ive been playing ETC warrior for last few hours and god it was nightmare.
looks like there is big issues with drawing Battle Rage. i drew them once in my first 15 cards, all others were like last 7 cards, last 5, last 8. once, twice, 3 times its just bad luck, when you feel consistency not drawing it there is issue here.
i know its too good of a refill with Skipper set but zero doubt blizzard is nerfing it with server-side balancing(RNG).
i saw the issue in Thijs's stream too. what is your idea, do you feel you are not drawing Battle Rage as much as you should?
It would be really difficult to "nerf" a card in that way and I honestly don't think Blizzard would go so far to do it just for one specific deck.
Maybe in a larger sample of games we could see a pattern but again for one card and a certain deck type I highly doubt they would go so far to make that happen.
It would be really difficult to "nerf" a card in that way and I honestly don't think Blizzard would go so far to do it just for one specific deck.
Maybe in a larger sample of games we could see a pattern but again for one card and a certain deck type I highly doubt they would go so far to make that happen.
I mean, we're talking about tin-foil hat stuff, here.
I definitely don't buy-into the idea that Blizzard is manipulating your draw and therefore making battle rage show up in your hand less often.
If they thought warriors were winning too many games they would nerf an important card, but not use some spy-system manipulation to make the win-rates balance out by giving players certain draws. It's too complicated.
It would be really difficult to "nerf" a card in that way and I honestly don't think Blizzard would go so far to do it just for one specific deck.
Maybe in a larger sample of games we could see a pattern but again for one card and a certain deck type I highly doubt they would go so far to make that happen.
I mean, we're talking about tin-foil hat stuff, here.
I definitely don't buy-into the idea that Blizzard is manipulating your draw and therefore making battle rage show up in your hand less often.
If they thought warriors were winning too many games they would nerf an important card, but not use some spy-system manipulation to make the win-rates balance out by giving players certain draws. It's too complicated.
More tin-foil hat stuff here but I was 100% convinced when Shudderwock was first running out of control that Bliz server side nerfed it so that it was almost always in the bottom 10 cards. I never had Shudderwock prior to last 10 cards unless I kept it on my mulligan after it took over the meta.
Is it really that unbelievable Bliz would do stealth server side nerfs? In the case of Shudderwock they wouldn't want to nerf too fast and refund 1600 dust when they were far stingier with dust refunds then than they are now.
No, this isn’t a thing that happens. You simply can’t get away with stuff like RNG manipulation when regular streams are getting hundreds of thousands of views daily, and millions of hands and draws are being fed into third party software (deck tracker, hsreplay, data reaper) without the community noticing and being able to provide relatively concrete evidence that it’s going on. Have a look at Karl Jobst’s YouTube video about speedrunner Dream cheating his Minecraft speedruns using RNG manipulation and how he was caught for a good example of this in action.
On the topic of battle rage, it is the kind of card that can give the illusion of manipulated RNG because it is extremely powerful in the mid game when you are holding a combo or have an appropriate board state, while being a woefully poor late game topdeck in a lot of situations. Because of this, when you draw it late without a combo or set up for it, you really notice it. On the flip side, for example, if you draw into shield block late in the game it is still almost always live and a reasonably good top deck, so you just don’t tend to notice or think “wow I really needed that earlier.” But I guarantee these two happen with the exact same frequency (the only variable being when you choose to keep/throw either card in the mulligan) but one event is significantly more memorable than the other.
This is also very relevant to the bizarre argument that RNG is tilted to favour aggro decks. The reality is that aggro decks typically don’t suffer from poor RNG simply because they are packed with low cost cards with relatively high impact that have reasonable synergy but do not RELY on each other in order to work. Because of the deck building method for aggro, they don’t tend to have many cards that are bad top decks, since everything is either focused on improving your board state or dealing damage, and generally everything is a good standalone card.
ive been playing ETC warrior for last few hours and god it was nightmare.
looks like there is big issues with drawing Battle Rage. i drew them once in my first 15 cards, all others were like last 7 cards, last 5, last 8. once, twice, 3 times its just bad luck, when you feel consistency not drawing it there is issue here.
i know its too good of a refill with Skipper set but zero doubt blizzard is nerfing it with server-side balancing(RNG).
i saw the issue in Thijs's stream too. what is your idea, do you feel you are not drawing Battle Rage as much as you should?
Hard to say but honestly I doubt it.
It would be really difficult to "nerf" a card in that way and I honestly don't think Blizzard would go so far to do it just for one specific deck.
Maybe in a larger sample of games we could see a pattern but again for one card and a certain deck type I highly doubt they would go so far to make that happen.
I'm not saying it's not true, but maybe add a question mark to your title so it's not so much click-bait O_o
"There is no spoon"
I mean, we're talking about tin-foil hat stuff, here.
I definitely don't buy-into the idea that Blizzard is manipulating your draw and therefore making battle rage show up in your hand less often.
If they thought warriors were winning too many games they would nerf an important card, but not use some spy-system manipulation to make the win-rates balance out by giving players certain draws. It's too complicated.
Yup fully agree.
nerfing a card seems way more reasonable.
More tin-foil hat stuff here but I was 100% convinced when Shudderwock was first running out of control that Bliz server side nerfed it so that it was almost always in the bottom 10 cards. I never had Shudderwock prior to last 10 cards unless I kept it on my mulligan after it took over the meta.
Is it really that unbelievable Bliz would do stealth server side nerfs? In the case of Shudderwock they wouldn't want to nerf too fast and refund 1600 dust when they were far stingier with dust refunds then than they are now.
No, this isn’t a thing that happens. You simply can’t get away with stuff like RNG manipulation when regular streams are getting hundreds of thousands of views daily, and millions of hands and draws are being fed into third party software (deck tracker, hsreplay, data reaper) without the community noticing and being able to provide relatively concrete evidence that it’s going on. Have a look at Karl Jobst’s YouTube video about speedrunner Dream cheating his Minecraft speedruns using RNG manipulation and how he was caught for a good example of this in action.
On the topic of battle rage, it is the kind of card that can give the illusion of manipulated RNG because it is extremely powerful in the mid game when you are holding a combo or have an appropriate board state, while being a woefully poor late game topdeck in a lot of situations. Because of this, when you draw it late without a combo or set up for it, you really notice it. On the flip side, for example, if you draw into shield block late in the game it is still almost always live and a reasonably good top deck, so you just don’t tend to notice or think “wow I really needed that earlier.” But I guarantee these two happen with the exact same frequency (the only variable being when you choose to keep/throw either card in the mulligan) but one event is significantly more memorable than the other.
This is also very relevant to the bizarre argument that RNG is tilted to favour aggro decks. The reality is that aggro decks typically don’t suffer from poor RNG simply because they are packed with low cost cards with relatively high impact that have reasonable synergy but do not RELY on each other in order to work. Because of the deck building method for aggro, they don’t tend to have many cards that are bad top decks, since everything is either focused on improving your board state or dealing damage, and generally everything is a good standalone card.