Cosmic Keyboard from Mage being a 2 mana card which creates 10/10+ worth of stats which also remove the opponent's board.
Paladin being the most broken it's ever been. Somehow managed to survive them dropping boulderfist ogre stats on all their minions with the best healing in the game? Here's a 20+ damage charge to the face.
Sonya Waterdancer generating infinite value, cheating 20 mana in a turn, and suddenly hitting you with a 20+ damage weapon in one turn from deadly poison copying. Pretty fair for a 4 mana card.
Shaman OTKing people on turn 5-6.
Forge of Wills, despite being nerfed, still one of the most broken cards ever made. 3 mana, create at minimum a 7/7 rush twice. Seems fair.
Odyn, Prime Designate allowing warrior to run an entire deck of over-the-top removal in bellowing flames, sanitize, trial by fire etc, while gaining tons of armor to stall, and that armor gain also now kills the opponent.
Is this just.. the game now? We just have to accept that this is what it is? It very much feels like whoever highrolls their stuff just wins the game without the opponent being able to react or do much about anything. Even wild no longer feels wild because the latest expansions have added so many "haha, you're fucked" cards which mean they make older, super powerful cards irrelevant, and you're forced to run all the new stuff. I dunno, I almost feel like the dreaded stormwind meta was better than this.
I'm surprised no one here is complaining about 'tentacle' warrior/shaman/rogue, especially warrior due to Brann. Its feels so hopeless, cause no matter what he'll clear your board with endless Table flips and kill with the other 10 mana spell.
This game is becoming dead to me as it no longer encourages the type of games I enjoy. I didn't even play enough last month to reach Diamond 5 (which is very unusual for me). So many occassions I would log on, face some degenrate deck (typically paladin this month) or OTK, lose and close Hearthstone.
I'm not interested in vomiting my hand onto the board to kill the opponent by turn 5. I'm not interested in playing OTK from hand. I never play the obviously OP flavour of the month deck. I detest the fascination Blizzard has with mana cheat, excessive cheap draw, discover everything and "build a board every turn" gameplay. I hate that they've designed cards which (depending on your oponent) just wont work (highlander). I hate the "inevitable uninteractive death" cards - plagues and wheel (and curses before that). There doesn't need to be (and never can be) parity between the classes, but they should all be viable, but some classes get to do everything while others get shafted.
In the past it's been possible to get to legend playing your own homebrew decks. Not anymore. The power level of the OP decks is so high that you absolubelty need completely refined decks to stand a chance. Most non-warrior control decks just arent viable any more, as you instantly lose against the many OTK decks that are out there. Many of those decks don't even play like a combo deck - they're a tempo deck with an OTK (or huge burst) tacked on the top. Its just not fun (for me) to play any more.
The move towards OTK from hand (which definirtely seems deliberate) seems like an odd design direction to take knowing the limited interaction that's possible with the opponents hand. The disruption cards available are often high risk - high reward (which (imo) is a poor design angle for any game - if you're lucky you get a chance to win, if not - lose. ), or have limited to no utility outside of their specific match up (which means you can't include them in your deck unless you want to lose more often against every other deck).
This isn't a sympathy post (or anything of the sort) - just my opinion on the state of the game. I'm sure some people will share it while others will vehemently disagree or tell me I should "kill them before yada yada..." In the past people have said I must love "bumping yetis" - so there's that angle too!
I came back after a 1 year break. I used to play only wild mode. Now the new standard is wilder then wild used to be!
Like 50% of the classes now have the same strategy. Draw like mad and OTK.
And compared to wild, they removed the tech cards from standard.
There are plenty of tech cards, but nobody played them in week one, because the dust hadn't settled down. There's Dirty Rats, tradeable Weapon Removal, Speaker Stompers that end the game vs Nature Shaman.
However it's not easy to counter the meta when the meta has not yet settled. We'll start seeing more of that with every passing week.
I came back after a 1 year break. I used to play only wild mode. Now the new standard is wilder then wild used to be!
Like 50% of the classes now have the same strategy. Draw like mad and OTK.
And compared to wild, they removed the tech cards from standard.
There are plenty of tech cards, but nobody played them in week one, because the dust hadn't settled down. There's Dirty Rats, tradeable Weapon Removal, Speaker Stompers that end the game vs Nature Shaman.
However it's not easy to counter the meta when the meta has not yet settled. We'll start seeing more of that with every passing week.
All warriors could give upstraight away as soon they see the first coldlight oracle. That's how pathetic those decks are.
There was a post a while back that did an analysis of the fallacy that is "tech cards" in a game like hearthstone. I don't remember all the details, but the essence of it is that tech cards basically make you feel better about a matchup by giving you a sense of agency over a particular match-up, while in reality lowering your win rate against all other match-ups (and probably overall). In short - they're a trap.
For a tech card to work and see play it really needs to be at a level like Rustrot Viper. He is potentially viable in every match-up (due to Ignis) and can be traded when not needed. Tradeable alone isn't enough though and you can't include all the relevant tech cards, because then you'll have a whole deck of tech!
Speaker Stomper is an interesting one, but only because nature shaman basically tells you they are going to kill you next turn when they play Flash of Lightning. Even with that, he still doesn't see a huge amount of play.
It's completely retarded - everything is OTK from hand. Why even bother playing - just roll a dice at the start of the match, and whoever rolls higher - wins.
Completely agree. If it's viable then it's no fun to play against, if it's not viable why bother designing it. Once again a single card/class completely shuts out normal control/value decks.
It also feels like the wording is wrong because its not 5 turns (it's 5 "end-of-turns") and, if you play wild, the ticking of the clock counts as an "end of turn effect" and as such can be doubled using Drakkari Enchanter. It should say "at the end of turn the Wheel of death ticks down from 5". The opponent dies when it reaches zero." Both problems solved....
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Some cards are just so soul-crushingly strong to play against right now that you just sigh and groan every time they get played.
Death Knight dropping 3 5/7 Nerubian Swarmguard taunts on turn 4.
Hunter now being the best aggro token class with Saddle Up! making Soul of the Forest look like a joke.
Cosmic Keyboard from Mage being a 2 mana card which creates 10/10+ worth of stats which also remove the opponent's board.
Paladin being the most broken it's ever been. Somehow managed to survive them dropping boulderfist ogre stats on all their minions with the best healing in the game? Here's a 20+ damage charge to the face.
Sonya Waterdancer generating infinite value, cheating 20 mana in a turn, and suddenly hitting you with a 20+ damage weapon in one turn from deadly poison copying. Pretty fair for a 4 mana card.
Shaman OTKing people on turn 5-6.
Forge of Wills, despite being nerfed, still one of the most broken cards ever made. 3 mana, create at minimum a 7/7 rush twice. Seems fair.
Odyn, Prime Designate allowing warrior to run an entire deck of over-the-top removal in bellowing flames, sanitize, trial by fire etc, while gaining tons of armor to stall, and that armor gain also now kills the opponent.
Is this just.. the game now? We just have to accept that this is what it is? It very much feels like whoever highrolls their stuff just wins the game without the opponent being able to react or do much about anything. Even wild no longer feels wild because the latest expansions have added so many "haha, you're fucked" cards which mean they make older, super powerful cards irrelevant, and you're forced to run all the new stuff. I dunno, I almost feel like the dreaded stormwind meta was better than this.
Welcome to 2024 Hearthstone!
This game sucks for few years now, too bad Im addicted. Lol
I definitely agree, this is the kind of power level I'd expect going into the yearly rotation, not after it.
I'm being carefully optimistic though, since Blizzard was quite good at nerfing excessive burst last year.
When everything is OP, nothing is.
Thought that was the purpose of Wild not Standard....
I'm surprised no one here is complaining about 'tentacle' warrior/shaman/rogue, especially warrior due to Brann. Its feels so hopeless, cause no matter what he'll clear your board with endless Table flips and kill with the other 10 mana spell.
It's just some classes get the excess synergy and staple cards while the others have litter cringe cards which are not enough to make archetype work
This game is becoming dead to me as it no longer encourages the type of games I enjoy. I didn't even play enough last month to reach Diamond 5 (which is very unusual for me). So many occassions I would log on, face some degenrate deck (typically paladin this month) or OTK, lose and close Hearthstone.
I'm not interested in vomiting my hand onto the board to kill the opponent by turn 5. I'm not interested in playing OTK from hand. I never play the obviously OP flavour of the month deck. I detest the fascination Blizzard has with mana cheat, excessive cheap draw, discover everything and "build a board every turn" gameplay. I hate that they've designed cards which (depending on your oponent) just wont work (highlander). I hate the "inevitable uninteractive death" cards - plagues and wheel (and curses before that). There doesn't need to be (and never can be) parity between the classes, but they should all be viable, but some classes get to do everything while others get shafted.
In the past it's been possible to get to legend playing your own homebrew decks. Not anymore. The power level of the OP decks is so high that you absolubelty need completely refined decks to stand a chance. Most non-warrior control decks just arent viable any more, as you instantly lose against the many OTK decks that are out there. Many of those decks don't even play like a combo deck - they're a tempo deck with an OTK (or huge burst) tacked on the top. Its just not fun (for me) to play any more.
The move towards OTK from hand (which definirtely seems deliberate) seems like an odd design direction to take knowing the limited interaction that's possible with the opponents hand. The disruption cards available are often high risk - high reward (which (imo) is a poor design angle for any game - if you're lucky you get a chance to win, if not - lose. ), or have limited to no utility outside of their specific match up (which means you can't include them in your deck unless you want to lose more often against every other deck).
This isn't a sympathy post (or anything of the sort) - just my opinion on the state of the game. I'm sure some people will share it while others will vehemently disagree or tell me I should "kill them before yada yada..." In the past people have said I must love "bumping yetis" - so there's that angle too!
I came back after a 1 year break. I used to play only wild mode. Now the new standard is wilder then wild used to be!
Like 50% of the classes now have the same strategy. Draw like mad and OTK.
And compared to wild, they removed the tech cards from standard.
There are plenty of tech cards, but nobody played them in week one, because the dust hadn't settled down. There's Dirty Rats, tradeable Weapon Removal, Speaker Stompers that end the game vs Nature Shaman.
However it's not easy to counter the meta when the meta has not yet settled. We'll start seeing more of that with every passing week.
All warriors could give upstraight away as soon they see the first coldlight oracle. That's how pathetic those decks are.
Also @hearthsam, when was Sonya Waterdancer a problem? Its way to slow, mostly you dead by the turn you could do a combo...
That 1 mana Maghteridon, which you can apparently discover in 90% of all cases is painful though.
Coldlight Oracle? What are you talking about?
There was a post a while back that did an analysis of the fallacy that is "tech cards" in a game like hearthstone. I don't remember all the details, but the essence of it is that tech cards basically make you feel better about a matchup by giving you a sense of agency over a particular match-up, while in reality lowering your win rate against all other match-ups (and probably overall). In short - they're a trap.
For a tech card to work and see play it really needs to be at a level like Rustrot Viper. He is potentially viable in every match-up (due to Ignis) and can be traded when not needed. Tradeable alone isn't enough though and you can't include all the relevant tech cards, because then you'll have a whole deck of tech!
Speaker Stomper is an interesting one, but only because nature shaman basically tells you they are going to kill you next turn when they play Flash of Lightning. Even with that, he still doesn't see a huge amount of play.
I was about to say play Arena, but it's also overpowered, sometimes you can draft a almost standard deck.
But generally games take longer and there is no OTK. but some of the new minions just multiply and end games on their own
It's completely retarded - everything is OTK from hand. Why even bother playing - just roll a dice at the start of the match, and whoever rolls higher - wins.
Oops...
Funny nobody mentioning wheel warlock. Totally retarded card design
Completely agree. If it's viable then it's no fun to play against, if it's not viable why bother designing it. Once again a single card/class completely shuts out normal control/value decks.
It also feels like the wording is wrong because its not 5 turns (it's 5 "end-of-turns") and, if you play wild, the ticking of the clock counts as an "end of turn effect" and as such can be doubled using Drakkari Enchanter. It should say "at the end of turn the Wheel of death ticks down from 5". The opponent dies when it reaches zero." Both problems solved....