For the first time in ages there is nothing truly breaking the game but its obvious that the Two mech decks (Mage/Paladin) and Pirate Warrior package is just too strong because they don't run out of resources. Pirate Warrior though is the obvious target because its an "old deck", its probably the strongest deck of the Tier 1 decks and Blizzard does like to nerf "old" decks to sell new packs.
You can hit all these 3 decks by making amalgam of the deep 3 mana 2/4 which will cause a 3 drop gut in the current deck lists and that alone will really knock down the resource spam for these 3 decks.
That being said I could see pirate warrior questline requiring yet another step for its final stage (up to 3). Personally I don't think Mr. Smite should exist like it does in it current state but that is too much to change but adding another step should slow down the deck.
I don't think shark is a problem in Mech Mage at this point. The problem are the neutrals spamming unlimited resources before dropping the shark. I rather hit the neutrals that fuel the resource spam before getting into the class cards. That being said I do wish they add some "pack filler" mechs/pirates to the core set, not for viability, but to dilute the chances of chain pulling Mr. Smites/Sharks due to the lack of cards but that won't happen but I could dream.
Other than that I don't see anything to blatant for standard but I really wish Boar be dispatched once again...that thing keeps causing so many issues and like the Mr. Smite example above, only this time on steroids, shouldn't even exist for wild due to turn 2/3 kills
Thats a pretty good read. We are reaching a point where a Banned Card List is a necessity
For the first time in ages there is nothing truly breaking the game but its obvious that the Two mech decks (Mage/Paladin) and Pirate Warrior package is just too strong because they don't run out of resources. Pirate Warrior though is the obvious target because its an "old deck", its probably the strongest deck of the Tier 1 decks and Blizzard does like to nerf "old" decks to sell new packs.
You can hit all these 3 decks by making amalgam of the deep 3 mana 2/4 which will cause a 3 drop gut in the current deck lists and that alone will really knock down the resource spam for these 3 decks.
That being said I could see pirate warrior questline requiring yet another step for its final stage (up to 3). Personally I don't think Mr. Smite should exist like it does in it current state but that is too much to change but adding another step should slow down the deck.
I don't think shark is a problem in Mech Mage at this point. The problem are the neutrals spamming unlimited resources before dropping the shark. I rather hit the neutrals that fuel the resource spam before getting into the class cards. That being said I do wish they add some "pack filler" mechs/pirates to the core set, not for viability, but to dilute the chances of chain pulling Mr. Smites/Sharks due to the lack of cards but that won't happen but I could dream.
Other than that I don't see anything to blatant for standard but I really wish Boar be dispatched once again...that thing keeps causing so many issues and like the Mr. Smite example above, only this time on steroids, shouldn't even exist for wild due to turn 2/3 kills
completely agree. The mech decks have nothing that are game breaking. Like I said at the start, what makes them so awesome is their never ending resources. It’s the never ending boards that make it so strong because can’t control keep up. I do agree that we finally have a deck that each type can play atleast. It makes it pretty exciting.
Aggro is a very dumb concept right now you literally die on turn 5 sometimes they need to bring back control decks as an option. Sick of pirate warriors quest druids and this mech mage shit with infinite gas that spam face brainlessly
I tried contorl warrior but impossible to counter mech mage and pirate warrior. Pirate warrior has infinite value so I even lose in the long run. Mech mage is barefly running out of steam, due to the discoveries, they easily end up with 3 oder 4 sharks and turn more into some kind of combo deck, dropping 3 sharks and some cheap mechs and kind of OTKing you. Well done Team 5.
Is it not crazy that after every release, expansion and middle set, we are always waiting for the nerfs?
I mean, the game is already out and everything should be already in balance, tested and working.
This is a thing that makes me mad about this game. Have you in mind other games-companies that sell their games, make the consumers test these games and then nerf everything? I don't have any in mind. Testing is a company's cost and not a consumer's cost. Yes, because this is a cost for consumers, in time and because when you craft something you always risk finding the deck destroyed for a one-card nerf. And even worst this seems a marketing strategy. Releasing obviously broken cards in order to increase the sale and then nerf everything. But I mean, who purchased, bought the broken cards, not the nerfed ones.
For me is crazy this behaviour, one time can happen, but not in every expansion and middle set within 2-4 weeks.
Just because we take nerfs for granted, given the past, is madness.
The principal of the practice is certainly not up to German work ethics and I used to be even more against regular nerfs than you. But I think this model just turned out to work better for them. I think we both remember when they were much more reluctant with nerfs and received some backlash over time. It's crazy that it might have to be this way, but underpowered expansions seems to be even more catastrophic in the devs eyes
I agree that mech mage and pirate warrior needs adjustments, but the biggest offender to me right now is druid and every time druid is #1 the game is unplayable.
It has to be this. Wild is filled with this bullshit deck, you just die on turn 4. Back to battlegrounds until this gets fixed. Boar is probably just going to have to be removed.
I don't think the deck is a problem, ok, is a bit unfair to loose at turn4, but at least is a quick match.
I tried the deck myself and it's not that consistent, several times you draw the boar ow the darkness before the switcharoo and is game over for you
Time to expand deck sizes and increase starting life totals.
Then Aggro people will complain game is too slow, and they will powercreep more by making 1-2 mana cost cards with the power of 3-4-5 mana cost cards...
I mean Switcheroo priests with only Twin-fin Fin Twin + deathwing (and rest spells) decks are clearly the biggest problem with them being able to highroll 24/24 stats on turn 3 on a fairly consistent basis :/
I mean playing the deck you have 40% where they play switcheroo on turn 2/3 and almost automatically win. 40% chance where they get either deathwing or twin-fin fin twin in their hand and insta-concede. And may be 20% chance where they find switcheroo later and could win but depends.
in standard cards like Thrive in the Shadows and Illuminate make the deck more consistant... anyways having 2 12/12s on turn 3/4 is a problem imo
40% might sound low (it's just a random estimate not backed by numbers) but it's still often enough for the deck to be a problem
I mean Switcheroo priests with only Twin-fin Fin Twin + deathwing (and rest spells) decks are clearly the biggest problem with them being able to highroll 24/24 stats on turn 3 on a fairly consistent basis :/
why would u play deathwing when Kazakusan is a thing? That doens't make any sense, ever...
Thats a pretty good read.
We are reaching a point where a Banned Card List is a necessity
completely agree. The mech decks have nothing that are game breaking. Like I said at the start, what makes them so awesome is their never ending resources. It’s the never ending boards that make it so strong because can’t control keep up. I do agree that we finally have a deck that each type can play atleast. It makes it pretty exciting.
Aggro is a very dumb concept right now you literally die on turn 5 sometimes they need to bring back control decks as an option. Sick of pirate warriors quest druids and this mech mage shit with infinite gas that spam face brainlessly
I tried contorl warrior but impossible to counter mech mage and pirate warrior. Pirate warrior has infinite value so I even lose in the long run. Mech mage is barefly running out of steam, due to the discoveries, they easily end up with 3 oder 4 sharks and turn more into some kind of combo deck, dropping 3 sharks and some cheap mechs and kind of OTKing you. Well done Team 5.
Mech mage - total nonsense. 9 cards in hand, play full board and 9 cards again lul. Also that mech who deals 3 dmg "created by, created by" 🙄
Pirate warrior - same as mage + with new 7 mana legendary (Nessie I think) You can get Smite for 1 mana, like really?
Best card in HS? Mastercard.
Nerf Hunter Quest to: "Damage to enemy minions" or 3 spells per level needed
Nerf Mech Shark to: Only PLAYED minions or 4 mana
Nerf Amalgam to: 2/2 or 2/1 or 1/2
Nerf Pufferfish to: "1 damage to random enemy" or 3/3
Nerf: Automanton: +1/1 only with PLAYED minions or 1/2
Nerf Warror Quest: also 3 pirates needed for step 3
"... but not less than (1)" is needed now more than ever!
In other words Reno Jackson and Reno the Relicologist together are needed at this pooint.
The principal of the practice is certainly not up to German work ethics and I used to be even more against regular nerfs than you. But I think this model just turned out to work better for them. I think we both remember when they were much more reluctant with nerfs and received some backlash over time. It's crazy that it might have to be this way, but underpowered expansions seems to be even more catastrophic in the devs eyes
I agree that mech mage and pirate warrior needs adjustments, but the biggest offender to me right now is druid and every time druid is #1 the game is unplayable.
Time to expand deck sizes and increase starting life totals.
May be even
Nerf: Automanton: +1 attack only instead of +1/1 ?
and both down to 4 mana
Pirate warrior, Mech mage, Curse warlock
Oops...
I don't think the deck is a problem, ok, is a bit unfair to loose at turn4, but at least is a quick match.
I tried the deck myself and it's not that consistent, several times you draw the boar ow the darkness before the switcharoo and is game over for you
Then Aggro people will complain game is too slow, and they will powercreep more by making 1-2 mana cost cards with the power of 3-4-5 mana cost cards...
I mean Switcheroo priests with only Twin-fin Fin Twin + deathwing (and rest spells) decks are clearly the biggest problem with them being able to highroll 24/24 stats on turn 3 on a fairly consistent basis :/
How is it consistent?
I mean playing the deck you have 40% where they play switcheroo on turn 2/3 and almost automatically win. 40% chance where they get either deathwing or twin-fin fin twin in their hand and insta-concede. And may be 20% chance where they find switcheroo later and could win but depends.
in standard cards like Thrive in the Shadows and Illuminate make the deck more consistant... anyways having 2 12/12s on turn 3/4 is a problem imo
40% might sound low (it's just a random estimate not backed by numbers) but it's still often enough for the deck to be a problem
why would u play deathwing when Kazakusan is a thing? That doens't make any sense, ever...
having 2 12/12s instead of 2 8/8s but sure might be more optimal to play kazakusan