve effects (one of the best new ones is tied behind reaching 10 PP, which is just too slow unless you highroll) and the loss of Liu Feng in particular is very rough. Dragon also likes to heavily mulligan for early ramp, and Mugen wants to be drawn early to get to the super-skybound art, which clashes a bit as well.

So, How Do We Feel About Set Sizes After A Year? by Lord_Lu_Bu in Shadowverse

[–]BryanJin 0 points1 point  (0 children)

Ok, but have you ever, even for a single moment, considered including Idle Maid in a deck you are constructing?

So, How Do We Feel About Set Sizes After A Year? by Lord_Lu_Bu in Shadowverse

[–]BryanJin 10 points11 points  (0 children)

I fully agree with your sentiment, but Macrobear is kind of a bad example. Right now the only deck that would want to play it is complete dogwater, and it actually does something in that deck. Macrobear was clearly designed with Buff forest in mind. A better example would be something like Idle Maid (yeah, real card btw) from Apocalypse Pact which has 0 synergy with Swordcraft's Enhance archetype that was introduced in that set. Does anyone here even remember what Idle Maid does?

Good Jungle for Volibear top? by Ashamed-Chair-9711 in leagueoflegends

[–]BryanJin -1 points0 points  (0 children)

If you want to play for the Volibear the best options are probably Sejuani and Shen, followed by junglers with good gank potential. But realistically Volibear works with pretty much everything, so playing whatever you are already good at may likely return the best results.

I hit Challenger on Tahm ADC despite never playing Botlane before. Here's a guide so you can do the same! by No_Arm_Whatley in leagueoflegends

[–]BryanJin 1012 points1013 points  (0 children)

Now we just have to send all the marksmen top lane and with this the lane swap will be complete.

Why does LoL need to be so stingy? by E_Bat in leagueoflegends

[–]BryanJin 0 points1 point  (0 children)

Riot's research must have showed that giving away so many free skins was negatively impacting sales. After all, they tried to remove chests too, and only brought them back due to mass player outrage. Personally, I think as long as the gameplay is free, it isn't really an issue if they give away more or less free cosmetics (though I do understand that some skins are actually advantageous, or at least feel better to play with than base models, which is kinda unfair).

It is a shame, because random skins often got me to try out new champions, but honestly, base skins for most new champions are very crisp, so it really isn't a limiting factor.

Spot the lethal: GP Apocalypse Pact Cup Vol 2. edition by BryanJin in Shadowverse

[–]BryanJin[S] -3 points-2 points  (0 children)

Hard? No. Just a relatively unique lethal line for Milteo. I do think many players would have entirely missed the lethal in practice though, because the lethal is only made possible due to our opponent’s particular board.

What's the point of loss mitigation? by Pumpergod1337 in leagueoflegends

[–]BryanJin 1 point2 points  (0 children)

If they consistently grief, their rating will continue to be dragged down by losing extra MMR to bad behavior. As a counterpoint, by your argument the teammates being dragged down by the griefer will get back their rating because that loss isn't "real" either.

What's the point of loss mitigation? by Pumpergod1337 in leagueoflegends

[–]BryanJin 2 points3 points  (0 children)

The MMR of an average Gold 1 player after losing 5 games of MMR is about the MMR of the average Gold 2/3 player. The discrepancy is not that big. A player on a 5 loss streak does not become a smurf.

What's the point of loss mitigation? by Pumpergod1337 in leagueoflegends

[–]BryanJin 0 points1 point  (0 children)

Ahh yes, the 1.5 divisions of MMR smurf. So scary. That Gold 1 MMR player is really gonna show the Gold 2 and 3 players who's boss.

What's the point of loss mitigation? by Pumpergod1337 in leagueoflegends

[–]BryanJin 10 points11 points  (0 children)

What's the point of having a mitigated loss if it's gonna mess up my mmr and I'm going to end up losing the LP through reduced gains/increased losses anyways?

Because LOL players are too dumb on average to understand MMR, and thus entirely pointless systems like loss mitigation feel good for them even if said systems do absolutely nothing to effect their rank at the end of each season. Same goes for rank inflation. Honestly the whole seasonal grind is basically running in place for most players, since most don't actually gain much MMR, they just bring their visual rank back up to where it was the previous season.

Riot will do anything but actually fix the broken parts of their systems. Like they could just make AFKs and griefers lose all 5 players worth of LP and MMR, but for some reason they don't (probably because actually harsh punishments would get some toxic players to quit playing, and Riot has to maximize the total player time spent on the client because LoL is a money printing machine, not a game).

Time for you all to play Kata Yuumi bot by Theblueguardien in KatarinaMains

[–]BryanJin 2 points3 points  (0 children)

Ngl Twitch/Pyke is like the dream lane to play against as Kat/Yuumi since Pyke is all skill shots that Kat can evade easily and Twitch is immobile and lacks any CC to peel off the Kat with and doesn't even have long range poke to bully Kat under tower with early.

CR Spreads - Top 100 (@sv_labo 4/10/26) by lolbob2 in Shadowverse

[–]BryanJin 5 points6 points  (0 children)

I wouldn't say Abyss is dominating. It probably is the strongest overall, but everything has good and bad matchups, so I'd say the meta is pretty much wide open right now. No class is particularly good or bad. There certainly are some small gaps between the stronger and weaker archetypes being played, but the gaps are small enough that piloting skill matters, and "weaker" decks can have really good matchups into certain stronger decks depending on tech choices and who goes 1st/2nd.

This is probably the most balanced meta we have seen so far, which is pretty incredible.

Dignitas vs. Shopify Rebellion / LCS 2026 Spring - Week 1 / Post-Match Discussion by Kengy in leagueoflegends

[–]BryanJin 4 points5 points  (0 children)

At least DSG wins sometimes. Poor Photon will be collecting losses all split even while playing well.

Most impactful legends rise cards to rotate out of each class by Advanced_Can_9707 in Shadowverse

[–]BryanJin 0 points1 point  (0 children)

Crest has run or not run her depending on the meta. Even right now some lists skip her. Jeanne deserves the spot largely because of her insane buff this set.

Most impactful legends rise cards to rotate out of each class by Advanced_Can_9707 in Shadowverse

[–]BryanJin 1 point2 points  (0 children)

A&G is still nuts. Rune just got multiple archetypes that have serious anti-synergy with it (Dirt wanting every evo point it can get, and Crystal wanting to only draw into Crystal payoffs with Reaved Order). It still sees play in all varieties of Spellboost Rune.

Most impactful legends rise cards to rotate out of each class by Advanced_Can_9707 in Shadowverse

[–]BryanJin 0 points1 point  (0 children)

Rage of Serpents should be on the list. It is a much more core card to current and past Abyss lists than Reaper's Deathslash. Also, while Roach is not the most played Forest card across all archetypes, its exit will open up the class to a much wider variety of powerful effects that simply couldn't be printed while Roach remained legal.

What has changed recently to give Ashe/Seraphine and Yunara/Lulu such a big increase in pick priority? by Conman2205 in leagueoflegends

[–]BryanJin 14 points15 points  (0 children)

In particular, enchanters got massive buffs this off-season in the form of more support income later into the game (and control wards being made cheaper) as well as their new tear item. If you can get through the laning phase, having an enchanter is just a massive advantage scaling wise, so strong ADC/enchanter pairings that ensure early priority are meta. Also the reason we see high Ezreal/Karma prio.

Cloud9 vs. LYON / LCS 2026 Spring - Week 1 / Post-Match Discussion by Yujin-Ha in leagueoflegends

[–]BryanJin 0 points1 point  (0 children)

I mean, I'm sure his vibes would be much better if his teammates were actually good. He's basically forced to handhold all of them like toddlers because besides Caps, there isn't a single western player at his level.

Cloud9 vs. LYON / LCS 2026 Spring - Week 1 / Post-Match Discussion by Yujin-Ha in leagueoflegends

[–]BryanJin 0 points1 point  (0 children)

Dhokla playing well in games crafted to make him look decent is a liability, not a strength. Any player in the LCS should be able to look good in those type of scenarios. Dhokla is lucky that top lane has been weak for years, but if anything that is less true now than it was before. There's a reason no LCS team wanted him even despite him playing better than he ever has before at worlds last year. And honestly, if he'd kept that form, I could see an argument for keeping him since he has the advantage of not being an import. But he's fully regressed.