BornBoring;n10832881 said:
Decreasing complexity, loss of identity and flavour are no good arguments? You are actively denying that three rows compared to two rows add any complexity or depth to the game. So, you'll never hear good reasons to keep three.....
I can say the same: You haven't said I single GOOD reason why 2 rows are better than 3. If it's only about the UI, you can do other things like cutting your opponents hand.
Improving visuals is certainly the correct decision, but you have to do it without hurting the gameplay. Looking at what makes HS successful and just copying it, is the kind of thinking, which made 'homecoming' neccesary in the first place.
Loss of identity is the only reason for keeping it like now, IMO. "It was like this in Witcher 3, and it should remain like this because it is the same game and I don't want it to change." OK, I grant you that argument.
It decreases complexity only in a mathematical sense, that 3 is more than 2. If it were like that, then why not 4, 5, 6? All other CCGs have
one row, and they manage to be complex enough. Most of the current mechanics in the game work just fine with 2 rows, including weather, movement, etc. And flavor it loses none, you can still have melee and ranged (or sieged) and make them flavorful by giving them effects and making units preferential placement.
If you want a non-UI reason for 2 rows, I can actually argue that 3 rows
are worse. Ever since they removed row-locked units, three rows are simply too many. Hell, people here say that this "would make Lacerate unbalanced",
but the card is already freaking unbalanced! It would potentially make it
balanced!
With row-locked units, most players would build decks that work in 1 or 2 rows anyway (to work with commander horn, play around symmetric weather, etc.). Now, any card that works on a row is basically useless, because the opponent needs 4 cards to be forced to line even 2 units in the same row; 7 cards to be forced to line 3 (for a Arachas Venom), and if you want to play Lacerate, they need to play 10 cards that turn (!!) for you to guarantee 12 point value.
You say 2 rows decreases complexity; I think it is the opposite: 3 rows decrease complexity by restricting design-space. Is there
any row-based card that is meta? Spores, Lacerate, Awake, Pit Trap, Rotfiend, Trapper, none of these cards are T1 playable (by themselves).
"Oh, but you are losing the skill/strategy of deciding whether to row-stack or spread your units." There is no skill; you just do what is more likely to be worth it, depending on the deck. It is always the same, 90% of the time spreading over 2 rows (and if it is Arena, you can be cute and play on the 1st and 3rd).