Duelyst Forums

2v2 map layout and rule changes

This is a map layout for the board before the game starts, the key is on the left.

This is relatively stable and consistent, is has moves just like the original map as well as similar pressure.

What is a pressure? Well I made it up, it is basically anywhere you can possibly attack next turn.

Player 1 moves (These are all of the possible things that player 1 on team 1 could do, being reasonabe)

Player 1 pressures (These are all the places that you could possibly attack turn 2 for the same player, showing that pressure is equivalent and balanced)(all areas possible to attack are lined in red with a vertical line)

Player 2 moves (pretty much the same as the player 1 moves, but for player 2):

Player 2 pressures (same thing for the pressures, except its for player 2):

New Procedures:
Step 1: Load into game, choose partner or queue op for partner. However with this naturally you need a text box for your partner, which can lead to mean people Q_Q.

Step 2: Each player does their replace thing and you see each others hands after replacing NOT BEFORE, AND YOU CANNOT TALK BEFORE, this would create allot of preplanning stuff that isn’t a real game (i.e. telling your opponent to hold on to two saberspine seal , because you have a dragonlark ready to fly over and deal 8 damage turn two.)

Step 3: Each player can now see each other’s hands, and choose one of each other to start the match (it is a player 1 for blue turn > player 1 for red turn > player 2 for blue > player 2 for red turn sort of thing)

Step 4: Begin the game like a normal duelyst game.

SOME THINGS THAT NEED TO CHANGE BEFORE 2V2 IS ALLOWED:

Rule change 1: All cards designating general are now player specific (four winds magi doesn’t heal both and damage both enemies) (This might not be a rule change but oh well)

Rule change 2: Shorter time per turn, as there will be 4 players, you are only playing 1/4 of the time. But this means you have 3/4 of the time to think about your turn so… yeah don’t want these minute long round 1’s.

Rule change 3: After player 1 from blue (or red) goes the next time player 2 would go, would be considered a “next turn” so man aand effects would apply respectively.

Alright guys I’ve got zero clue if this was already planned or almost built and finished but here you go anyway, tell me if it is so I can delete it :slight_smile: Ty for reading.

Keep in mind there are going to be changes like double obelisks taking over the map, but you also have double the manpower and resources to combat it.

Tell me if I did something wrong to edit this, thank you.

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Can you clarify the pictures in the beginning of post, wasn’t able to interpret them.

Also, this topic has been brought up more than once, but I always enjoy seeing how people try to make it work.

NOTES:

This is probably why 2v2 will fail or not even be considered because the game would either be too slow therefore ruining the slogan “lightning fast matches” or with the implementation of this rule be too fast and therefore inclusive of only those who have fast thinking skills. You could have an entire year to think about what to do when it’s not your turn, but unless you are playing with against someone you know has an hyper optimized deck, it’s impossible to decide what you should do until they play their cards first.

Another problem is that this sort of 2v2 mode will overwhelmingly favor synergy decks such as Songhai and Abyssian. This means that it will not be 2v2 mode, but Songhai Ladder or Abyss Ladder (assuming its ranked) since it would be the most efficient way to play.

I know the overall tone of what I said might have sounded down, but I have high hopes that one day there will be mode similar to this and it will be

F U N A N D I N T E R A C T I V E

@ThanatosNoa, plz ask devs to try a beta of 2v2 mode in your annoucements of new game modes. Even if its broken to all hell in the beginning and everyone throws salt at you (including me) we would really like to see game modes that make the combination of things you can do in a match increasingly complex. This would be a great contrast to for example a Magmar or Mantra match-up where it is obvious from the beginning even to newbs exactly how the match will play out with no surprises.

Haha I gotchu, I’ll edit the text up top

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For the question of timing, yeah it’s going to be screwy, but you look at streamers who know what their opponent are going to do 2 moves ahead… I mean it won’t be fair to those with bad reflexes at first, but it will be balanced after it is out for a while. And there is the fact you can talk with your partner.

For the question of synergy, I like it :), sounds fun. I’m pretty sure it means no more uninteractive artifact decks, no more weird stuff clogging up your ladder experience. ( I mean that it will be made unviable by the double resources.)

I think you designed that map just to screw with ocd people

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Without revealing too much, this conversation is probably better had in a Dev Talk where we can freely/naturally talk about the development experience as opposed to having you guys read a wall of text :slight_smile:

I’ll see when I can set one up next year (my current topics list is Set Rotations, Game Modes, and Boss Mode Anniversary).

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Hey, uh…do you actually work at the company? I thought you were just a moderator, the way you’re talking sounds as if you manage it or something.

Oh right

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Did you seriously think Thanny was a forum mod?!

When I saw the notif for Thanny’s post I thought this was an actual announcement thread… I was so hype to…

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Lol, wouldn’t be funny if he came on here and posted an annoucement for mobile and then two days later he was like “its just a prank bruh!! why you so mad, it was just a prank!”

And yeah, I thought he was a mod and probably PR too to smooth relations between players and the company.

I cant even imagine the disappointment you felt when you found out this wasn’t an announcement.

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I’m going for a long walk to try and forget all my sorrows. :cry:

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the more i think about it, the more i think that leaving the board as it is, but having both players spawn one up or down of the normal 1v1 games seems better

I don’t like the mana tiles layout you posted. Because P2 Swarm Abyssian with a wraithling swarm in hand and Zyx, Gloomchaser will just take all the tiles :stuck_out_tongue: Or a double 2 drop from both P2. The chances for P1 to get a mana tile are pretty low.

yeah but in 2v2’s there’s allot of removal and rescources to get rid of it, chain lightning, rebuke, etc…

Would there be separate queues for people partnering with a friend? Being able to coordinate decks vs planning for a meta where you have to compete against 2 decks and coordinate with another is a pretty big advantage.

Edit: Because of the queue stuff and all the other things people have/will mention, I think 2v2 works best as a friends only mode. Although I would love to see a 2v2 tournament.

Nope, no seperate gamemode per group.

Think about it, League of Legends allows you to duo or single in ranked. (Ignore flex).

This is because:

Looking out for own benefit = Looking out for your own benefit and somebody else’s

There is allot more to think about when collaborating, not to mention the clashing ideals creating situations of crazed uncertainty in an argument. Through this statement I am saying that technically both have their strengths and weaknesses… So in the end its balanced out.

I think if people find themselves arguing to the point that it’s hurting their win rates, they’ll learn pretty quickly not to play with each other. Or to play with chat disabled. So you’d still have preformed teams having an advantage against random teams (on average).

If their that toxic they have no hope of climbing in solo queue anyhow…

(just lost game) “Oh my god, Magmar so broken; i can’t play this game untill they nerf it out of existence”

(This is still the same level of toxicity that you described)

That’s not the problem. The problem is bad teams will stop being teams pretty quickly. So there will mostly be good teams and random teams, so the average random team will be worse than the average friend team.

You also can build decks which complement each other which makes it even more difficult for random teams to compete.

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