Then let us learn a lesson from this post:
It’s best to state the problem and a reasonable solution. Don’t post a hyperbolic solution. Don’t get caught up in defending the hyperbolic solution. No jokes. Just Vulcan-sourced facts.
What’s my true suggestion? It’s actually hard to implement. It’s about feel. Dark Souls is hard but it feels fair. When I play, I have a sense that if I master the systems it’s not going to throw anything at me I can’t handle. Deadly Towers is famous for being hard and feeling unfair. Too many enemies on the screen, confusing objectives, and bad controls combine to make situations where even experts can be blindsided.
I don’t care what it does to win rate. I don’t like the outlier games where an opponent gets upwards of 20 turns to my 3 or 4. GoW would feel better if it didn’t have that. A modest free turn cap like “5 turns” would eliminate the 1 or 2 games per 2 week period where I decide to retreat on Goblins’ 12th free turn. That is a lot of grouchy feelings I won’t feel. That’s a lot of threads like this I won’t make. We’ve all had it happen. Despite the arguments in this thread, none of us are happy with those games.
Is it a small problem? Hell yes. But it’s like a loose board or a slightly-poked-out nail on a deck. It’s not a big deal. The fix is low-priority and you’ve got better things to do. But every time you stub your toe on it you think, “Why the Hell don’t I fix that?” The pain it causes is a constant frustration. We all let that kind of thing go on too long.
I thought it’d go over better to make a “ha ha give us mythic ingots when this happens” joke. I didn’t foresee how many people wouldn’t receive that well. I guess what happened is people picked up on the obvious “this would introduce dozens of mythic ingots to my week” and then attacked that with zero consideration for proposing alternative, more rational solutions.
Because I do not believe for one minute there is a soul out there who gets excited or enjoys this GoW phenomenon.