IMO these changes need to go in the game mode, it would make it less fast and less frustrating for everyone and heavily mitigate the aggro builds and aggro heroes. When Yogg is one of the top heroes because he can get a few early extra buffs and not lose 20hp, your game has a problem.These are no brainers to me quite frankly. Playing at 9k mmr.
1- Cannot take over 10 damage. This vastly reduces the randomness of the game in only positive ways. I want the best build to win and I want people to have a chance to adapt to others or to tech strategies. These random 20+ swings are dumb.
2- Tokens deal no damage. A token is any card that you can't buy in the tavern. Early token damage is just a bad and frustrating part of the game.
3- Last minion attacks to lessen damage. Again a frustrating part of the game to lose the match or to lose more HP due to those final 1-2 coin flips. Just make it tie and end this crap.
For me it would be enough if all tokens dealt 1 damage, regardless of what minion they actually are. Taking 6 damage after killing shredder is bullshit.
Also rat pack needs to go, it's way too synergetic with all attack buffs and dealing up to 7 damage with 2 star card is not right.
For me it would be enough if all tokens dealt 1 damage, regardless of what minion they actually are. Taking 6 damage after killing shredder is bullshit.
Also rat pack needs to go, it's way too synergetic with all attack buffs and dealing up to 7 damage with 2 star card is not right.
My other idea was to just cap the damage by turn as well, turn 1 = 1, turn 2 = 2 etc, capped to 10. This massively mitigates early game matchup/tavern roll RNG, which is basically the part of the game no one likes to feel caused them to lose.
But it'll be a cold day in hell before blizzard understands to nerf something because it's unfun. It took them SO LONG to remove Mind Control Tech from arena, despite my incessant complaints about this card for like 2 years on here lol. No one said I was right but apparently some angel at Blizzard pulled his head out of his ass and figured out to remove the least fun card in arena. "Hey we can make this game more fun as zero cost to ourselves wow what a hard choice". lol
I would add, that Piloted Shredder drops should be changed, a "2-drop" is not the same as a "Tier 2 minion", and its horrible take extra damage because minions like Kagdhar are in the pool when something like mana cost has nothing to do with Battlegrounds, or in the same way when the Piloted Sky Golem droped Gentle Megasaur or Baron Rivendale and you sudenly take even more damage because you killed the minion.
IMO these changes need to go in the game mode, it would make it less fast and less frustrating for everyone and heavily mitigate the aggro builds and aggro heroes. When Yogg is one of the top heroes because he can get a few early extra buffs and not lose 20hp, your game has a problem.These are no brainers to me quite frankly. Playing at 9k mmr.
1- Cannot take over 10 damage. This vastly reduces the randomness of the game in only positive ways. I want the best build to win and I want people to have a chance to adapt to others or to tech strategies. These random 20+ swings are dumb.
2- Tokens deal no damage. A token is any card that you can't buy in the tavern. Early token damage is just a bad and frustrating part of the game.
3- Last minion attacks to lessen damage. Again a frustrating part of the game to lose the match or to lose more HP due to those final 1-2 coin flips. Just make it tie and end this crap.
For me it would be enough if all tokens dealt 1 damage, regardless of what minion they actually are. Taking 6 damage after killing shredder is bullshit.
Also rat pack needs to go, it's way too synergetic with all attack buffs and dealing up to 7 damage with 2 star card is not right.
Piloted Shredder, Knife Juggler, Mad Scientist, Dr. Boom
Need to be removed from this game
This ^
Always expect the unexpectable!
Damage cap fixes shredder and spawns in general.
My other idea was to just cap the damage by turn as well, turn 1 = 1, turn 2 = 2 etc, capped to 10.
This massively mitigates early game matchup/tavern roll RNG, which is basically the part of the game no one likes to feel caused them to lose.
But it'll be a cold day in hell before blizzard understands to nerf something because it's unfun. It took them SO LONG to remove Mind Control Tech from arena, despite my incessant complaints about this card for like 2 years on here lol. No one said I was right but apparently some angel at Blizzard pulled his head out of his ass and figured out to remove the least fun card in arena. "Hey we can make this game more fun as zero cost to ourselves wow what a hard choice". lol
I would add, that Piloted Shredder drops should be changed, a "2-drop" is not the same as a "Tier 2 minion", and its horrible take extra damage because minions like Kagdhar are in the pool when something like mana cost has nothing to do with Battlegrounds, or in the same way when the Piloted Sky Golem droped Gentle Megasaur or Baron Rivendale and you sudenly take even more damage because you killed the minion.
I think rat pack will get changed in the next update. Deathwing is really magnifying how broken it is (it always has been).