1. For some reason devs love to introduce cards that are meant to be the single core of a deck. This kills deck diversity and makes each exp. become stale within weeks of being released.
2. 3 expansions per year (or however it is now) is way too slow and only helps to make point 1 more noticeable. I'm not saying they should release 6 exp. per year but maybe try and make exp. smaller so we can see more flavorful cards and more frequent card dumps. They could also try and restrict cards on a weekly or monthly basis so people have to adapt their decks. Or they could, from time to time, introduce batches of 1-3 cards every month or so.
3. They let oppressive decks and cards fester way too long in the meta game. It's always amazed me how long it takes for devs to act upon cards or decks that clearly pose a problem, defeating one of the main benefits of having a digital card game which is being able to make changes easily and frequently.
4. The stupid amount of grind it would take for me to get back on track. My last exp. was Witchwood. I chose to stop playing because points 1-3. If I ever wanted to come back it would take me a lot of time and/or money to try and get some of the essential cards for the exps. I missed. I'm not saying give me free stuff but make it easier for new or returning players to get on the level of current players. They could increase rewards or have a bigger list of daily quests.
Sure, Doomguard wasn't specially problematic before Bloodreaver Gul'dan, Carnivorous Cube, etc. But the fact that a couple of cards enabled it to become such an issue is proof that the card itself limits design space and has a potencial of being a problem again in the future.
So just like they did with Blade Flurry, they could deal with the Doomguard now and be able to print other demons or demon-synergy oriented cards in the future (IF they choose to nerf Doomguard, of corse).
You have to understand that, as a game director, Ben Brode didn't had much say in the design process. There were times during reveal streams in which he couldn't remember what a certain card did (because he doesn't even get to play that much with them during test periods). There's also an interview regarding the Shudderwock situation in which Brode happened to see one of the Saronite + Shudderwock combo's and asked the team to do something about it because it wasn't good for the game (to which they replied: "lol nope").
The one's responsible for the current meta situation are other guys (and there are a lot of them... the design team is composed of more parts than one would think) and note Ben Brode or Chu. So yeah, them leaving isn't gonna do much regarding the meta (probably).
Pd: If you're having SUCH trouble against one specific deck you just have to tech hard against it. Play decks with AoE's, weapon removals and such.
They are probably still testing if Shudderwock needs other kind of fix (nerf or other kind of change) other than animation time alone, so that one will take some more time.
How is it that every single cubefuck curves well or always tops a card they can use to fuck me up? It doesn't matter if you are shit at this game or you haven't played cubelock ever. The deck lets you put cero thought on any play you make because every single thing you might do will ass pull you to victory. Fuck this deck.
I play causal because I want to try stupid and experimental decks without compromising my rank. And, to be honest, those are the sort of decks you expect to find there. When I need to complete a quest I just make a meta deck and go to constructed. Playing jade druid, cubelock, big priest or any cancer variant of paladin is easy enough to be able to crank up the gold there.
It really ruins it for me to be trying to have fun with meme combos and not even getting to pull them off because a cubelock has filled the board by turn 5 and there's nothing I can do. If you wanna play a heavily refined deck made for easy wins, go play constructed. And, unlike casual, ladder will gradually hone your skills and make you a better player.
If any of them work to a constructed playable level, odd by far. Upgraded hero power since turn one it's much better and fun that the 1 mana reduction.
I agree that it has to do with paladin healing. But I think it's gonna be an expensive buff spell, like Spikeridged Steed. A spell that makes the targeted minion The Paragon of Light. I don't know much lore so I'm not sure if that title means something. But I would guess It would turn the minion in a support tool, giving it something like: "Give a minion Divine Shield and 'whenever this attacks restore +3 health to all friendly characters'" or something like that.
There are a couple of cards that excite me. But at this point I'm more excited for the rotation so we can say goodbye to a couple of cards. I'm still hopeful for cool shaman spells, control paladin support, treant druid cards and stuff that could open up new archetypes.
The Crystal Knight: Almost 100% a paladin legendary (that color palette makes me doubt tho) with an effect that gives divine shields. Maybe it gives you Silver Hand Recruits divine shield for the rest of the game.
6
1. For some reason devs love to introduce cards that are meant to be the single core of a deck. This kills deck diversity and makes each exp. become stale within weeks of being released.
2. 3 expansions per year (or however it is now) is way too slow and only helps to make point 1 more noticeable. I'm not saying they should release 6 exp. per year but maybe try and make exp. smaller so we can see more flavorful cards and more frequent card dumps. They could also try and restrict cards on a weekly or monthly basis so people have to adapt their decks. Or they could, from time to time, introduce batches of 1-3 cards every month or so.
3. They let oppressive decks and cards fester way too long in the meta game. It's always amazed me how long it takes for devs to act upon cards or decks that clearly pose a problem, defeating one of the main benefits of having a digital card game which is being able to make changes easily and frequently.
4. The stupid amount of grind it would take for me to get back on track. My last exp. was Witchwood. I chose to stop playing because points 1-3. If I ever wanted to come back it would take me a lot of time and/or money to try and get some of the essential cards for the exps. I missed. I'm not saying give me free stuff but make it easier for new or returning players to get on the level of current players. They could increase rewards or have a bigger list of daily quests.
1
A golden Deathstalker Rexxar. What's better than a bunch of mutants? A bunch of shiny golden mutants!
1
Sure, Doomguard wasn't specially problematic before Bloodreaver Gul'dan, Carnivorous Cube, etc. But the fact that a couple of cards enabled it to become such an issue is proof that the card itself limits design space and has a potencial of being a problem again in the future.
So just like they did with Blade Flurry, they could deal with the Doomguard now and be able to print other demons or demon-synergy oriented cards in the future (IF they choose to nerf Doomguard, of corse).
0
You have to understand that, as a game director, Ben Brode didn't had much say in the design process. There were times during reveal streams in which he couldn't remember what a certain card did (because he doesn't even get to play that much with them during test periods). There's also an interview regarding the Shudderwock situation in which Brode happened to see one of the Saronite + Shudderwock combo's and asked the team to do something about it because it wasn't good for the game (to which they replied: "lol nope").
The one's responsible for the current meta situation are other guys (and there are a lot of them... the design team is composed of more parts than one would think) and note Ben Brode or Chu. So yeah, them leaving isn't gonna do much regarding the meta (probably).
Pd: If you're having SUCH trouble against one specific deck you just have to tech hard against it. Play decks with AoE's, weapon removals and such.
0
This is nice work and all but I think that I speak for the community when I ask: Where is the cute card compendium?
(pd: good job with the compendium, thanks!)
6
They are probably still testing if Shudderwock needs other kind of fix (nerf or other kind of change) other than animation time alone, so that one will take some more time.
5
1
How is it that every single cubefuck curves well or always tops a card they can use to fuck me up? It doesn't matter if you are shit at this game or you haven't played cubelock ever. The deck lets you put cero thought on any play you make because every single thing you might do will ass pull you to victory. Fuck this deck.
0
Prince Liam followed by Blackhowl Gunspire and Tess Greymane... Tess can be useful, I guess? And a bunch of shit epics.
At least I'll be able to craft Hagatha the Witch and Baku the Mooneater from the Hall of Fame dust.
5
I play causal because I want to try stupid and experimental decks without compromising my rank. And, to be honest, those are the sort of decks you expect to find there. When I need to complete a quest I just make a meta deck and go to constructed. Playing jade druid, cubelock, big priest or any cancer variant of paladin is easy enough to be able to crank up the gold there.
It really ruins it for me to be trying to have fun with meme combos and not even getting to pull them off because a cubelock has filled the board by turn 5 and there's nothing I can do. If you wanna play a heavily refined deck made for easy wins, go play constructed. And, unlike casual, ladder will gradually hone your skills and make you a better player.
0
If any of them work to a constructed playable level, odd by far. Upgraded hero power since turn one it's much better and fun that the 1 mana reduction.
0
I agree that it has to do with paladin healing. But I think it's gonna be an expensive buff spell, like Spikeridged Steed.
A spell that makes the targeted minion The Paragon of Light. I don't know much lore so I'm not sure if that title means something. But I would guess It would turn the minion in a support tool, giving it something like: "Give a minion Divine Shield and 'whenever this attacks restore +3 health to all friendly characters'" or something like that.
0
Bewitched Guardian: Druid rare minion with taunt and costs more than 5 mana.
Paragon of light: Paladin epic spell that gives a buff, maybe divine shield + something else.
0
There are a couple of cards that excite me. But at this point I'm more excited for the rotation so we can say goodbye to a couple of cards.
I'm still hopeful for cool shaman spells, control paladin support, treant druid cards and stuff that could open up new archetypes.
0
The Crystal Knight: Almost 100% a paladin legendary (that color palette makes me doubt tho) with an effect that gives divine shields. Maybe it gives you Silver Hand Recruits divine shield for the rest of the game.