Quite Frankly you clearly aren't good at playing your deck. Any of Handlock, Dragon Priest, Secrets pally with coghammer, Ramp Druid and Tempo mage kick the shit out of Face Hunter. Even Handlock yes, if youre any good. NO nerfing to aggro decks needs to occur, that would make them unplayable. You try getting to legendary with face hunter and tell me how it goes. you almost 100% won't get there
Above post. Facehunter can be good but there is way worse decks and plenty of decks to destroy it, dunno why it still gets the most hate. Apart from the BM people that play it I guess
Yeah for sure it can be good, but its very hard to get win streaks with and thus is an inefficient way to ladder up. It just annoys me with all these people ripping Aggro decks that aren't actually overpowered, and aren't that hard to beat.
okay the thing is, as stated quite a few times above, aggressive decks are needed for a healthy playing experience because only one archetype of deck would be pretty boring. It would be pretty boring if every single match you play ends up in fatigue. It is fun to adapt to the opponent in every single game though, so aggro is needed. The only face deck that really exists right now, and is frequently seen is face hunter. Every other deck that seems to be somewhat aggro is actually a tempo deck, which is a huge difference! Even secret paladin is more of a tempo deck, because the Mysterious Challenger is a card that creates a huge tempo swing when played on turn 6. The difference between a tempo deck and a face deck is basically the fact that you fight for the board instead of hitting the opponents forehead till it bleeds. You actually need to maintain a good and healthy board in order for these decks to work. Zoolock, Secret Paladin, the faster combo druid, every single one of these decks really need at least some kind of board in order for their deck strategy to work properly.
The thing is that you cannot really add a sticky one drop to every single class, because most of the classes either do have one already or shouldnt be rewarded with one, because it would disturb the balance of everything. Mage does have a mana wyrm already, which is a very sticky one drop, but would you give a minion with similar effect to every class? In some decks that might work but in other decks it really is way too powerful. Druid for example has received a sticky one drop with TGT, Living Roots, that works. But would you give warrior an additional way to deal with early aggro besides Fiery Win Axe? They would basically win the game if they manage to get their one drop, I dunno, "Flag Carrier", 1 Mana, has +2 attack if you have a weapon equipped, with 1/3 stats, followed by the Win Axe. You need to think about the balance of the whole game instead of a single class because you favorise it over another.
They should add some neutral, early minions that deal with aggro / tempo and you shouldnt regret putting it in your deck in case you tend to be paired against a control deck. That seems like a card that is very complicated to design. I dunno, it is pretty hard to say.
Rollback Post to RevisionRollBack
Sticks and Stones may break my bones, but words will send me spiralling into crippling depression.
I've never had problems with hunters,all you need is a way to stabilize the game and then go face yourself,hard.On the other hand the almost infinite early game removal of warriors:Bash,Slam,Win Axe,Deathsbite coupled with 4 Hard removal cards that synergize almost perfect with the other cards and a decent Brawl gets me r3kt.
I think there are smarter ways to make aggressive decks less widespread going forward than simply nerf hammering existing aggressive cards.
1) Make the better aggressive cards of sets rare-legendary as opposed to common. Every set they make a bunch of awesome legendary minions but they're all designed for midrange/control and then they make cards like Argent Horserider and Brave Archer commons. If they started upping the rarity of cards like Horserider to rare to be more in line with Argent Commander it would make it the less enticing choice for new players. I don't want this to read as "I want there to be a disparate level of play between the have and have nots" but rather I'd wish they'd rethink some of their rarity ratings. They make Powershot, Ram Wrangler, and Stablemaster rare and epic (!) but push aggressive cards as commons. Of course a new player will be driven to go face is the place.
2) I think they can do more to increase the selection of aggro tech cards to be a bit less punishing in non-aggressive matchups. A card like Deathlord is awesome versus aggro, but if you have it in a control matchup it's likely a dead card. Yeah, versus Facehunter it's awesome, but versus something like Priest where "Whoops SW:P - thanks for my turn 3 Ysera" is brutal. I made a card for this week's card design completion that's a 3/4 Taunt for 2 but with Dearhrattle: Summon two 1/1s for the opponent. Something like that is strong versus aggro but still okay versus control as it is a powerful drawback but it a) makes the card less soft to Silence, and b) doesn't just end you in a control matchup. I don't think the answer is necessarily the pseudo-spell minions people always push that are lime mini Baron Geddon when in reality that's just sneaking the effect of a spell passed the "No neutral spell" policy.
Aggro decks shouldn't be nerfed, they are not the problem. The problem is (aside from Warrior class) we aren't given good healing options and there is currently no card in the game that truly counters charge minions. While we'er at it, how about a card that actually dispels ALL secrets, at a reasonable mana cost. Enough of this Kezan garbage.
Quite Frankly you clearly aren't good at playing your deck. Any of Handlock, Dragon Priest, Secrets pally with coghammer, Ramp Druid and Tempo mage kick the shit out of Face Hunter. Even Handlock yes, if youre any good. NO nerfing to aggro decks needs to occur, that would make them unplayable. You try getting to legendary with face hunter and tell me how it goes. you almost 100% won't get there
Above post. Facehunter can be good but there is way worse decks and plenty of decks to destroy it, dunno why it still gets the most hate. Apart from the BM people that play it I guess
Yeah for sure it can be good, but its very hard to get win streaks with and thus is an inefficient way to ladder up. It just annoys me with all these people ripping Aggro decks that aren't actually overpowered, and aren't that hard to beat.
Don't know about you but there isn't a single deck that i play with that when i see hunter it strikes fear in my heart.
I feel like every class has decent anti-face-deck tools. You just need to modify your decklist depending on where in the ladder you are
okay the thing is, as stated quite a few times above, aggressive decks are needed for a healthy playing experience because only one archetype of deck would be pretty boring. It would be pretty boring if every single match you play ends up in fatigue. It is fun to adapt to the opponent in every single game though, so aggro is needed. The only face deck that really exists right now, and is frequently seen is face hunter. Every other deck that seems to be somewhat aggro is actually a tempo deck, which is a huge difference! Even secret paladin is more of a tempo deck, because the Mysterious Challenger is a card that creates a huge tempo swing when played on turn 6. The difference between a tempo deck and a face deck is basically the fact that you fight for the board instead of hitting the opponents forehead till it bleeds. You actually need to maintain a good and healthy board in order for these decks to work. Zoolock, Secret Paladin, the faster combo druid, every single one of these decks really need at least some kind of board in order for their deck strategy to work properly.
The thing is that you cannot really add a sticky one drop to every single class, because most of the classes either do have one already or shouldnt be rewarded with one, because it would disturb the balance of everything. Mage does have a mana wyrm already, which is a very sticky one drop, but would you give a minion with similar effect to every class? In some decks that might work but in other decks it really is way too powerful. Druid for example has received a sticky one drop with TGT, Living Roots, that works. But would you give warrior an additional way to deal with early aggro besides Fiery Win Axe? They would basically win the game if they manage to get their one drop, I dunno, "Flag Carrier", 1 Mana, has +2 attack if you have a weapon equipped, with 1/3 stats, followed by the Win Axe. You need to think about the balance of the whole game instead of a single class because you favorise it over another.
They should add some neutral, early minions that deal with aggro / tempo and you shouldnt regret putting it in your deck in case you tend to be paired against a control deck. That seems like a card that is very complicated to design. I dunno, it is pretty hard to say.
Sticks and Stones may break my bones, but words will send me spiralling into crippling depression.
Make Annoy-o-Tron cost = 1
YEAH! TAKE THAT WARSONG COMMANDER!
Charge mechanic is indeed a problematic one, i foresee that they will find a way to gently remove it at the future.
Yeah, make warsong commander even worse, haha :D
Sticks and Stones may break my bones, but words will send me spiralling into crippling depression.
Increasing health pool from 30 to 40.
I've never had problems with hunters,all you need is a way to stabilize the game and then go face yourself,hard.On the other hand the almost infinite early game removal of warriors:Bash,Slam,Win Axe,Deathsbite coupled with 4 Hard removal cards that synergize almost perfect with the other cards and a decent Brawl gets me r3kt.
The 1st step towards a better game is firing Mike Donais! We had enough of his "skillful" balances!
#FireMikeDonais
IMO Annoy-o-Tron is good against Aggro and Control. It's in almost all of my decks. Even my face hunter.
I like to make cards and discuss game balance.
I enjoy when "No similar decks were found."
My latest deck: http://www.hearthpwn.com/decks/1366184-scholomance-charge-rez-priest-wild
I think there are smarter ways to make aggressive decks less widespread going forward than simply nerf hammering existing aggressive cards.
1) Make the better aggressive cards of sets rare-legendary as opposed to common. Every set they make a bunch of awesome legendary minions but they're all designed for midrange/control and then they make cards like Argent Horserider and Brave Archer commons. If they started upping the rarity of cards like Horserider to rare to be more in line with Argent Commander it would make it the less enticing choice for new players. I don't want this to read as "I want there to be a disparate level of play between the have and have nots" but rather I'd wish they'd rethink some of their rarity ratings. They make Powershot, Ram Wrangler, and Stablemaster rare and epic (!) but push aggressive cards as commons. Of course a new player will be driven to go face is the place.
2) I think they can do more to increase the selection of aggro tech cards to be a bit less punishing in non-aggressive matchups. A card like Deathlord is awesome versus aggro, but if you have it in a control matchup it's likely a dead card. Yeah, versus Facehunter it's awesome, but versus something like Priest where "Whoops SW:P - thanks for my turn 3 Ysera" is brutal. I made a card for this week's card design completion that's a 3/4 Taunt for 2 but with Dearhrattle: Summon two 1/1s for the opponent. Something like that is strong versus aggro but still okay versus control as it is a powerful drawback but it a) makes the card less soft to Silence, and b) doesn't just end you in a control matchup. I don't think the answer is necessarily the pseudo-spell minions people always push that are lime mini Baron Geddon when in reality that's just sneaking the effect of a spell passed the "No neutral spell" policy.
Balancing busted cards version 1.0.
Aggro decks shouldn't be nerfed, they are not the problem. The problem is (aside from Warrior class) we aren't given good healing options and there is currently no card in the game that truly counters charge minions. While we'er at it, how about a card that actually dispels ALL secrets, at a reasonable mana cost. Enough of this Kezan garbage.