I played during the Trinisphere era and I remember being locked of the game on turn 1 unless you had a Force of Will but you had to have a Force of Will, not a Mental Misstep or a Flusterstorm or a Pyroblast but a Force of Will plus a blue card.
We not anywhere close to those days but the response so far as been that we need a bunch counters to stop from losing on turn 1 when the only tried and true answer is Force of Will to that scenario.
But, you still lose to Dredge on turn 2 or 3 even with Force of Will. Again, I play counterspells - a lot of them. My current deck of Blue Moon running 12 main plus 2 on the board.
Is this really the best way to play magic in Vintage? What is the effect of this on the meta-game?
Look at combo decks. If not for the need to work around counterspells combo decks just got all-in on their combo and whoever wins the die roll probably wins. I'm a big fan of bomberman. I've won on t1 occasionally. Without the need for counterspells, those extra slots (4 fow, 3 mana drain, 2 flusterstorms) probably become 2-3 more salvagers, more fast mana and another walking ballista or two along with rounding out my trinket mages. Possibly add in a lion's eye diamond for once salvagers is in play. I've now increased my chances of a t1 kill by an extremely high percentage. And its still probably too slow to beat dps or doomsday etc if they could pack their deck and not worry about counter magic. Shops is still a thing, but they mulligan hardcore for sphere effects to slow down combo.