I am concerned about the skill cap in heartstone in the recent expansions and especially in the next standard cycle. It is slowly decreasing with every expansion having stonger cards, autobuild decks(like jade druid).
We're loosing almost every deck that takes at least some skill:
Patron warrior:-It's a very bad and unused deck, but once it was one of the most skilltesting and strong decks, with the loosing of Grim Patron, it dies forever.
But fear not,jade druid and pirate warrior, loosing mostly nothing.Also, the quest mechanic seems really fun, but they are pretty straightforward,most promotes a midrange playstyle(see priest,paladin), or midange-aggro(warlock,shaman,hunter) the rogue one seems fun, but i am sure aggro rogues will find a way to charge your face for 10-15 every turn with that(there are still 3quest unseen).
I fear Journey to Un'Goro ill just be a big midrange-curvestone fest.
Mill rogue might still be a thing with cards like Gadgetzan Ferryman and Mimic Pod. Mimic pod also helps with miracle rogue. On top of that, we might see some crazy Medivh, the Guardian spell buff paladin arise and a lot of tech cards have been added to help combat aggro decks.
And did I mention Sunkeeper Tarim and King Mosh, two huge jade counters? Sure, elemental curvestone decks are going to be seen here and there but that doesn't keep the community from getting creative with other cards. I don't see un'goro bringing more harm than good.
Hopefully there will always be rogue, Rogue aggro and jade rogue are both very skillful to play optimally, as well as hopefully the new quest. There were also other high skill cap decks like C'thun Kun Druid, malygos druid, and arguably silence priest.
I think the biggest issue though is that none of these decks even reward you enough for high skill play (by having a better than average positive win rate (like it's a similar positive win rate as other "meta" decks) the whole point of a ccg/tcg is skilled competition, but when you win the same amount with a skilled deck than it's basically just a deck that's slightly more interesting to the good player. It may be an exageration that this has never happened, but you get my drift. The goal of having everything "balanced" is actually incorrect.
Awaken the Makers:-Midrange quest, maybe the most control-oriented quest revealed so far.
The Caverns Below:-Interesting and cool design, i just fear of this being used to generate cheap 5/5 charge minions.
Unite the Murlocs:-Aggro-ish midrange quest.Murloc shaman is traditionally an aggro deck.
Lakkari Sacrifice:-We all know the traditional aggro-disco zoo, I don' t think this quite fits in that,it s kinda slow, this maybe generates a new, slower discardlock(but you can't run a control deck with discarding your cards all game)
Also, the elementals seems SUPER curvestone as some of you have aleady stated.
Mill rogue might still be a thing with cards like Gadgetzan Ferryman and Mimic Pod. Mimic pod also helps with miracle rogue. On top of that, we might see some crazy Medivh, the Guardian spell buff paladin arise and a lot of tech cards have been added to help combat aggro decks.
And did I mention Sunkeeper Tarim and King Mosh, two huge jade counters? Sure, elemental curvestone decks are going to be seen here and there but that doesn't keep the community from getting creative with other cards. I don't see un'goro bringing more harm than good.
Mill rogue can't work without Gang Up, because you want to fatigue later that your enemy, without a tool like it you fatigue at the same time, so you die at the same time(or you very likely sooner).
And did I mention Sunkeeper Tarim and King Mosh, two huge jade counters? Sure, elemental curvestone decks are going to be seen here and there but that doesn't keep the community from getting creative with other cards. I don't see un'goro bringing more harm than good.
I'm confused as to why people think Tarim is a jade counter. A board filled with 3/3 is still significant. He is a lot worse that Eradic, and I don't remember him being played anyway. If the devs jade counters are just tarim and King Mosh then Jade idol will just be the best deck in ungoro.
Unite the Murlocs:-Aggro-ish midrange quest.Murloc shaman is traditionally an aggro deck.
Lakkari Sacrifice:-We all know the traditional aggro-disco zoo, I don' t think this quite fits in that,it s kinda slow, this maybe generates a new, slower discardlock(but you can't run a control deck with discarding your cards all game)
Also, the elementals seems SUPER curvestone as some of you have aleady stated.
Depending on how the rest of the expansion will look like, Elementals look like it needs a bit more decision making than Jade at least. Currently all jade decks are basically curvestone with midrange jade shaman the worst offender of this. Jade rogue is not competitive enough and Jade Druid is such a low skillcap, curvestone deck that just happens to shut down control decks at the same time? Bullshit.
Honestly anything released right now is better than what we have currently in standard, which is draw-dependent pirate aggro, curvestone jade decks (guess I'll also put dragon priest since it's basically just as curvy as jades), and the miniscule control decks that has to juggle between whether or not they want to do better against pirate aggro or curvestone jade decks. I agree aggro/water rogue requires some thought process but the deck like any pirate iterations just basically sucks balls if you draw Patches or miss out on Finja before turn 5.
MSG is like the only expansion I've played that feels so entirely reliant on draw order than any other previous expansions. The statistics for Patches in your opening hand is startling enough and how it was basically played up to 50% of all standard before the 7.1 nerfs. I haven't been in the pre-nerf undertaker era so I can't speak for that. Ungoro can only go up than what it is now.
Unite the Murlocs:-Aggro-ish midrange quest.Murloc shaman is traditionally an aggro deck.
Lakkari Sacrifice:-We all know the traditional aggro-disco zoo, I don' t think this quite fits in that,it s kinda slow, this maybe generates a new, slower discardlock(but you can't run a control deck with discarding your cards all game)
Also, the elementals seems SUPER curvestone as some of you have aleady stated.
Awaken the Makers can be control if it doesn't turn to make a new "dragon"/midrange priest(just now with n'zoth and deathrattles).
The Last Kaleidosaur:-Control paladin doesn't use buffs, but the reward can be a good finisher for a control deck.I just don' t see a paladin quest deck work yet.
The "Freeze mage:-Completely destroyed" is just based on some nonsence.
Yes it will be weaker in standard, than in wild, as it already is, but it has exicted since before both Emperor Thaurissan and Forgotten Torch, and the last one wasn't even a stabel. I will agree that Ice Lance will hurt, no doubt! But there has been added a lot more spelldamage minions, so there are still ways to increase the damage range.
Do not forget that the removal of Reno Jackson is also a huge plus for Freeze mage, and you get Arcanologist, a tutor card for your secrets.
And sorry for sounding lame, but Mill rogue is just not a real deck. In a world where aggro is the meta, Mill rogue is (I sadly agree) as much a deck as Divine Spirit/Inner Fire Priest is.
The "Freeze mage:-Completely destroyed" is just based on some nonsence.
Yes it will be weaker in standard, than in wild, as it already is, but it has exicted since before both Emperor Thaurissan and Forgotten Torch, and the last one wasn't even a stabel. I will agree that Ice Lance will hurt, no doubt! But there has been added a lot more spelldamage minions, so there are still ways to increase the damage range.
Do not forget that the removal of Reno Jackson is also a huge plus for Freeze mage, and you get Arcanologist, a tutor card for your secrets.
And sorry for sounding lame, but Mill rogue is just not a real deck. In a world where aggro is the meta, Mill rogue is (I sadly agree) as much a deck as Divine Spirit/Inner Fire Priest is.
Of course it can be viable as it was since beta but we haven't seen any cards that would make freeze mage viable in standard(if we consider it viable now).I would be the happest person(around 1000 wins with freeze, reached legend with it) if you're right.
And yeah mill not a viable deck or anything,I listed it because of the skill you need to play it(I think it surprasses freeze easily).
I know this is old, but how the hell did this receive so many replies and no one corrected his spelling of LOSING? Come on people. At least attempt to educate the man.
I know this is old, but how the hell did this receive so many replies and no one corrected his spelling of LOSING? Come on people. At least attempt to educate the man.
I am concerned about the skill cap in heartstone in the recent expansions and especially in the next standard cycle. It is slowly decreasing with every expansion having stonger cards, autobuild decks(like jade druid).
We're loosing almost every deck that takes at least some skill:
Freeze mage:-Completely destroyed ,loosing Emperor Thaurissan, Forgotten Torch, Ice Lance
Miracle/malygos rogue:-I am pretty sure they will be unplayable (loosing Tomb Pillager,Conceal,Azure Drake, malyrogue also loosing Emperor Thaurissan)
Reno warlock/mage:-Loosing Reno Jackson, warlock has no chance of survival without him neither mage.Maybe priest.
Anyifin paladin:-Loosing Anyfin Can Happen, no chance.
Mill rogue:-Loosing Gang Up, no chance.
Patron warrior:-It's a very bad and unused deck, but once it was one of the most skilltesting and strong decks, with the loosing of Grim Patron, it dies forever.
But fear not,jade druid and pirate warrior, loosing mostly nothing.Also, the quest mechanic seems really fun, but they are pretty straightforward,most promotes a midrange playstyle(see priest,paladin), or midange-aggro(warlock,shaman,hunter) the rogue one seems fun, but i am sure aggro rogues will find a way to charge your face for 10-15 every turn with that(there are still 3quest unseen).
I fear Journey to Un'Goro ill just be a big midrange-curvestone fest.
You can also find me:
https://www.reddit.com/user/fiti987/
Discord: /r/Wildhearthstone - ShatteR [EU]
The elementals look like curvestone, but the quests look promising. Wild will become significantly more popular after rotation.
Come on these decks is not lost? There is something called wild where you can play all the old decks you like - unless it contains nerfed cards ofc.
Mill rogue might still be a thing with cards like Gadgetzan Ferryman and Mimic Pod. Mimic pod also helps with miracle rogue. On top of that, we might see some crazy Medivh, the Guardian spell buff paladin arise and a lot of tech cards have been added to help combat aggro decks.
And did I mention Sunkeeper Tarim and King Mosh, two huge jade counters? Sure, elemental curvestone decks are going to be seen here and there but that doesn't keep the community from getting creative with other cards. I don't see un'goro bringing more harm than good.
That's Incredible!
Hopefully there will always be rogue, Rogue aggro and jade rogue are both very skillful to play optimally, as well as hopefully the new quest. There were also other high skill cap decks like C'thun Kun Druid, malygos druid, and arguably silence priest.
I think the biggest issue though is that none of these decks even reward you enough for high skill play (by having a better than average positive win rate (like it's a similar positive win rate as other "meta" decks) the whole point of a ccg/tcg is skilled competition, but when you win the same amount with a skilled deck than it's basically just a deck that's slightly more interesting to the good player. It may be an exageration that this has never happened, but you get my drift. The goal of having everything "balanced" is actually incorrect.
The quest is an awesome mechanic, but look at them:
Also, the elementals seems SUPER curvestone as some of you have aleady stated.
You can also find me:
https://www.reddit.com/user/fiti987/
Discord: /r/Wildhearthstone - ShatteR [EU]
is looking at new cards
is happy that he does not disenchanted naxx/gvg cards
really, i ll just be playing wild all day long
You can also find me:
https://www.reddit.com/user/fiti987/
Discord: /r/Wildhearthstone - ShatteR [EU]
Depending on how the rest of the expansion will look like, Elementals look like it needs a bit more decision making than Jade at least. Currently all jade decks are basically curvestone with midrange jade shaman the worst offender of this. Jade rogue is not competitive enough and Jade Druid is such a low skillcap, curvestone deck that just happens to shut down control decks at the same time? Bullshit.
Honestly anything released right now is better than what we have currently in standard, which is draw-dependent pirate aggro, curvestone jade decks (guess I'll also put dragon priest since it's basically just as curvy as jades), and the miniscule control decks that has to juggle between whether or not they want to do better against pirate aggro or curvestone jade decks. I agree aggro/water rogue requires some thought process but the deck like any pirate iterations just basically sucks balls if you draw Patches or miss out on Finja before turn 5.
MSG is like the only expansion I've played that feels so entirely reliant on draw order than any other previous expansions. The statistics for Patches in your opening hand is startling enough and how it was basically played up to 50% of all standard before the 7.1 nerfs. I haven't been in the pre-nerf undertaker era so I can't speak for that. Ungoro can only go up than what it is now.
Regular NA Arena Leaderboard player.
Reached #1 in NA arena leaderboard in May 2018 with a 9.07 average!
You can also find me:
https://www.reddit.com/user/fiti987/
Discord: /r/Wildhearthstone - ShatteR [EU]
The "Freeze mage:-Completely destroyed" is just based on some nonsence.
Yes it will be weaker in standard, than in wild, as it already is, but it has exicted since before both Emperor Thaurissan and Forgotten Torch, and the last one wasn't even a stabel. I will agree that Ice Lance will hurt, no doubt! But there has been added a lot more spelldamage minions, so there are still ways to increase the damage range.
Do not forget that the removal of Reno Jackson is also a huge plus for Freeze mage, and you get Arcanologist, a tutor card for your secrets.
And sorry for sounding lame, but Mill rogue is just not a real deck. In a world where aggro is the meta, Mill rogue is (I sadly agree) as much a deck as Divine Spirit/Inner Fire Priest is.
You can also find me:
https://www.reddit.com/user/fiti987/
Discord: /r/Wildhearthstone - ShatteR [EU]
Every single expansion has been "curvestone" so I don't know what are you talking about
I know this is old, but how the hell did this receive so many replies and no one corrected his spelling of LOSING? Come on people. At least attempt to educate the man.
I’m just laughing because of how bad people assumed Tarim would be. “A worse Eadric” glad that turned out to be wrong.
Is that really why you had to necro?
This thread died a long time ago: let's keep it that way. Locking.