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Ein Übersetzungsproblem melden
Also, seems to me the categories make little sense when applied to a solo game (no-one to show off to, no-one to laugh with, no tournament to win...)
And the encounter of Snecko is WAY more fun to me than ANY Chosen fight. Then again, enemy abilities dont have to be fun.
"Timmy likes to win big. He doesn’t want to eke out a last minute victory. Timmy wants to smash his opponents. He likes his cards to be impressive, and he enjoys playing big creatures and big spells."
"Johnny likes to win, but he wants to win with style... Johnny enjoys winning with cards that no one else wants to use. He likes making decks that win in innovative ways... Johnny loves the cool interactions of the cards. He loves combo decks. Johnny is happiest when he’s exploring uncharted territory."
"Spike plays to win. Spike enjoys winning. To accomplish this, Spike will play whatever the best deck is... To Spike, the thrill of the game is the adrenaline rush of competition. Spike enjoys the stimulation of outplaying the opponent and the glory of victory.
https://magic.wizards.com/en/articles/archive/making-magic/timmy-johnny-and-spike-2013-12-03
These could certainly be applied to Slay the Spire as well, though I'm not sure the relationship would necessarily be one-to-one. But Zu's argument is that since confusion in general and the snecko eye in particular enables big things to be played, it's for that player type. I'm not sure that if their existence detracts from other players' enjoyments of the game that "It's not for you" is necessarily a good argument for keeping it around, though.
With that said, I personally don't have a problem with confusion. It's just another effect to be played around - I get more annoyed by Hex than by confusion, honestly - and it can be really fun to build a snecko eye deck.
The common bond to all the Johnnies is that they are on a mission to show the world something about themselves. What they're showing varies tremendously, but at the core of each Johnny is a similar motivation: “Look at me, world! Look at me!” - Mark Rosewater
Timmy plays with cards that make him happy; cards that create cool moments; cards that make him laugh; cards that allow him to hang with his friends; cards that cause him to have fun. Winning and losing isn't even really the point (although winning is fun – Timmy gets that). For Timmy, the entire reason to play is having a good time. - Mark Rosewater
To Spike, the thrill of Magic is the Adrenalin rush of competition. Spike enjoys the stimulation of outplaying the opponent and the glory of victory. - Mark Rosewater
So, as I said, no-one to show off to, no-one to laugh with, and no direct competition or opponent.
Of course there are some parallels, how could there not be? My point is that the fit for terms specific to a CCG played with other people isn't very good, and throwing jargon specific to that environment into this one is hardly helpful.
As far as OP's arguments go, you're also never really in a situation where you didn't know Confusion was a thing that was going to happen. Don't see any reason to remove something that some people like when it's something that's not super prevalent (especially if you avoid it) anyway.
This is why you don't like confusion. You are only looking at how it negatively affects your one playstyle. You are correct in that for a typical silent build, confusion does not play well and disrupts 'good planning'. For Ironclad builds, however, you can easily account for and build around confusion.
It is a poor tool for Silent, it is an excellent tool for Ironclad.
Anyway, I mentioned the disconnect between the archetypes and solo play as an afterthought mainly because I realised I'm mostly a bit of a Spike when I play card and board games (and sometimes a Timmy and sometimes a Johnny), but not really Spike-y at all when playing solo (computer) games. No netdecking, no spoilers, no thrill of competition. Just me, killing time, getting better as I gain understanding of a complex randomised system.
The actual effect is cool IF you can build your deck around it. It is not cool to lose or to win if you had no way of affecting your odds of winning or losing. It takes away 90 % of the skills.
Keep the relic, ditch the enemy
While I also tend to build decks that struggle against confusion, I love that it's in the game. It gives you that one encounter that you really need to plan for when you're in some 0-cost infinite deck.
I understand the complaint, but look at the larger picture. There's lots of enemies in the game that specifically counter strategies that you're not playing right now. Are those bad too?
Well, made people learn some D E E P E S T L O R E, so good enough. uwu
And to answer to Zu : People are more nuanced than that and, in addition, there is more archetypes than these 3 ones.
I can understand that some people might not like the Snecko fight, but it doesn't appear that often and it's not especially difficult, so I don't think it's too much of a problem. There are always going to people who don't like particular enemies, and I've seen similar complaints about a variety of other fights.
I have excelled at this game and beaten Ascension 15 with all classes.
Now if we come up with an enemy ability that counter the 0-cost decks, would that suffice your There-Must-Always-Be-A-Stark-In-Winterf....Sorry I mean There-Must-Always-Be-An-Enemy-With-A-Counterplay?
My point being, they intentionally made enemies for /any/ deck to struggle against unless you're so supremely OP that you just beat everything or you're playing smart. I think that confusion is just one of the weirder and more unique statuses. If they expanded on it (or make it come up more often, such as when infinite mode rolls around), or perhaps altered it (see my previous comment), then maybe people would feel better about it