How people pretend that the game becomes something like "balance" (not in the utopic sense of the word) when literally any class that cant cheap 10 mana with combos is totally unplayable. Quest Hunter is the Perfect example of what is wrong in the game right now. And you can take any meta relevant example like naga mage or mech mage or aggro DH, we have plenty of options here. If you play minions on curve, you will lose 100% of the times against any of this decks. You play a value deck? sorry this decks also will punish you for playing slow or you can just get paired with Warlock that has a mechanic that literally kills any slow deck for not reason at all. So we cant play for tempo, we cant play for control. There is just aggro and "combo" decks and the ones that can cheap that much mana that are allow to co-exist.
The worse part? i can keep naming decks that operate in the same way. There is not suprise we we see classes like Shaman or Priest being just plain bad and other classes being limited to one or two viable builds on standard. The whole point of the meta right now is punishing people for "playing on fair ground" pretty much.
I play minions on curve with mech paladin and I'm crushing everything top 2k legend N/A. The meta is a little meh but let's see what happens on Thursday!
The whole point of the meta right now is punishing people for "playing on fair ground" pretty much.
People say this every single set, from vanilla to now. Fair decks have never stood a chance, ever, they've always had to rely on some kind of busted combo. Sometimes that's crazy burst, sometimes it's crazy healing, sometimes it's crazy armor, sometimes it's crazy board presence, etc. I too want the meta to change, but you will never see fair decks on top.
agree never felt this unfair, this is what will push people away from the game, more than lack of development..
Then you haven’t been playing long enough or paying attention. AoO launch DH was way worse. Ungoro launch quest rogue was worse. Galakrond shaman at launch was worse. KnC launch even Paladin with call to arms was way worse. Hell, recruit warlock from KnC was worse. Jade Druid, sticky fingers evolve shaman, Dr. Boom warrior, grand tournament secret Paladin, GvG mech mage… Hearthstone has always had imbalanced decks and the meta right now is far from the most unfair. OP is just salty though, complaining about curse warlock is ridiculous.
agree never felt this unfair, this is what will push people away from the game, more than lack of development..
Then you haven’t been playing long enough or paying attention. AoO launch DH was way worse. Ungoro launch quest rogue was worse. Galakrond shaman at launch was worse. KnC launch even Paladin with call to arms was way worse. Hell, recruit warlock from KnC was worse. Jade Druid, sticky fingers evolve shaman, Dr. Boom warrior, grand tournament secret Paladin, GvG mech mage… Hearthstone has always had imbalanced decks and the meta right now is far from the most unfair. OP is just salty though, complaining about curse warlock is ridiculous.
I agree with this. Right now there are 3 classes that consist of over 50% of ladder (at least in my climb to legend). Build a deck that can beat 2 of the 3 and you'll be fine. I played a midrange paladin that was a mixture of mech/holy and had a 63% winrate. 12-0 against hunter with positive winrate against CW and only 2 losses from even against DH. Ended up 20 games over .500 and it wasnt too much of a struggle.
Mech paladin and mech mage are both viable and have a ton of value. They arent swarm the board and go face from turn 3 like DH, they usually hit their stride around turns 5-8 then just overwhelm control decks with discovered minions to endlessly run you out of removal.
OP just seems salty. There is a really small collection of cards in standard, so if you don't have a deck that is really focused on it's strengths then you are going to suffer.
Problem with balance is scissors-paper-rock matchmaking. I prefer to play only one deck, but if playing a slower deck in wild i meet a quest mage who plays with himself after 6 turn. I wish 50-50 chances with all decks, but getting 90-10 and 10-90. I think sooner or later there will be only OP combo types of decks and decks spoiling these combos
what you call "broken" , "OP" , "combo" or "busted" are synergies. how cards interact with each other and the game. ofc that will "speed up" the process. thats the whole point of this game no ? would you like to play a "fair" game with 0 synergy ? i would not. there are tons of more classical card games for that (and still ... they rely on card synergies, with also strong combos). i prefer having synergies alive and existing with time to time nerfs when its way too good (ex: switcheroo) than none.
and yes you need to have good synergies and combos if you want to compete against good synergies / combos. whats wrong with that? its pushing people up, especially in deck building. just look how many peeps want to find decks "which can deal with naga dh"
and btw there are shaman and priest decks with strong synergies / combos atm , just give a look
Playing fair cards was never intended for such a game. Sure, you can play a 1/3 on 1, 2/3 on 2, 3/4 on 3, 4/5 on 4, but is that the game you really want to play? It's not called Vanillastone.
Yes, cheating mana is a bit annoying, but there are classes that don't cheat mana and still do well:
Pirate Warrior, Handbuff Paladin, even Burn Shaman is playable to some extent. And the point of decks is to find synergies that push the capabilities of a deck to the extreme.
Sure, the argument can be made that some cards are so powerful, that decks are pretty much pre-determined and have no room for innovation other than 3-5 cards. But that's how every meta evolves eventually, people fine tune decks to a point that there is nothing left to optimise.
But it's still better than figuring out how to trade a board of shitters into another board of shitters. I know people like to believe that they will outwit their opponent through efficient trades, but that is not the case once you hit diamond. People know how to trade by then, it's a very basic thing to learn. I pretty much prefer knowing your opponent's deck, and playing smartly around an upcoming blowout turn for them. Tavish questline reward coming down? Make sure you stick a board to prevent it from being played without any punish. Big discounted mech turn coming up? Make sure you save that board clear. Facing control warrior? Make sure you make it as awkward for them as possible to remove your threats, or hold a lot of cards for an OTK burst.
There are much more interesting plays and interactions than "do I trade my 1/3 in the 1/1 or in the 2/1?" And thank the devs we have variety in terms of class playability.
What a stupid trash... Save your clear for his big board coming up etc etc.
I play a paladin with 5 board clears + the ability to discover more, and ive just had 5 (!!!!) games in a row, where i had NO single aoe and i got beaten turn 6 by DH, pirate warr and those other garbage trash kid decks due to this ridiculous variance.
MY deck is built to outlast and crush those filthy meta decks yet the hilariousness of the fkn draw rng and OPness of those dumb minion spamming netdeck loser trash decks ist just absurb.
BTW, i play this game since Launch, and i feel this Meta is alot worse than everything i've seen before.
The whole point of the meta right now is punishing people for "playing on fair ground" pretty much.
People say this every single set, from vanilla to now. Fair decks have never stood a chance, ever, they've always had to rely on some kind of busted combo. Sometimes that's crazy burst, sometimes it's crazy healing, sometimes it's crazy armor, sometimes it's crazy board presence, etc. I too want the meta to change, but you will never see fair decks on top.
That was not "always" the case. i can name atleast 6 metas were the game has a lot of space "take your time" control leaving Warrior +100 armor aside. Specially on vanilla after Druid charge stuff was hit. The problem is not "fair decks not being on top" i belive people missunderstand that point.
What i mean is that there is a Huge different between waiting to turn X to do Y card combination and get a lot of value for it....to for example playing Mech Shark and generate 4 low cost extra mech or playing 4 spells and 4 minions from your naga turn. Or spending all your low cost draw/cycle spells in dealing 20 damage with your hero power.
Similar decks exist in the past and there was ALWAYS a deck that can just out-board them because in that past this decks lack of one of 2 things: they cant comeback from board clear - they just have 1 or 2 chances to win the game because the deck has not space for secondary wincons.
My problem right now is that you can play for example the core "curse" lock in almost any Warlock shell and still generate enough burn damage to win the long game. Or you can still play enough spell generation cards in mech mage to get late-game spell finishers when you run out of gas (if that is even possible with 2 colossals being Mech). I see the post of the people saying "nah is not that bad i play this other deck that is kinda exactly what you are talking about and i do fine...oh wait whatever play those kinds of decks, its the meta" and i feel like people really dont care about this being a thing anymore.
what you call "broken" , "OP" , "combo" or "busted" are synergies. how cards interact with each other and the game. ofc that will "speed up" the process. thats the whole point of this game no ? would you like to play a "fair" game with 0 synergy ? i would not. there are tons of more classical card games for that (and still ... they rely on card synergies, with also strong combos). i prefer having synergies alive and existing with time to time nerfs when its way too good (ex: switcheroo) than none.
and yes you need to have good synergies and combos if you want to compete against good synergies / combos. whats wrong with that? its pushing people up, especially in deck building. just look how many peeps want to find decks "which can deal with naga dh"
and btw there are shaman and priest decks with strong synergies / combos atm , just give a look
look at...well any other card game that is this game direct competition and you will see the difference between "pushing synergies over tempo" and "literally throwing tempo out the window from the balance of the game" - right now Heathstone is just doing the second point. YEAH synergies look amazing for the person that is playing the deck constanly specially when you need to little effort to make them work - not like in other expansions where you Jade Druid deck has so little space to run any other plan B or your Shudderwock almost dictated how 60% of your deck will be builded. But at the same time they also feel boring to play against because there is not a real gameplan to Victory aside for beating plan A and hoping that the oponent dont get a great plan B and surrenders.
what you call "broken" , "OP" , "combo" or "busted" are synergies. how cards interact with each other and the game. ofc that will "speed up" the process. thats the whole point of this game no ? would you like to play a "fair" game with 0 synergy ? i would not. there are tons of more classical card games for that (and still ... they rely on card synergies, with also strong combos). i prefer having synergies alive and existing with time to time nerfs when its way too good (ex: switcheroo) than none.
and yes you need to have good synergies and combos if you want to compete against good synergies / combos. whats wrong with that? its pushing people up, especially in deck building. just look how many peeps want to find decks "which can deal with naga dh"
and btw there are shaman and priest decks with strong synergies / combos atm , just give a look
look at...well any other card game that is this game direct competition and you will see the difference between "pushing synergies over tempo" and "literally throwing tempo out the window from the balance of the game" - right now Heathstone is just doing the second point. YEAH synergies look amazing for the person that is playing the deck constanly specially when you need to little effort to make them work - not like in other expansions where you Jade Druid deck has so little space to run any other plan B or your Shudderwock almost dictated how 60% of your deck will be builded. But at the same time they also feel boring to play against because there is not a real gameplan to Victory aside for beating plan A and hoping that the oponent dont get a great plan B and surrenders.
I needed to read that statement thrice to understand it properly, so be ready to read some confused comments friend. So your point (now) is that deck synergies are so powerful that decks aren't flexible enough, because it's s much better to go 100% on one win con right?
EVERY dragon deck has a strategy for aggro and one for control that are completely different. Even quest hunter runs two different hero powers depending on the opponents defensive tools. Mech decks are sort of doing the same no matter what, but they are arguably a lot more like your old school mid range deck which has the board fights as tactical variation. DH sometimes go for big burst wins against control-ish decks. The number of OTK decks are lower than all of last year and control decks are (almost) better than ever. Had you written this comment back during UiS I would understand your frustration and I somewhat wish that more "off-ideas" would be better, but the game isn't any worse than before.
ahhhh. so your complain is about the lack of strategy diversity and of counterplay to, in particular, aggro minions. you think tempo is not strong enough in the current meta to compete and cant exist. okay
I dont think so, i tried an unfinished tempo mage deck with towers kit, balinda, Barbaric Sorceress (new good tempo card) and tons of counterplay (okani etc) and it was kinda viable :) believe it or not but morshan tower IS a good counter to aggro minions on tempo (and its strategy :D) now you make me wanna play and complete this deck :D
and given you face 10 different classes in game, with different hero powers, tons of deck archetype and diverse cards, of course most decks wont have only one plan A to deal with all of that. you need to have some flexibility or you have a badly built deck (top example being Discover)
agree never felt this unfair, this is what will push people away from the game, more than lack of development..
Then you haven’t been playing long enough or paying attention. AoO launch DH was way worse. Ungoro launch quest rogue was worse. Galakrond shaman at launch was worse. KnC launch even Paladin with call to arms was way worse. Hell, recruit warlock from KnC was worse. Jade Druid, sticky fingers evolve shaman, Dr. Boom warrior, grand tournament secret Paladin, GvG mech mage… Hearthstone has always had imbalanced decks and the meta right now is far from the most unfair. OP is just salty though, complaining about curse warlock is ridiculous.
I disagree, and Ive been around long enough. Im talking about the unfair feeling nowadays (pretty much same as when QuestRogue came out, Quests just been always horrible imo).
You know xmas-tree pally, it was me who triggered the secrets and heck I could even tech against it, same as most other decks you mentioned. Sure they boost them too strong at the beginning (DH, Galakrond) but QuestHunter or Pirate been out too long and no change. They wanted to have a simple finisher and no endless games = thats why we have Kaza Dragon priestQ and they dont care about Druid-WL that much because if you live long enough you should get your finisher.
All im saying is that there should always be the option to tech against, and thats what Im missing and thats why it feels unfair. Also discover shouldnt be so strong, reduce the chance for legendarys or just 2 cards to be discovered.
what you call "broken" , "OP" , "combo" or "busted" are synergies. how cards interact with each other and the game. ofc that will "speed up" the process. thats the whole point of this game no ? would you like to play a "fair" game with 0 synergy ? i would not. there are tons of more classical card games for that (and still ... they rely on card synergies, with also strong combos). i prefer having synergies alive and existing with time to time nerfs when its way too good (ex: switcheroo) than none.
and yes you need to have good synergies and combos if you want to compete against good synergies / combos. whats wrong with that? its pushing people up, especially in deck building. just look how many peeps want to find decks "which can deal with naga dh"
and btw there are shaman and priest decks with strong synergies / combos atm , just give a look
look at...well any other card game that is this game direct competition and you will see the difference between "pushing synergies over tempo" and "literally throwing tempo out the window from the balance of the game" - right now Heathstone is just doing the second point. YEAH synergies look amazing for the person that is playing the deck constanly specially when you need to little effort to make them work - not like in other expansions where you Jade Druid deck has so little space to run any other plan B or your Shudderwock almost dictated how 60% of your deck will be builded. But at the same time they also feel boring to play against because there is not a real gameplan to Victory aside for beating plan A and hoping that the oponent dont get a great plan B and surrenders.
I needed to read that statement thrice to understand it properly, so be ready to read some confused comments friend. So your point (now) is that deck synergies are so powerful that decks aren't flexible enough, because it's s much better to go 100% on one win con right?
EVERY dragon deck has a strategy for aggro and one for control that are completely different. Even quest hunter runs two different hero powers depending on the opponents defensive tools. Mech decks are sort of doing the same no matter what, but they are arguably a lot more like your old school mid range deck which has the board fights as tactical variation. DH sometimes go for big burst wins against control-ish decks. The number of OTK decks are lower than all of last year and control decks are (almost) better than ever. Had you written this comment back during UiS I would understand your frustration and I somewhat wish that more "off-ideas" would be better, but the game isn't any worse than before.
i dont remember ANY tempo deck in the past that was not nerfed playing 4 cards from their hands, dealing 12 AoE ping damage and creating 4 new cards all at the same time. And even if there was any deck like that in the past (and was not nerfed) why would be belive that is fine in a meta were AoE is such in a weak spot? Were most "trival" deck lack of half the card generation that this particular deck has. That regarding mech Mage. Quest hunt running a plan B? Sure, that i why for the 20+ i match the deck they do literally the same regardless the deck i am playing. not a linear deck at all.
Control decks are worse than ever literally only 3 classes are able to go truly control. Warrior like always because of the armor mechanic, Mage because is the best class in the game and Warlock, and is not even in a great spot. I dont even consider Paladin as a "control deck" is just a value deck that outperforms control in the long game by default for the hero passive. I dont see any value rogue doing well, i dont need to talk about Shaman or Priest. The game right now is literally Mage, DH and the only classes that do well against DH and Mage. And i am not implaying there is not viability, i can see the stats, most of the decks that are viable are only fast decks that cheap a lot of mana. I have played enough of the expansion to see what is working and what is underperforming -there is a huge- problem with most control decks, midrange that dont run mech. Of all the expansions i have played this is the one (Death knight expansion aside) with the less interesting deck i have seem in a long time.
What a stupid trash... Save your clear for his big board coming up etc etc.
I play a paladin with 5 board clears + the ability to discover more, and ive just had 5 (!!!!) games in a row, where i had NO single aoe and i got beaten turn 6 by DH, pirate warr and those other garbage trash kid decks due to this ridiculous variance.
MY deck is built to outlast and crush those filthy meta decks yet the hilariousness of the fkn draw rng and OPness of those dumb minion spamming netdeck loser trash decks ist just absurb.
BTW, i play this game since Launch, and i feel this Meta is alot worse than everything i've seen before.
This is one of the cringiest things I have read in sometime. God this is just all over the place.
Not having a single aoe by turn 5-6 is not DH or pirate warriors fault, it’s either your decks, or bad lucks. It’s a card game, bad luck happens. Don’t play card games if you don’t want this type of variance. It’s literally inherent to them by nature.
“MY deck is built to outlast and crush those filthy meta decks yet the hilariousness of the fkn draw rng and OPness of those dumb minion spamming netdeck loser trash decks ist just absurb.”
This “sentence” leads me to believe you’re relatively young, so I guess this makes more sense. This is just cringe rage about everything in the game that’s basically not what you’re doing. If you’ve played this game a lot, then you too have gotten extremely lucky/done op things, and made others mad about it. Again, card game. Don’t play if you don’t like variance.
To your last point, you either haven’t played since launch, or you’re lying to fluff your point up. There is NO universe where the game is worse right now than when demon hunter launched. And I could give several more examples, but the DH one is the most glaring and the most fresh in peoples’ minds.
DH on launch had something like 75% WR until the nerfs rolled in. It was so broken, so oppressive that to not play it was basically suicide to your winrate. There are plenty of viable decks right now, there were only like 2 when DH launched, so get this BS out of here. Like I said, I can cite more instances, backed by data, if when the game was immeasurably less balanced as well.
You need to take a breath, and grow up. Card games have variance. Don’t play them if you don’t like that.
dragon druid has ruined the game imo. every time i come back to this shit game they find a way to print something to make it not even worth the hassle to play, especially when they keep shoving fucking ads in my face after every god damn game like diablo immortal.
What a stupid trash... Save your clear for his big board coming up etc etc.
I play a paladin with 5 board clears + the ability to discover more, and ive just had 5 (!!!!) games in a row, where i had NO single aoe and i got beaten turn 6 by DH, pirate warr and those other garbage trash kid decks due to this ridiculous variance.
MY deck is built to outlast and crush those filthy meta decks yet the hilariousness of the fkn draw rng and OPness of those dumb minion spamming netdeck loser trash decks ist just absurb.
BTW, i play this game since Launch, and i feel this Meta is alot worse than everything i've seen before.
This is one of the cringiest things I have read in sometime. God this is just all over the place.
Not having a single aoe by turn 5-6 is not DH or pirate warriors fault, it’s either your decks, or bad lucks. It’s a card game, bad luck happens. Don’t play card games if you don’t want this type of variance. It’s literally inherent to them by nature.
“MY deck is built to outlast and crush those filthy meta decks yet the hilariousness of the fkn draw rng and OPness of those dumb minion spamming netdeck loser trash decks ist just absurb.”
This “sentence” leads me to believe you’re relatively young, so I guess this makes more sense. This is just cringe rage about everything in the game that’s basically not what you’re doing. If you’ve played this game a lot, then you too have gotten extremely lucky/done op things, and made others mad about it. Again, card game. Don’t play if you don’t like variance.
To your last point, you either haven’t played since launch, or you’re lying to fluff your point up. There is NO universe where the game is worse right now than when demon hunter launched. And I could give several more examples, but the DH one is the most glaring and the most fresh in peoples’ minds.
DH on launch had something like 75% WR until the nerfs rolled in. It was so broken, so oppressive that to not play it was basically suicide to your winrate. There are plenty of viable decks right now, there were only like 2 when DH launched, so get this BS out of here. Like I said, I can cite more instances, backed by data, if when the game was immeasurably less balanced as well.
You need to take a breath, and grow up. Card games have variance. Don’t play them if you don’t like that.
Probably made a Renathal control paladin deck and then wonders why he doesn't draw his board clear combos by turn 6 with the worse draw chance.
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How people pretend that the game becomes something like "balance" (not in the utopic sense of the word) when literally any class that cant cheap 10 mana with combos is totally unplayable. Quest Hunter is the Perfect example of what is wrong in the game right now. And you can take any meta relevant example like naga mage or mech mage or aggro DH, we have plenty of options here. If you play minions on curve, you will lose 100% of the times against any of this decks. You play a value deck? sorry this decks also will punish you for playing slow or you can just get paired with Warlock that has a mechanic that literally kills any slow deck for not reason at all. So we cant play for tempo, we cant play for control. There is just aggro and "combo" decks and the ones that can cheap that much mana that are allow to co-exist.
The worse part? i can keep naming decks that operate in the same way. There is not suprise we we see classes like Shaman or Priest being just plain bad and other classes being limited to one or two viable builds on standard. The whole point of the meta right now is punishing people for "playing on fair ground" pretty much.
I play minions on curve and win, I also play pressing Armor Up a lot and win. Warlock very annoying though.
I play minions on curve with mech paladin and I'm crushing everything top 2k legend N/A. The meta is a little meh but let's see what happens on Thursday!
People say this every single set, from vanilla to now. Fair decks have never stood a chance, ever, they've always had to rely on some kind of busted combo. Sometimes that's crazy burst, sometimes it's crazy healing, sometimes it's crazy armor, sometimes it's crazy board presence, etc. I too want the meta to change, but you will never see fair decks on top.
agree never felt this unfair, this is what will push people away from the game, more than lack of development..
Then you haven’t been playing long enough or paying attention. AoO launch DH was way worse. Ungoro launch quest rogue was worse. Galakrond shaman at launch was worse. KnC launch even Paladin with call to arms was way worse. Hell, recruit warlock from KnC was worse. Jade Druid, sticky fingers evolve shaman, Dr. Boom warrior, grand tournament secret Paladin, GvG mech mage… Hearthstone has always had imbalanced decks and the meta right now is far from the most unfair. OP is just salty though, complaining about curse warlock is ridiculous.
I agree with this. Right now there are 3 classes that consist of over 50% of ladder (at least in my climb to legend). Build a deck that can beat 2 of the 3 and you'll be fine. I played a midrange paladin that was a mixture of mech/holy and had a 63% winrate. 12-0 against hunter with positive winrate against CW and only 2 losses from even against DH. Ended up 20 games over .500 and it wasnt too much of a struggle.
Mech paladin and mech mage are both viable and have a ton of value. They arent swarm the board and go face from turn 3 like DH, they usually hit their stride around turns 5-8 then just overwhelm control decks with discovered minions to endlessly run you out of removal.
OP just seems salty. There is a really small collection of cards in standard, so if you don't have a deck that is really focused on it's strengths then you are going to suffer.
Problem with balance is scissors-paper-rock matchmaking. I prefer to play only one deck, but if playing a slower deck in wild i meet a quest mage who plays with himself after 6 turn. I wish 50-50 chances with all decks, but getting 90-10 and 10-90. I think sooner or later there will be only OP combo types of decks and decks spoiling these combos
what you call "broken" , "OP" , "combo" or "busted" are synergies. how cards interact with each other and the game. ofc that will "speed up" the process. thats the whole point of this game no ? would you like to play a "fair" game with 0 synergy ? i would not. there are tons of more classical card games for that (and still ... they rely on card synergies, with also strong combos). i prefer having synergies alive and existing with time to time nerfs when its way too good (ex: switcheroo) than none.
and yes you need to have good synergies and combos if you want to compete against good synergies / combos. whats wrong with that? its pushing people up, especially in deck building. just look how many peeps want to find decks "which can deal with naga dh"
and btw there are shaman and priest decks with strong synergies / combos atm , just give a look
"Woow..."
Playing fair cards was never intended for such a game. Sure, you can play a 1/3 on 1, 2/3 on 2, 3/4 on 3, 4/5 on 4, but is that the game you really want to play? It's not called Vanillastone.
Yes, cheating mana is a bit annoying, but there are classes that don't cheat mana and still do well:
Pirate Warrior, Handbuff Paladin, even Burn Shaman is playable to some extent. And the point of decks is to find synergies that push the capabilities of a deck to the extreme.
Sure, the argument can be made that some cards are so powerful, that decks are pretty much pre-determined and have no room for innovation other than 3-5 cards. But that's how every meta evolves eventually, people fine tune decks to a point that there is nothing left to optimise.
But it's still better than figuring out how to trade a board of shitters into another board of shitters. I know people like to believe that they will outwit their opponent through efficient trades, but that is not the case once you hit diamond. People know how to trade by then, it's a very basic thing to learn. I pretty much prefer knowing your opponent's deck, and playing smartly around an upcoming blowout turn for them. Tavish questline reward coming down? Make sure you stick a board to prevent it from being played without any punish. Big discounted mech turn coming up? Make sure you save that board clear. Facing control warrior? Make sure you make it as awkward for them as possible to remove your threats, or hold a lot of cards for an OTK burst.
There are much more interesting plays and interactions than "do I trade my 1/3 in the 1/1 or in the 2/1?" And thank the devs we have variety in terms of class playability.
6 classes over 50% winrate. Not bad.
What a stupid trash... Save your clear for his big board coming up etc etc.
I play a paladin with 5 board clears + the ability to discover more, and ive just had 5 (!!!!) games in a row, where i had NO single aoe and i got beaten turn 6 by DH, pirate warr and those other garbage trash kid decks due to this ridiculous variance.
MY deck is built to outlast and crush those filthy meta decks yet the hilariousness of the fkn draw rng and OPness of those dumb minion spamming netdeck loser trash decks ist just absurb.
BTW, i play this game since Launch, and i feel this Meta is alot worse than everything i've seen before.
That was not "always" the case. i can name atleast 6 metas were the game has a lot of space "take your time" control leaving Warrior +100 armor aside. Specially on vanilla after Druid charge stuff was hit. The problem is not "fair decks not being on top" i belive people missunderstand that point.
What i mean is that there is a Huge different between waiting to turn X to do Y card combination and get a lot of value for it....to for example playing Mech Shark and generate 4 low cost extra mech or playing 4 spells and 4 minions from your naga turn. Or spending all your low cost draw/cycle spells in dealing 20 damage with your hero power.
Similar decks exist in the past and there was ALWAYS a deck that can just out-board them because in that past this decks lack of one of 2 things: they cant comeback from board clear - they just have 1 or 2 chances to win the game because the deck has not space for secondary wincons.
My problem right now is that you can play for example the core "curse" lock in almost any Warlock shell and still generate enough burn damage to win the long game. Or you can still play enough spell generation cards in mech mage to get late-game spell finishers when you run out of gas (if that is even possible with 2 colossals being Mech). I see the post of the people saying "nah is not that bad i play this other deck that is kinda exactly what you are talking about and i do fine...oh wait whatever play those kinds of decks, its the meta" and i feel like people really dont care about this being a thing anymore.
look at...well any other card game that is this game direct competition and you will see the difference between "pushing synergies over tempo" and "literally throwing tempo out the window from the balance of the game" - right now Heathstone is just doing the second point. YEAH synergies look amazing for the person that is playing the deck constanly specially when you need to little effort to make them work - not like in other expansions where you Jade Druid deck has so little space to run any other plan B or your Shudderwock almost dictated how 60% of your deck will be builded. But at the same time they also feel boring to play against because there is not a real gameplan to Victory aside for beating plan A and hoping that the oponent dont get a great plan B and surrenders.
I needed to read that statement thrice to understand it properly, so be ready to read some confused comments friend. So your point (now) is that deck synergies are so powerful that decks aren't flexible enough, because it's s much better to go 100% on one win con right?
EVERY dragon deck has a strategy for aggro and one for control that are completely different. Even quest hunter runs two different hero powers depending on the opponents defensive tools. Mech decks are sort of doing the same no matter what, but they are arguably a lot more like your old school mid range deck which has the board fights as tactical variation. DH sometimes go for big burst wins against control-ish decks. The number of OTK decks are lower than all of last year and control decks are (almost) better than ever. Had you written this comment back during UiS I would understand your frustration and I somewhat wish that more "off-ideas" would be better, but the game isn't any worse than before.
ahhhh. so your complain is about the lack of strategy diversity and of counterplay to, in particular, aggro minions. you think tempo is not strong enough in the current meta to compete and cant exist. okay
I dont think so, i tried an unfinished tempo mage deck with towers kit, balinda, Barbaric Sorceress (new good tempo card) and tons of counterplay (okani etc) and it was kinda viable :) believe it or not but morshan tower IS a good counter to aggro minions on tempo (and its strategy :D) now you make me wanna play and complete this deck :D
and given you face 10 different classes in game, with different hero powers, tons of deck archetype and diverse cards, of course most decks wont have only one plan A to deal with all of that. you need to have some flexibility or you have a badly built deck (top example being Discover)
"Woow..."
I disagree, and Ive been around long enough. Im talking about the unfair feeling nowadays (pretty much same as when QuestRogue came out, Quests just been always horrible imo).
You know xmas-tree pally, it was me who triggered the secrets and heck I could even tech against it, same as most other decks you mentioned. Sure they boost them too strong at the beginning (DH, Galakrond) but QuestHunter or Pirate been out too long and no change. They wanted to have a simple finisher and no endless games = thats why we have Kaza Dragon priestQ and they dont care about Druid-WL that much because if you live long enough you should get your finisher.
All im saying is that there should always be the option to tech against, and thats what Im missing and thats why it feels unfair. Also discover shouldnt be so strong, reduce the chance for legendarys or just 2 cards to be discovered.
i dont remember ANY tempo deck in the past that was not nerfed playing 4 cards from their hands, dealing 12 AoE ping damage and creating 4 new cards all at the same time. And even if there was any deck like that in the past (and was not nerfed) why would be belive that is fine in a meta were AoE is such in a weak spot? Were most "trival" deck lack of half the card generation that this particular deck has. That regarding mech Mage. Quest hunt running a plan B? Sure, that i why for the 20+ i match the deck they do literally the same regardless the deck i am playing. not a linear deck at all.
Control decks are worse than ever literally only 3 classes are able to go truly control. Warrior like always because of the armor mechanic, Mage because is the best class in the game and Warlock, and is not even in a great spot. I dont even consider Paladin as a "control deck" is just a value deck that outperforms control in the long game by default for the hero passive. I dont see any value rogue doing well, i dont need to talk about Shaman or Priest. The game right now is literally Mage, DH and the only classes that do well against DH and Mage. And i am not implaying there is not viability, i can see the stats, most of the decks that are viable are only fast decks that cheap a lot of mana. I have played enough of the expansion to see what is working and what is underperforming -there is a huge- problem with most control decks, midrange that dont run mech. Of all the expansions i have played this is the one (Death knight expansion aside) with the less interesting deck i have seem in a long time.
This is one of the cringiest things I have read in sometime. God this is just all over the place.
Not having a single aoe by turn 5-6 is not DH or pirate warriors fault, it’s either your decks, or bad lucks. It’s a card game, bad luck happens. Don’t play card games if you don’t want this type of variance. It’s literally inherent to them by nature.
“MY deck is built to outlast and crush those filthy meta decks yet the hilariousness of the fkn draw rng and OPness of those dumb minion spamming netdeck loser trash decks ist just absurb.”
This “sentence” leads me to believe you’re relatively young, so I guess this makes more sense. This is just cringe rage about everything in the game that’s basically not what you’re doing. If you’ve played this game a lot, then you too have gotten extremely lucky/done op things, and made others mad about it. Again, card game. Don’t play if you don’t like variance.
To your last point, you either haven’t played since launch, or you’re lying to fluff your point up. There is NO universe where the game is worse right now than when demon hunter launched. And I could give several more examples, but the DH one is the most glaring and the most fresh in peoples’ minds.
DH on launch had something like 75% WR until the nerfs rolled in. It was so broken, so oppressive that to not play it was basically suicide to your winrate. There are plenty of viable decks right now, there were only like 2 when DH launched, so get this BS out of here. Like I said, I can cite more instances, backed by data, if when the game was immeasurably less balanced as well.
You need to take a breath, and grow up. Card games have variance. Don’t play them if you don’t like that.
dragon druid has ruined the game imo. every time i come back to this shit game they find a way to print something to make it not even worth the hassle to play, especially when they keep shoving fucking ads in my face after every god damn game like diablo immortal.
Probably made a Renathal control paladin deck and then wonders why he doesn't draw his board clear combos by turn 6 with the worse draw chance.