IMO it's true but not in the way that people would think.
It's very common for the average player to ultimately go 100-100 (or something close to it), but that's it, an average player.
The game is checking the decisions you make, and your MMR. You're getting matched accordingly. So if it is true, it just means that when you win you're getting match against more skilled opponents, and making bad decisions and losing. Then the opposite is true when you get random winstreaks. Your MMR has swung low, and now you're playing better than them.
I had my tinfoil hat on years ago and thought the same thing, but then I realized: if it's true, then why do I not keep getting legend, while pros consistently do? They are playing way better than most of their opponents on average. Then, when they get to their approriate skill level in high legend, it stops being so easy.
My favorite of all time was pre-nerf Force of Nature (they used to have Charge) Combo Druid from the olden days, but Spell Druid is pretty interesting now. I think Maly is doing a little better ladder wise though.
DH has made Legend extremely easier than before IMO. I've never seen more orange hexagons on my friends list after playing for years. If you reeeeeally want legend, just sit down and play DH until your fingers bleed. You WILL make it. It might be ~250 games from now if you're actually good with the deck, maybe 500, but eventually you'll make it. Netdeck a good list, watch some streams, play 300 games, done.
Zephrys the Great : After years of being told the game is completely and fairly random, they release a card that proves that they could simply not, if they really wanted to. Something about that kinda rubs me the wrong way. Doesn't feel good losing to tailored out of class spells, the single turning point of the HS's gamestate with a card like this being made.
Altruis the Outcast : Even after nerfs, insanely powerful with its ability to still hit face. Stacking outcasts and clearing boards while topdecking to victory.
Dragonqueen Alexstrasza: Even after soft nerf, still can easily net you 15+ worth of value (if you get Kalecgos 20+). I get it, it's 9 mana, tempo yada. Not like this.
After games have been popular for a while, they tend to add randomness, reward practice/preparedness less, etc to attract more players. I see it and get it, just sucks to see them take this route.
A lot of this is gitgud, but I'll say it constructively:
The game is made to match you against equal skill. Your win lose win lose runs are the game pitting you against someone marginally better, and seeing if you should be higher than them. It's that one missed opportunity, or that one inefficient trade that the game looks at and says, "nope, not good enough". I hit a wall at R2 & I roped every turn to make ABSOLUTELY sure I was making the best play, and then won 7 straight to those card backs.
There's no way a whole dev team missed the fact that 32/32 Rush in one turn existed (quite easily and consistently might I add) and still does. I think they know the game's power has gone off the rails at this point, and they don't seem very interested in even bothering with it.
A while ago I remember Brode saying that any point in the game, the next set is done, the one after that is getting the finishing touches, and the one after that is being fleshed out. They know exactly what they're doing.
When the game started, I hoped that we wouldn't get to this point... and here we are. MtG has a tried and true method of card design. Some things fall through the cracks, but they're not too shabby for a 20+ year old TCG.
HS has gone down the Yu-Gi-Oh path: Make insanely OP cards to sell the set, let players complain, and then eventually nerf it conveniently around the time to wash, rinse and repeat for the new set.
0
Two mana Pot of Greed in an Aggro Druid deck where 28/30 cards cost 2 or less seems pretty good.
1
So they make a 1-Mana card that can theoretically go +4, and the best nerf they can get us "toning it down" to a +3?
Secret Passage is easily in the top five most powerful cards made. Just say you need OP cards to sell sets and save us some time.
1
IMO it's true but not in the way that people would think.
It's very common for the average player to ultimately go 100-100 (or something close to it), but that's it, an average player.
The game is checking the decisions you make, and your MMR. You're getting matched accordingly. So if it is true, it just means that when you win you're getting match against more skilled opponents, and making bad decisions and losing. Then the opposite is true when you get random winstreaks. Your MMR has swung low, and now you're playing better than them.
I had my tinfoil hat on years ago and thought the same thing, but then I realized: if it's true, then why do I not keep getting legend, while pros consistently do? They are playing way better than most of their opponents on average. Then, when they get to their approriate skill level in high legend, it stops being so easy.
2
My favorite of all time was pre-nerf Force of Nature (they used to have Charge) Combo Druid from the olden days, but Spell Druid is pretty interesting now. I think Maly is doing a little better ladder wise though.
1
Got to Diamond 6, derped back to D10 floor. Only missing 100 dust from missing D5, not too bad
0
DH has made Legend extremely easier than before IMO. I've never seen more orange hexagons on my friends list after playing for years. If you reeeeeally want legend, just sit down and play DH until your fingers bleed. You WILL make it. It might be ~250 games from now if you're actually good with the deck, maybe 500, but eventually you'll make it. Netdeck a good list, watch some streams, play 300 games, done.
0
All of the legendaries in Demon Hunter
3
Zephrys the Great : After years of being told the game is completely and fairly random, they release a card that proves that they could simply not, if they really wanted to. Something about that kinda rubs me the wrong way. Doesn't feel good losing to tailored out of class spells, the single turning point of the HS's gamestate with a card like this being made.
Altruis the Outcast : Even after nerfs, insanely powerful with its ability to still hit face. Stacking outcasts and clearing boards while topdecking to victory.
Dragonqueen Alexstrasza: Even after soft nerf, still can easily net you 15+ worth of value (if you get Kalecgos 20+). I get it, it's 9 mana, tempo yada. Not like this.
After games have been popular for a while, they tend to add randomness, reward practice/preparedness less, etc to attract more players. I see it and get it, just sucks to see them take this route.
0
A lot of this is gitgud, but I'll say it constructively:
The game is made to match you against equal skill. Your win lose win lose runs are the game pitting you against someone marginally better, and seeing if you should be higher than them. It's that one missed opportunity, or that one inefficient trade that the game looks at and says, "nope, not good enough". I hit a wall at R2 & I roped every turn to make ABSOLUTELY sure I was making the best play, and then won 7 straight to those card backs.
1
1. Preparation will always make their newer cards even better than they already are.
2. Rogues are getting better at stealing from classes, along with the synergies.
3. Their "playing, having and comboing a bunch of cards" playstyle provides them with lots of options.
1
Idk why this is downvoted, lol it's true.
Konami has been doing it for years, and unfortunately Blizzard has gotten so reliant on power creep to stay a relevant game that it must do it too.
3
There's no way a whole dev team missed the fact that 32/32 Rush in one turn existed (quite easily and consistently might I add) and still does. I think they know the game's power has gone off the rails at this point, and they don't seem very interested in even bothering with it.
0
Enough of this meme card. A HoF would be nice, but even a nerf would be bearable.
https://hsreplay.net/replay/9E4DVtHf5ZSTxXdGHS6VHS
I take Fatigue on Turn 20, but don't get a turn.
If they're not gonna take it out, at least fix the interaction... it's a Classic card for goodness sake.
4
A while ago I remember Brode saying that any point in the game, the next set is done, the one after that is getting the finishing touches, and the one after that is being fleshed out. They know exactly what they're doing.
0
When the game started, I hoped that we wouldn't get to this point... and here we are. MtG has a tried and true method of card design. Some things fall through the cracks, but they're not too shabby for a 20+ year old TCG.
HS has gone down the Yu-Gi-Oh path: Make insanely OP cards to sell the set, let players complain, and then eventually nerf it conveniently around the time to wash, rinse and repeat for the new set.