Add The Role of RNG and Starting Hands in Tower Rush
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<br>However, there is one unavoidable element of pure, unadulterated luck that infects every single match from the very first second.<br>
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<br>This initial dose of RNG can drastically alter the flow of the match, occasionally creating scenarios where a player is mathematically guaranteed to take massive damage before they can even react.<br>
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The Nightmare Scenario: Getting 'Starting Handed'
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<br>For example, imagine you are playing a deck with a Cannon and a Log to defend against Hog Riders and Goblin Barrels.<br>
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<br>In these scenarios, your only goal is 'damage control'; you must accept that you will take a hit, minimize the bleeding using whatever cards you have, and focus on fixing your rotation immediately.<br>
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A cheap deck can fix a bad rotation in 3 seconds; a heavy deck cannot.If you have the perfect counter, you win the game instantly.Accept that RNG will occasionally screw you.
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Exploiting the Opponent's Bad Luck
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<br>If your opening hand contains your primary win condition and a supporting spell, you can launch a full-scale assault the exact second the match begins.<br>
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<br>If your gamble pays off, your attacker will completely bypass their awkward, improvised defense and deal massive damage, securing a permanent lead for the rest of the game.<br>
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Match ElementImpact on OpeningWeight of the DeckHeavier decks suffer exponentially more from bad starting hands because they cannot afford to cycle useless cards awayFixed Starting Hands in Tournaments (Requested Feature)The community constantly asks developers to let players choose their opening 4 cards to remove this RNG entirely, but devs refuse, claiming RNG keeps the game exciting
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Embracing the RNG
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<br>It is the necessary sprinkle of chaos that makes the genre endlessly replayable.<br>
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<br>You cannot control the shuffle, but you can control your reaction to it.<br>
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