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Taking Burnout Flicker without getting a burnout increasing card or reform card in the starting 5 random cards is choosing an avoidable risk. I wouldn't take reform Flicker if I intended to use morsels. Though zombie morsels are more resistant to sweep and spikes and don't use up one of your draws.
Moving down from the celestial world of theoretical perfect runs to the world of flesh and bone, however, misplays and human-error are way, way more common.
Hi, yeah those examples were not of my 'choices', rather, they were things I knew I *could not* choose because they would automatically lose. The remaining false-choice was then the only line of play, which then still lost for other reasons.
It's difficult to say where in my decision tree did I mess up; I did take some challenges that I could have left, but then would I have had enough money to upgrade sufficiently for the final boss? Certainly I've lost runs because of my misplays, but as it stands, I also have plenty of losses where if there was a line to victory, is appears I would still have been playing for a possible lucky win, rather than a guaranteed one.
This is until I receive proof of something otherwise, such as a great player trying a particular seed 10.000 times, all losing.
I mean, to claim that something is literally unwinnable is a pretty extreme statement that requires extraordinary proof.
Besides, it's a far better attitude to assume that you are the factor at fault when analyzing failure.
Edit: Thinking further; What would a 100% losing seed look like? You would have to get card options from a very limited set of cards that in combination with each other, and in multiples of itself, do not end up being very useful, and the first cavern events has to be on the worse end for the context of that card pool.
Maybe the seed would fail to provide an answer to a particular problem,such as the sweep boss at the second ring, as that is fairly early and the starter decks by themselves are pretty bad against it.
At any rate, these seeds are probably of such extreme rarity that I would not expect to see any of them in 1000 hours of play.
But are you implying that each seed *has at least 1 winnable path, whether winning requires future knowledge or not*, or that each seed *has a path that wins, and this can be determined even without knowing what is coming in the future*.
If you're suggesting the first case, well, that's also somewhat disappointing, since you still lose to not guessing the right decision in the beginning.
I see you added more in your edit; yeah I don't think it takes much to end up in a situation where the combination of card options and dice rolls fall against you. It does seem like you're arguing for a definition of 'winnable' being 'winnable with perfect knowledge', which I suppose is different to 'winnable if rolled in a streak, never seen before'
On your point of "it's a far better attitude to assume that you are the factor at fault when analyzing failure", yeah I agree in principle, and that's actually why I'm asking this question; if the game is destined to screw you with RNG, then I can accept a loss rate as baked into the game, and not agonize over what small mistakes I might have made. If I'm the reason why I get losses, then I can theoretically learn what not to do.
but it seems to me that the random five cards you are given at the start make a huge difference.
Far more than initial encounters in STS.
If I get five duffers, then getting to the endgame is an almighty struggle,
but getting five cards I can use means I can plan possible victory.
I can only imagine this randomness can screw you even more at higher levels...
Wow, how insightful. If somebody points out a design flaw they are crying. The big boy thing to do is spend their time playing endless runs that are unbeatable by design until they luck out with the perfect seed. Such an "accomplishment".