I disagree with the sentiment that they're exclusively trying to bolster aggro decks and cater to low rank players. After all, it is the archetype that received most of the nerfs, including the 2 ones announced as well as some degenerate RNG cards like yogg and tuskarr. Also, we had decent, high-skill decks all throughout hearthstone's life, from freeze mage, handlock, malygos decks to control warrior. We could have more of them, that I will agree on. Them being not seen too often is partly accosted to dust requirement as well as skill requirement and ladder design. Patron warrior, worgen otk and old leeroy shadowstep rogue, while being skillful decks, had an over the top win condition that was very hard to counter, that's why they were nerfed. Gadgetzan however, is a big blunder with OP cards in decks that bring aggro/curve onto another level. Hopefully they won't make the same mistake again.
Another theory that I would like to add is that even new players don't like playing against too powerful aggro/curvestone. They would most definitely like to have the opportunity to play fun cards like medivh, prince malchezaar or elise. I remember being a newbie and getting facerolled by hunter and secret pally wasn't the most pleasant starting experience. Not saying all new players will think like that but it's possible. Player's skill also develops over time, even if we constantly have about 50% of the people below rank 18 because of influx of newbies, there are players advancing each day, going over rank 18 and getting shifted from the "casual" bracket to more serious ranks. I don't see a reason why blizzard would not want to get their money all of sudden, just because they progressed away from their "target audience". They will also want to play other kinds of decks other than aggro/curve as they get better/get bored. Even if only 25% of the players go above rank 15, that's still a huge amount of players you want to satisfy.
TL;DR While casuals are most likely blizzard's core audience for this game, I don't believe they're just outright ignoring all of the other players. I would attribute it more to their lacking prediction/designing skills and being too slow to nerf stuff.
Yup, they don't. They cater to the lowest common denominator because that's the cheapest and easiest way to get players. If the extreme slowness of their balancing doesn't already tell you how lazy this team is I don't know what else does.
The other day I watched Kripp streaming a game against a pirate warrior that still went face with his minions despite Kripp clearly having lethal on board next turn. He still didn't trade, just face. That's how stupid the kind of players Team5 is catering to.
I don't know what the intentions of blizzard are for this game, but I do know they dun fkt up. When I watch Savjz play hearthstone he's pretty cool and relaxed, but that changed. He get's really frustrated now, and he is not the only streamer/player. You can defend blizzard or hate them. We can say that aggro must exist to keep jade under control. But we sure as hell can say that blizzard messed up hearthstone. I mean if you have to keep aggro strong because jade exist but that pushes out many other decks, then why create the jade mechanic?
I trust blizzard to fix their game and balance things out, all they need to do is avoid toxic design, like jade or reno. And yes, reno is also toxic design not because it is harmfull to the game as a whole but because it limits how many other neutral anti aggro tools can be available, thus limiting what classes can play control. You could play reno hunter/rogue, but if you don't draw reno you just lose, simple as that.
So no, it's not that blizzard doesn't care about high skill players, they lack the knowhow to stop designing cards that preffend you from having a game where you can show your skill and get rewarded for it. Im pretty sure MtG was in a similar situation at one point as where hearthstone is now, it will pass, the only question is how long that will take and how many people still play the game at that point.
Yup, they don't. They cater to the lowest common denominator because that's the cheapest and easiest way to get players. If the extreme slowness of their balancing doesn't already tell you how lazy this team is I don't know what else does.
The other day I watched Kripp streaming a game against a pirate warrior that still went face with his minions despite Kripp clearly having lethal on board next turn. He still didn't trade, just face. That's how stupid the kind of players Team5 is catering to.
It is a sad, sad thing. But Brode promised the next rotation the meta will slow down and the skill level will rise. Lets hope for more balance, 9/9/ viability on ladder and a really creative interactive game.
If Ben "New players don't realize how good Warsong Commander is" Brode says so, then we have nothing to worry about.
U know whats nice? It's that now the higher ranked players could possibly grind more on Wild than Standard which lets the lower ranked peeps to grind more efficiently on Standard... especially those high ranked studs who play Reno decks (Savjz, Thijs, P4wnyhof)
Spoken like a true aggro-player, defending Brode and consort for carddesign that favours a fast meta, which means cheap, low skill cap, easy winfix/laddering, focussing on expanding the playerbase, ergo increase revenues quickly (20 MILLION A MONTH). You can't deny and not justyfied angry, that carddesign is not focussed on a slower meta as that would mean less income by the very fact of a higher skill cap.
...did you...did you just take over three weeks to come up with a response and necro a thread for another shot at me?
If I may I would like to respond to the video you posted for nevr3000. I feel that while the author is on the right track in some regards, he also doesn't appreciate the potential implications of some of his suggestions. The outlines of his video are fairly familiar and unoriginal: aggro decks are currently too good at what they do, and this has been a recurrent issue with the game. I have no disagreement with this.
However, where I part with his thinking is when he suggests that answers be "equal" to problems. As he says, Flamewreathed Faceless is always useful, but Shadow Word: Death only sometimes has a target. Now imagine for a moment that answers were equal to or superior to threats. There would be all the incentive to play nothing but ultraflexible answer cards, where the first person to play the wrong answer loses. In other words, it's like when two fatigue decks run into each other; they sit there with full hands, afraid to waste their precious answers while neither one offers problems to the other. You can argue that such games take far more planning and understanding than face aggro, and you would be right, but for general enjoyment a game like that is more of a disaster than any amount of pirates could ever cause. It would be the death knell of Hearthstone.
This is why I think he is profoundly wrong that cards like Hex are a good model for future design. Common, well-rounded, auto-include answer cards completely devalue problems, slowing the game to a critical degree. Sure, we're burning up right now but living in the Arctic only sounds good until we reach it.
Ever heard of carddesign politics favouring aggro? Most of the community is rank 15 and lower battling each other with low skillcap aggro decks. If you increase the skillcap by slowing down the meta these people are gone. It is exactly what Blizzard wants to avoid. That's why rotation after rotation aggro rules the meta. Do you know what low price multiplied by a hugh aggro volume means? Your respons and ignorance is widespread and typical for aggro-players
Ignoring that these are the cheapest decks that even recent/new F2P's can piece together, that's still not saying allot. You'd do yourself a favor to respond to people in a more rational manner instead of bashing your keyboard and foaming off the mouth to call people names because they don't agree with your point of view. "Typical for aggro-players..." Give me a break. If you need to vent, go rattle your keys in the salt thread. This isn't how you behave in discussions.
That dude is an idiot who knows what the problem is and doesn't know how to solve it.
"Answers are horrible because they only answer certain questions! let's stop printing universal answers like Lightning Bolt/Fireball and start printing more crap like Potion of Madness or Aldor Peacekeeper because control needs MORE cards it has to A) fit into decks and B) draw them by the time the Question can be Feasibly answered."
Doing what he is asking for is trying to make every control deck like Priest where you have Shadow Word: Death and Shadow Word: Pain being worthless in your deck if you're being beaten down by the wrong type of cards. We need less of that, not more.
And don't even get me started on the Exodia bit; part of playing a game is realizing who the Aggro deck in the matchup is. If the opponent was able to assemble their Exodia Combo pieces unhindered, that's because YOU failed to pressure them enough.
Spoken like a true aggro-player, defending Brode and consort for carddesign that favours a fast meta, which means cheap, low skill cap, easy winfix/laddering, focussing on expanding the playerbase, ergo increase revenues quickly (20 MILLION A MONTH). You can't deny and not justyfied angry, that carddesign is not focussed on a slower meta as that would mean less income by the very fact of a higher skill cap.
However, where I part with his thinking is when he suggests that answers be "equal" to problems. As he says, Flamewreathed Faceless is always useful, but Shadow Word: Death only sometimes has a target. Now imagine for a moment that answers were equal to or superior to threats. There would be all the incentive to play nothing but ultraflexible answer cards, where the first person to play the wrong answer loses. You can argue that such games take far more planning and understanding than face aggro, and you would be right, but for general enjoyment a game like that is more of a disaster than any amount of pirates could ever cause. It would be the death knell of Hearthstone.
This is why I think he is profoundly wrong that cards like Hex are a good model for future design. Common, well-rounded, auto-include answer cards completely devalue problems, slowing the game to a critical degree. Sure, we're burning up right now but living in the Arctic only sounds good until we reach it.
Look at Reno priest now. Exactly reason why it loses to aggro. It depends too much on specific cards to battle aggro pressure. You don't get them....lose in 5 turns.
Sometimes aggro decks need luck to win... same with reno... they have similar winrates against each other... whats ur point?
Spoken like a true aggro-player, defending Brode and consort for carddesign that favours a fast meta, which means cheap, low skill cap, easy winfix/laddering, focussing on expanding the playerbase, ergo increase revenues quickly (20 MILLION A MONTH). You can't deny and not justyfied angry, that carddesign is not focussed on a slower meta as that would mean less income by the very fact of a higher skill cap.
However, where I part with his thinking is when he suggests that answers be "equal" to problems. As he says, Flamewreathed Faceless is always useful, but Shadow Word: Death only sometimes has a target. Now imagine for a moment that answers were equal to or superior to threats. There would be all the incentive to play nothing but ultraflexible answer cards, where the first person to play the wrong answer loses. You can argue that such games take far more planning and understanding than face aggro, and you would be right, but for general enjoyment a game like that is more of a disaster than any amount of pirates could ever cause. It would be the death knell of Hearthstone.
This is why I think he is profoundly wrong that cards like Hex are a good model for future design. Common, well-rounded, auto-include answer cards completely devalue problems, slowing the game to a critical degree. Sure, we're burning up right now but living in the Arctic only sounds good until we reach it.
Look at Reno priest now. Exactly reason why it loses to aggro. It depends too much on specific cards to battle aggro pressure. You don't get them....lose in 5 turns.
Sometimes aggro decks need luck to win... same with reno... they have similar winrates against each other... whats ur point?
This is a fallacy. Aggro decks don't need "luck" to win, they need their opponent to be unlucky and not draw answers the first 5 turns else they lose. The two things aren't equivalent. No matter what deck they're facing, the aggro playstyle is to go face the hardest without a care in the world. Meanwhile it's the control/Reno player who has to mulligan and plan ahead to survive and hope for Reno.
There's nothing wrong with Hex. In fact we need more powerful control/comeback/punish tools like those if we want brainless aggro to stop dominating everything.
Spoken like a true aggro-player, defending Brode and consort for carddesign that favours a fast meta, which means cheap, low skill cap, easy winfix/laddering, focussing on expanding the playerbase, ergo increase revenues quickly (20 MILLION A MONTH). You can't deny and not justyfied angry, that carddesign is not focussed on a slower meta as that would mean less income by the very fact of a higher skill cap.
However, where I part with his thinking is when he suggests that answers be "equal" to problems. As he says, Flamewreathed Faceless is always useful, but Shadow Word: Death only sometimes has a target. Now imagine for a moment that answers were equal to or superior to threats. There would be all the incentive to play nothing but ultraflexible answer cards, where the first person to play the wrong answer loses. You can argue that such games take far more planning and understanding than face aggro, and you would be right, but for general enjoyment a game like that is more of a disaster than any amount of pirates could ever cause. It would be the death knell of Hearthstone.
This is why I think he is profoundly wrong that cards like Hex are a good model for future design. Common, well-rounded, auto-include answer cards completely devalue problems, slowing the game to a critical degree. Sure, we're burning up right now but living in the Arctic only sounds good until we reach it.
Look at Reno priest now. Exactly reason why it loses to aggro. It depends too much on specific cards to battle aggro pressure. You don't get them....lose in 5 turns.
Sometimes aggro decks need luck to win... same with reno... they have similar winrates against each other... whats ur point?
This is a fallacy. Aggro decks don't need "luck" to win, they need their opponent to be unlucky and not draw answers the first 5 turns else they lose. The two things aren't equivalent. No matter what deck they're facing, the aggro playstyle is to go face the hardest without a care in the world. Meanwhile it's the control/Reno player who has to mulligan and plan ahead to survive and hope for Reno.
There's nothing wrong with Hex. In fact we need more powerful control/comeback/punish tools like those if we want brainless aggro to stop dominating everything.
There's nothing wrong with Hex. In fact we need more powerful control/comeback/punish tools like those if we want brainless aggro to stop dominating everything.
Well, that's a fine sentiment except that Hex isn't a powerful comeback/punish tool against most types of aggro; it is good against Flamewreathed Faceless and passably usable against the "larger" aggro minions such as Frothing Berserker. Which, if that's where it ended we could check it off as a good defensive tool and be done.
Except Hex goes on to distort the whole dynamic every other class has with Shaman. With so many Shamans around I've noticed the "BGH syndrome." Back before Big Game Hunter was nerfed there was a basic dichotomy between decks. You either ran no minions BGH could target, or you ran many minions BGH could target with the assumption that the first one would die an efficient 3-mana death** (and those were usually just Handlock with the old 4x giant suite). You couldn't just run, say, 2 minions with 7+ attack because the cost was too great.
I am experiencing this more and more as I build decks in this Shaman-laden meta. I have to constantly ask myself, "What are my Hex targets?" And I realize that there is no sane way to build a deck that has enough big targets that doesn't get cripplingly punished by Hex. If a Priest runs 2xShadow Word: Death (or Entomb) or a Mage runs 2xPolymorph I accept that they geared their deck specifically to deal with slower decks, and that came at a cost. But 2xHex in Shaman? Auto-include, because it can never go wrong.
For me, this is merely a glimpse into the world described by the commentator in the video. If answers have no cost to keep around, making them as good as problems, and there are a great number of them for every class then nobody can do anything. Every proactive move is punished and the game stagnates.
**Edit: Except Dr. Boom, but let's be real that "solving" this syndrome by having ridiculous minions isn't the way to go.
I played to legend, wait for it... on my celldary!
Sounds and reads like a thesis arguing to make excuses for salt.
Skill obviously has a huge impact on this game (I will omit private warrior from this statement) overall. People who pilot there hand vs pilot there deck is a gapping chasm and makes a giant difference in WRs.
I disagree with OP that blizzard caters to PC. Just rubbish.
Hearthstone by desin is unable to be a serious competitive game. It is way too simple and not complex at all - you can assume that pretty much everyone in legend does not misplay regularly, and thus all that is left is deck matchup and RNG in card draw and other RNG mechanics. For this reason, constructed bores me, and I don't even find the motivation to play to rank 5 every season anymore. Arena is better, as the skill cap is much higher when you don't know the exact cards in your opponents decks and have to adapt to every deck you get instead of playing the same shit over and over again.
This is why I don't like any streamers - they call themselves "pro" as they gain a shitload of money for playing a simple game correctly, which is not involving enough skill to justify this.
Different story for streamers of games like Smash Bros Melee or Starcraft, where the better player will almost always win over a worse player, because actually skill decides the matches.
Before someone comes with a Poker comparison - Poker takes much more skill, as the decisions are much harder to make, and always are challenging. In constructed Hearthstone, situations where the best play isn't obvious for a skilled player are way to rare.
I played to legend, wait for it... on my celldary!
Sounds and reads like a thesis arguing to make excuses for salt.
Skill obviously has a huge impact on this game (I will omit private warrior from this statement) overall. People who pilot there hand vs pilot there deck is a gapping chasm and makes a giant difference in WRs.
I disagree with OP that blizzard caters to PC. Just rubbish.
Because simple mechanics never amount to a complex and seriously competitive game...
I'm looking at you, Chess... you'll never be a real competitive game, so give it up...! :-)
Chess is complex because the pieces move in very different ways (such as knights moving in an L shape) over an 8x8 grid. It also has 16 pieces in play - per player - at the start of the game. Compare that to Hearthstone where, at the beginning of the game, NOTHING is in play, the board is merely (minions) 7x2 (rows) and all minions move in the same way (1-2 steps forward to attack face / a blocking taunt minion). Set that up with chess pieces and try to pass it off as being as complex as chess to a chess player. I dare you. You won't get far.
The point you raise is a little moot, since the starting layout of chess literally has less options available than in Hearthstone. In HS, you have up to 40 different cards to choose from. If you set your deck up in a specific way, you could technically play any of them (if you so desired).
In Chess, you have literally 1 of 10 pieces that you can move. Each piece has a maximum of 2 possible moves. So that's up to 20 different opening moves you have available.
in any case, the overall point is that Hearthstone is not mechanically as simple as some games (e.g. chess). What makes chess more complicated is the requirement to predict moves and possible outcomes. But ironically, that is required in HS as well - hence why some players are better than others.
Want to play a game with high skill-cap? Play chess.
Another braindead admirer of Brode with card design skills as an constant insult to my intellect. The likes of you keeps card design repulsively low skill.
In Chess, you have literally 1 of 10 pieces that you can move. Each piece has a maximum of 2 possible moves. So that's up to 20 different opening moves you have available.
And when game comes back to you on turn two how many board states can you get? 20x20 = 400! Can you account that for turn 3?
in any case, the overall point is that Hearthstone is not mechanically as simple as some games (e.g. chess). What makes chess more complicated is the requirement to predict moves and possible outcomes. But ironically, that is required in HS as well - hence why some players are better than others.
No, HS is extremely mechanically simple: it's a matter of having mana or not,a trade kills or or not. Nothing more than simple arithmetic operations. Still room for skill? Of course. In HS the options per turn, good or bad, aren't more than a handful at most. But comparing Chess with HS is like comparing a Normandy Landing Veteran achievements with the ones from a Call of Duty player.
Let's put the things this way: with similar tools can a low skill player beat a grandmaster pro at is best? In HS the answer is: sometimes it will happen, in the long run the pro will have the best, but the "noob" will be able to claim some victories on the way. In chess: it will be very unlikely for the "noob" to pull even a single win no matter how many games they play.
Even in the pro scene both have a similar issue: top level scene got to a close state right now. In HS usually it's the draw or luck deciding a top level skill even match. In chess at top level, despite the huge number of possibilities, many optimal strategies already got developed and studied. So what's the difference: HS reached that state in a few years, or only months if we consider meta changes, Chess took centuries of study to reach this state.
And things are getting worst for HS, with combo being murdered and archtype pushing the game will become more simple, forgiving, random deciding will increase in frequency, ... Not a bright future.
Rollback Post to RevisionRollBack
To post a comment, please login or register a new account.
I disagree with the sentiment that they're exclusively trying to bolster aggro decks and cater to low rank players. After all, it is the archetype that received most of the nerfs, including the 2 ones announced as well as some degenerate RNG cards like yogg and tuskarr. Also, we had decent, high-skill decks all throughout hearthstone's life, from freeze mage, handlock, malygos decks to control warrior. We could have more of them, that I will agree on. Them being not seen too often is partly accosted to dust requirement as well as skill requirement and ladder design. Patron warrior, worgen otk and old leeroy shadowstep rogue, while being skillful decks, had an over the top win condition that was very hard to counter, that's why they were nerfed. Gadgetzan however, is a big blunder with OP cards in decks that bring aggro/curve onto another level. Hopefully they won't make the same mistake again.
Another theory that I would like to add is that even new players don't like playing against too powerful aggro/curvestone. They would most definitely like to have the opportunity to play fun cards like medivh, prince malchezaar or elise. I remember being a newbie and getting facerolled by hunter and secret pally wasn't the most pleasant starting experience. Not saying all new players will think like that but it's possible. Player's skill also develops over time, even if we constantly have about 50% of the people below rank 18 because of influx of newbies, there are players advancing each day, going over rank 18 and getting shifted from the "casual" bracket to more serious ranks. I don't see a reason why blizzard would not want to get their money all of sudden, just because they progressed away from their "target audience". They will also want to play other kinds of decks other than aggro/curve as they get better/get bored. Even if only 25% of the players go above rank 15, that's still a huge amount of players you want to satisfy.
TL;DR While casuals are most likely blizzard's core audience for this game, I don't believe they're just outright ignoring all of the other players. I would attribute it more to their lacking prediction/designing skills and being too slow to nerf stuff.
Yup, they don't. They cater to the lowest common denominator because that's the cheapest and easiest way to get players. If the extreme slowness of their balancing doesn't already tell you how lazy this team is I don't know what else does.
The other day I watched Kripp streaming a game against a pirate warrior that still went face with his minions despite Kripp clearly having lethal on board next turn. He still didn't trade, just face. That's how stupid the kind of players Team5 is catering to.
I don't know what the intentions of blizzard are for this game, but I do know they dun fkt up. When I watch Savjz play hearthstone he's pretty cool and relaxed, but that changed. He get's really frustrated now, and he is not the only streamer/player. You can defend blizzard or hate them. We can say that aggro must exist to keep jade under control. But we sure as hell can say that blizzard messed up hearthstone. I mean if you have to keep aggro strong because jade exist but that pushes out many other decks, then why create the jade mechanic?
I trust blizzard to fix their game and balance things out, all they need to do is avoid toxic design, like jade or reno. And yes, reno is also toxic design not because it is harmfull to the game as a whole but because it limits how many other neutral anti aggro tools can be available, thus limiting what classes can play control. You could play reno hunter/rogue, but if you don't draw reno you just lose, simple as that.
So no, it's not that blizzard doesn't care about high skill players, they lack the knowhow to stop designing cards that preffend you from having a game where you can show your skill and get rewarded for it. Im pretty sure MtG was in a similar situation at one point as where hearthstone is now, it will pass, the only question is how long that will take and how many people still play the game at that point.
A random bloke's over-reaction to a game, frustrating or not, is hardly a good gauge of the game's good or poor design.
U know whats nice? It's that now the higher ranked players could possibly grind more on Wild than Standard which lets the lower ranked peeps to grind more efficiently on Standard... especially those high ranked studs who play Reno decks (Savjz, Thijs, P4wnyhof)
Meanwhile it's the control/Reno player who has to mulligan and plan ahead to survive and hope for Reno.
I played to legend, wait for it... on my celldary!
Sounds and reads like a thesis arguing to make excuses for salt.
Skill obviously has a huge impact on this game (I will omit private warrior from this statement) overall. People who pilot there hand vs pilot there deck is a gapping chasm and makes a giant difference in WRs.
I disagree with OP that blizzard caters to PC. Just rubbish.
Hearthstone by desin is unable to be a serious competitive game. It is way too simple and not complex at all - you can assume that pretty much everyone in legend does not misplay regularly, and thus all that is left is deck matchup and RNG in card draw and other RNG mechanics. For this reason, constructed bores me, and I don't even find the motivation to play to rank 5 every season anymore. Arena is better, as the skill cap is much higher when you don't know the exact cards in your opponents decks and have to adapt to every deck you get instead of playing the same shit over and over again.
This is why I don't like any streamers - they call themselves "pro" as they gain a shitload of money for playing a simple game correctly, which is not involving enough skill to justify this.
Different story for streamers of games like Smash Bros Melee or Starcraft, where the better player will almost always win over a worse player, because actually skill decides the matches.
Before someone comes with a Poker comparison - Poker takes much more skill, as the decisions are much harder to make, and always are challenging. In constructed Hearthstone, situations where the best play isn't obvious for a skilled player are way to rare.
Arena Leaderboard EU - September 2018: #47 (@7.77 Wins Average)
Because simple mechanics never amount to a complex and seriously competitive game...
I'm looking at you, Chess... you'll never be a real competitive game, so give it up...! :-)
Want to play a game with high skill-cap? Play chess.
Playing Hearthstone in German solely for Garrosh sounds. Sieg oder Tod!