BigBallinStalin wrote:It's not 11% of all games, as you are implying. Instead it's 11% of 1v1 games with +4 deploys divided by all games. (If we throw in other rare 1v1 scenarios, I bet it's still a small percentage).
This rule does more than 'tweaks' the system. It changes everything, and produces (possibly) good outcomes in some games and bad outcomes in others. It's not a tweak, nor is it on net useful--when imposed as a one-size-fits-all solution.
Specific scenarios of this type or that type might be rare, but the general case (where one player gets a lucky drop, compounds it by going first, and is able to do crippling damage on the second player before the second player has a chance to do anything about it) are fairly common. You don't play a lot of 1v1. I do, so please take my word for it, that the situation is fairly common. Whether it's 4% common or 10% common or 20% common I won't debate. Not only would such a debate require tiresome research to begin, but most problematically it would still require a highly subjective argument about how bad a blowout has to be before we officially call it a blowout.
My argument -- and it is entirely a logically inductive argument that doesn't depend on specific values -- is that customer satisfaction is increased when game results are close and decreased when game results are one-sided.
When a game is a blowout, the loser suffers a large dose of dissatisfaction by having been crushed without ever having a chance. The winner, on the other hand, receives only a tiny amount of satisfaction. He's happy to win, of course, but he knows it was handed to him by luck and not by skill so he takes little satisfaction in it.
The net result is [large negative]+[small positive]=net negative. That is true regardless of any specific small and large values you want to plug in.
When a game is a nail-biter, the winner gains a tremendous amount of satisfaction, knowing he came right to the brink of defeat and navigated safely to victory. It is a big thrill to him. The loser, on the other hand, suffers only a small amount of dissatisfaction. He is unhappy to lose, of course, but he gains some offsetting enjoyment from having been part of a close game, so his final satisfaction level is only slightly negative.
The net result of a nail-biter is [large positive]+[small negative]=net positive. Again, that is true regardless of any specific small and large values you want to plug in.
Blowouts bad, nail-biters good. This is true regardless of which side wins. It is why sports leagues devote so much time and energy to tweaking their rules to make their respective games more competitive. Nobody likes a lopsided massacre other than the winner, and even the winner is somewhat bored by it. Conversely, everyone likes a photo-finish except the loser, and even the loser has some offsetting positive thrill from it.
Anything that can be done to make blowouts less common and close games more common improves the net level of customer satisfaction. This is true regardless of whether you want to argue that blowouts occur 1% of the time or 37.92% of the time.