for everyone who says the quests are bad...most of them are much better in wild, and I've even made the Druid quest work to Rank 10 and I'm still climbing. I've also seen almost all quests played in wild with decent decks (yes, even Warlock). So, maybe quests will never really take off in Standard, but you can still have fun with them in wild.
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Quit complaining and just have fun with this game!
It's good that there is more diversity in the decks, but the single most disappointing thing is how un-interactive the game has become. Face decks were always uninteractive and we still see Pirate Warrior, but now most of the viable now decks don't really care what you are doing on your side of the board, but instead are just trying to do their thing for their win condition. Quest Rogue is obviously #1 on this list, but most other decks fall into the category of "My win condition is X and unless you have the right card(s) to stop me or you hit your win condition first, I will win". Most games are pre-ordained who will win when you see what opponent you are playing.
Even the "control" decks are no longer true control decks. Warrior, the old king of control, now just drops taunt after taunt and hopes you eventually run out of ways to get through it. They don't really interact with the board anymore. Priest, another control archetype, seems to now go for the OTK with divine spirit/inner fire combo. Only Control Paladin really is the old control archetype where it actually tries to actively control the board.
In short, the game could just be a single-player game where the rules are that you have 7 turns to do 30 damage, and after each of your turns randomly 3-5 damage will be done to the board. Sometimes I wish they would change the game such that only minions can damage the opponent, and spells and weapons can only attack minions. Would lead to a much more interesting control meta-game
Let's just take a closer look at what the meta really looks like:
The ladder is filled with three decks that are peculiarly not interesting from my point of view:
Token Druid, Secret Mage, Murloc Paladin.
Taunt Warrior is a dumb-rng-curve based Control Warrior.
Control Priest sees fewer plays than Silence Priest; which is a cool archetype since it diversifies what we can do with Priest, but Silence Priest shouldn't be the predominant archetype for the class, imho.
Quest Rogue is an horrible deck that should be erased from this game. This deck has too polarized matchups and it punishes people for playing decks slower than Token Druid, Secret Mage or Murloc Pal. It is also especially boring to play against since it's the level zero of interaction.
Medivh Mage is an interesting deck but the trio Pyroblast-Alexstrasza-Ice Block is horrible. Alexstrasza or Ice Block should be seriously reworked.
Not giving an equivalent of Unearthed Raptor to Deathrattle/Jade Rogue was a freaking dumb decision. The deck was not particularly strong but it was a good alternative archetype for Rogue players that just enjoy playing different decks from the class they like the most.
No Azure Drake and No Skulker in Rogue makes it extremely weak to decks that tend to extend. Oh, wait, Token Shaman and Token Druid!
The honeymoon period of this expansion is officially over and so am I with this game. Almost the entire meta is nothing but aggro, the game is basically a glorified game of rock-paper-scissors. How people still enjoy this is beyond me.
My biggest gripe right now is Arena balancing. It felt like they were trying to improve it, but then they had to go ahead and give the most insane cards to the three most historically dominating classes - and with the spell offering bonus, the increased rate of higher rarities, and (for Mage) endless spell generating effects, it feels like everyone packs mutiple Meteors and Primordial Glyphs, Envenom Weapons and Vilespine Slayers, or Spikeridged Steed.
God, I miss the Piloted Shredder days. At least everyone had access to it.
The honeymoon period of this expansion is officially over and so am I with this game. Almost the entire meta is nothing but aggro, the game is basically a glorified game of rock-paper-scissors. How people still enjoy this is beyond me.
This is my issue with the game lately as well. It seems like match-ups dictate results a lot more than in the past. It started with Mean Streets and seems to have continued somewhat into this expansion with things like quest rogue.
I think the card design of the expansion has been pretty strong. You can see it in the variety of decks that have shown up in the HCT preliminaries. (Except for poor sad warlock.)
I think there are still issues with the way that ladder works, and that's what's really what's leading to a lot of people's fatigue. Without attending IRL tournaments, there's not really a way for a person to progress in the game except for ladder. And ladder leads to a lot of "polarized" match-ups (I use quotes because there are few entirely un-winable match ups) and aggro (for time purposes). Both of these things make people feel salty.
for everyone who says the quests are bad...most of them are much better in wild, and I've even made the Druid quest work to Rank 10 and I'm still climbing. I've also seen almost all quests played in wild with decent decks (yes, even Warlock). So, maybe quests will never really take off in Standard, but you can still have fun with them in wild.
That's a good point, but I don't see balance within Wild as a real goal of Blizzard's.
I'm also F2P and haven't been playing long enough or consistently enough to have the kind of collection which supports creation of competitive wild decks. In fact, I dusted all of my wild cards to be better able to compete in Standard.
I'm disappointed that Warrior is still a thing.
Forgive me, friend. I have failed.
Balanced meta I agree.
But this meta has to be the most uninteractive one.
Awful.
The fact that aggro are still the best decks and also fuck murlocs.
for everyone who says the quests are bad...most of them are much better in wild, and I've even made the Druid quest work to Rank 10 and I'm still climbing. I've also seen almost all quests played in wild with decent decks (yes, even Warlock). So, maybe quests will never really take off in Standard, but you can still have fun with them in wild.
Quit complaining and just have fun with this game!
It's good that there is more diversity in the decks, but the single most disappointing thing is how un-interactive the game has become. Face decks were always uninteractive and we still see Pirate Warrior, but now most of the viable now decks don't really care what you are doing on your side of the board, but instead are just trying to do their thing for their win condition. Quest Rogue is obviously #1 on this list, but most other decks fall into the category of "My win condition is X and unless you have the right card(s) to stop me or you hit your win condition first, I will win". Most games are pre-ordained who will win when you see what opponent you are playing.
Even the "control" decks are no longer true control decks. Warrior, the old king of control, now just drops taunt after taunt and hopes you eventually run out of ways to get through it. They don't really interact with the board anymore. Priest, another control archetype, seems to now go for the OTK with divine spirit/inner fire combo. Only Control Paladin really is the old control archetype where it actually tries to actively control the board.
In short, the game could just be a single-player game where the rules are that you have 7 turns to do 30 damage, and after each of your turns randomly 3-5 damage will be done to the board. Sometimes I wish they would change the game such that only minions can damage the opponent, and spells and weapons can only attack minions. Would lead to a much more interesting control meta-game
Let's just take a closer look at what the meta really looks like:
The ladder is filled with three decks that are peculiarly not interesting from my point of view:
Token Druid, Secret Mage, Murloc Paladin.
Taunt Warrior is a dumb-rng-curve based Control Warrior.
Control Priest sees fewer plays than Silence Priest; which is a cool archetype since it diversifies what we can do with Priest, but Silence Priest shouldn't be the predominant archetype for the class, imho.
Quest Rogue is an horrible deck that should be erased from this game. This deck has too polarized matchups and it punishes people for playing decks slower than Token Druid, Secret Mage or Murloc Pal. It is also especially boring to play against since it's the level zero of interaction.
Medivh Mage is an interesting deck but the trio Pyroblast-Alexstrasza-Ice Block is horrible.
Alexstrasza or Ice Block should be seriously reworked.
Living Mana
Vicious Fledgeling in Druid. And in Arena.
Not giving an equivalent of Unearthed Raptor to Deathrattle/Jade Rogue was a freaking dumb decision. The deck was not particularly strong but it was a good alternative archetype for Rogue players that just enjoy playing different decks from the class they like the most.
No Azure Drake and No Skulker in Rogue makes it extremely weak to decks that tend to extend. Oh, wait, Token Shaman and Token Druid!
The honeymoon period of this expansion is officially over and so am I with this game. Almost the entire meta is nothing but aggro, the game is basically a glorified game of rock-paper-scissors. How people still enjoy this is beyond me.
I love the meta so much tier 1 decks, strong tier 2 decks.
People will always complain;) no matter what
AJAX AMSTERDAM
I can't complain too much. Mage is one of two heroes that I main, and she got good cards.
I guess my only complaint would be that Warlock didn't get much that I like, since I hate Discardlock.
And obviously that Quest Rouge even exists. Thankfully, I haven't come across them much.
My biggest gripe right now is Arena balancing. It felt like they were trying to improve it, but then they had to go ahead and give the most insane cards to the three most historically dominating classes - and with the spell offering bonus, the increased rate of higher rarities, and (for Mage) endless spell generating effects, it feels like everyone packs mutiple Meteors and Primordial Glyphs, Envenom Weapons and Vilespine Slayers, or Spikeridged Steed.
God, I miss the Piloted Shredder days. At least everyone had access to it.
You are not prepared!
I think the card design of the expansion has been pretty strong. You can see it in the variety of decks that have shown up in the HCT preliminaries. (Except for poor sad warlock.)
I think there are still issues with the way that ladder works, and that's what's really what's leading to a lot of people's fatigue. Without attending IRL tournaments, there's not really a way for a person to progress in the game except for ladder. And ladder leads to a lot of "polarized" match-ups (I use quotes because there are few entirely un-winable match ups) and aggro (for time purposes). Both of these things make people feel salty.
Biggest letdown? Quest Rogue. By a mile. By several miles.
When I lose to it I feel salty and when I beat it I feel like some stranger just touched my junk.
hello