I'm an arena player and it found out there are some extremely overpowered card right now. Cards like Volcanosaur, Spikeridged Steed, and Primordial Glyph is just way too good. And the most insane card is Vicious Fledgling, it's like a legend card in arena. You throw it in and your opponent cant remove it in one turn, you just automatically win the game. These card should have a decrease craft rate and Vicious Fledgling should be nerfed.
I think the only cards that are Too unbalanced in Arena from Ungoro currently are:
Envenom Blade and Vilespine Slayer
Meteor
Spikeridged Steed
Maybe: Free from Ember, Primordial Glyph, and Volcano
Honestly, all I have to do is pick priest, some elemental synergy, and Free From Amber. I get over 7 wins easy. Most of time their is a risk to drafting a 9 or 10 mana minion- especially if it doesn't have some immediate effect. Here, because of discover and a discount, you can always play good to amazing minion and use you hero power to heal. The rarity of this card should definitely be higher, as with Vicious Fledgling
Already had 2 games where it highrolled Yshaarj into Stormwind champion once (so 17 mana for 8 mana).
Then had a guy topdeck Medivh, then topdeck this card summoned deathwing + 8/8 beast dude. Again, 18 mana worth of stuff.
The variance ceiling in Un'goro is insane. Each stage of the game can have something insane happening, like Stonehill -> Tirion, Servant of Kalimos -> Kalimos. On turn 8 you could easily be treated with either Charged Devilsaur, Primordial Drake, or Tortalian Primalist. Meaning you actually can't really play around anything as you can have an AoE, a 7 damage burst, or just a totally random spell effect trigger.
It's honestly a mess. Class disparity is also pretty clear with Mage and Rogue (and maybe Paladin) leading the way and Druid/Warrior at the very bottom of the barrel.
The rarity bonus is also increasing the variance, as now you can see decks with easily 2+ legendaries while you can have 0. Before, you usually didn't see this at all til really high wins. Now you can easily encounter them at low wins. The rarity/spell bonus also creates a significant disparity between classes with crappier spells/rares/epics than others, the most obvious of which is Druid/Warrior.
Currently Rogue is basically the undisputed head of the pack just because Envenom, Vilespine, and basically all of her spells are insanely good. You can play however you want, aggro-control, tempo, midrange, even the value game, since a Mimic pod/Hallucinate can singlehandedly generates you a ridiculous amount of value from nowhere.
I'm also unhappy with the swing from certain cards and the high variance from RNG cards. Feels awful to win a hard fought battle, only to lose by turn 5 in the next game due to RNG swing.
Knowing the HS dev, I am not expecting any changes to be made.
When it was curvestone, people complained that there weren't enough swing cards to come back in a game that you were losing because you RNG'd a bad draw/curve. Now that the spell offering rate has been increased and more RNG/swing cards have been introduced, everyone is complaining because its so easy to lose a game that you were winning and there's no way to play around anything.
I think the lesson we can once again draw upon here is that no matter what Blizzard does, everyone is going to complain about everything.
When it was curvestone, people complained that there weren't enough swing cards to come back in a game that you were losing because you RNG'd a bad draw/curve. Now that the spell offering rate has been increased and more RNG/swing cards have been introduced, everyone is complaining because its so easy to lose a game that you were winning and there's no way to play around anything.
I think the lesson we can once again draw upon here is that no matter what Blizzard does, everyone is going to complain about everything.
Your post misses a few things:
1) People wouldn't complain if Blizzard did things that improved the Game state. Their actions have turned Arena into basically a 2 Class Mode (Mage/Rogue).
2) Why does Blizzard keep giving Insane Cards to the same classes? Mage and Rogue are almost always top tier in arena. What cards get introduced that impact arena this expansion: Insanely Broken Meteor, Envenom Weapon, and Vilespine Slayer (not to mention for random spell producing cards for Mage). Yeah they are high rarity but even that means almost nothing with the boost Blizzard introduced. I've been offered 3x Meteor in draft before.
Giving Meteor to Druid instead of Mage for example would radically improve the Arena experience by decreasing the Mage power level and giving more incentive to try Druid.
3) Why does Blizzard keep making Insane OP Cards that totally wreck Arena? Introducing stupidly broken cards makes drafts more and more about RNG (congrats you drafted 3x Vilespine Slayer, Meteor, or SpikedRidge Steed, sleepway to 12 wins. Sorry, you were not skilled enough to be offered any Board Clears or Steeds, try again next draft)
4) Almost being impossible to play around things makes arena less skillful and more RNG based.
Legitimately, I don't disagree with very much that you posted. In an ideal world, we would have have Arena as a separately developed game mode where decision making on the card development, offering rates, etc was all reviewed carefully for its direct impacts to the arena meta and some effort was put into class balancing. Team 5 has made it abundantly clear by their actions that this isn't something they are willing to do at the moment and for the foreseeable future. I give them some credit, they are trying different things to see what works and what doesn't but that's sort of the extent of their efforts to provide a good arena experience.
It is quite a challenge since Arena will always be the red headed step child of Hearthstone. In regards to consistently producing OP cards for the same classes, they have a higher priority of trying to keep the class themes somewhat diverse. If they gave Meteor to druid or warrior it would feel way out of context for the game lore and class archetype. I would probably agree with the argument that it would be worth it for better class balance, but I guess Blizzard sees it differently for the time being.
To my original point, I'm not trying to be an ass to you or anyone else discussing this constructively, but I do think it's worth pointing out that even when the meta is awesome (I personally thought it was great in the MSG meta pre 7.1 standard patch), people still found lots of things to complain about. LOTS. It's just the nature of the beast and it blows me away that so many people only look at the negatives on this awesome free to play game.
I think Arena continues to be intense and competitive as ever and not unbalanced. There are some over powered cards, hasn't this always been the case?, but there are also hard counters that counter those overpower cards.
I think Arena continues to be intense and competitive as ever and not unbalanced. There are some over powered cards, hasn't this always been the case?, but there are also hard counters that counter those overpower cards.
Lol there's no counter to primordial glyph. You can position to avoid Meteor but it's still insane. Single target 15 damage plus 3 to adjacent and it cost 1 more mana than Explosive Shot which does 5 then two to adjacent. The problem is that mage consistently is stupidly strong in every single expansion and they only keep adding cards to make it stronger. So that's kinda the definition of unbalanced, the fact that certain classes are inherently way better than others.
Rollback Post to RevisionRollBack
To post a comment, please login or register a new account.
I'm an arena player and it found out there are some extremely overpowered card right now. Cards like Volcanosaur, Spikeridged Steed, and Primordial Glyph is just way too good. And the most insane card is Vicious Fledgling, it's like a legend card in arena. You throw it in and your opponent cant remove it in one turn, you just automatically win the game. These card should have a decrease craft rate and Vicious Fledgling should be nerfed.
Don't know who else is faster than me lol completed 13:35 est, 12/8
Right, because Blizzard is known for nothing if not nerfing cards that exclusively affect a small fraction of arena matches.
Also, it's Blizzard's fault you picked a fourth Mistress of Mixtures instead of Frost Bolt.
Solid post, 9/10.
You are right, man.
There are some really, really broken cards - Vicious Fledgling, Tar Lord....
Well, at least ladder is balanced :D
Why I opened 90 new packs (bought for gold) instead of
clown fiestaarena? Because I don't wanna rekt constantly even with 5 wins average.One day this game will stop existing. I can't wait.
I think the only cards that are Too unbalanced in Arena from Ungoro currently are:
Envenom Blade and Vilespine Slayer
Meteor
Spikeridged Steed
Maybe: Free from Ember, Primordial Glyph, and Volcano
Free from Amber is definitely overpowered too.
Already had 2 games where it highrolled Yshaarj into Stormwind champion once (so 17 mana for 8 mana).
Then had a guy topdeck Medivh, then topdeck this card summoned deathwing + 8/8 beast dude. Again, 18 mana worth of stuff.
The variance ceiling in Un'goro is insane. Each stage of the game can have something insane happening, like Stonehill -> Tirion, Servant of Kalimos -> Kalimos. On turn 8 you could easily be treated with either Charged Devilsaur, Primordial Drake, or Tortalian Primalist. Meaning you actually can't really play around anything as you can have an AoE, a 7 damage burst, or just a totally random spell effect trigger.
It's honestly a mess. Class disparity is also pretty clear with Mage and Rogue (and maybe Paladin) leading the way and Druid/Warrior at the very bottom of the barrel.
The rarity bonus is also increasing the variance, as now you can see decks with easily 2+ legendaries while you can have 0. Before, you usually didn't see this at all til really high wins. Now you can easily encounter them at low wins. The rarity/spell bonus also creates a significant disparity between classes with crappier spells/rares/epics than others, the most obvious of which is Druid/Warrior.
Currently Rogue is basically the undisputed head of the pack just because Envenom, Vilespine, and basically all of her spells are insanely good. You can play however you want, aggro-control, tempo, midrange, even the value game, since a Mimic pod/Hallucinate can singlehandedly generates you a ridiculous amount of value from nowhere.
Regular NA Arena Leaderboard player.
Reached #1 in NA arena leaderboard in May 2018 with a 9.07 average!
agreed, they really need to change something
Don't know who else is faster than me lol completed 13:35 est, 12/8
I'm also unhappy with the swing from certain cards and the high variance from RNG cards. Feels awful to win a hard fought battle, only to lose by turn 5 in the next game due to RNG swing.
Knowing the HS dev, I am not expecting any changes to be made.
Because mage and all of the classes needed insane hard removal and insane spells.
It's seriously even more unbalanced than Standard. Unplayable.
Unless you pray to RNGezus.
When it was curvestone, people complained that there weren't enough swing cards to come back in a game that you were losing because you RNG'd a bad draw/curve. Now that the spell offering rate has been increased and more RNG/swing cards have been introduced, everyone is complaining because its so easy to lose a game that you were winning and there's no way to play around anything.
I think the lesson we can once again draw upon here is that no matter what Blizzard does, everyone is going to complain about everything.
Legitimately, I don't disagree with very much that you posted. In an ideal world, we would have have Arena as a separately developed game mode where decision making on the card development, offering rates, etc was all reviewed carefully for its direct impacts to the arena meta and some effort was put into class balancing. Team 5 has made it abundantly clear by their actions that this isn't something they are willing to do at the moment and for the foreseeable future. I give them some credit, they are trying different things to see what works and what doesn't but that's sort of the extent of their efforts to provide a good arena experience.
It is quite a challenge since Arena will always be the red headed step child of Hearthstone. In regards to consistently producing OP cards for the same classes, they have a higher priority of trying to keep the class themes somewhat diverse. If they gave Meteor to druid or warrior it would feel way out of context for the game lore and class archetype. I would probably agree with the argument that it would be worth it for better class balance, but I guess Blizzard sees it differently for the time being.
To my original point, I'm not trying to be an ass to you or anyone else discussing this constructively, but I do think it's worth pointing out that even when the meta is awesome (I personally thought it was great in the MSG meta pre 7.1 standard patch), people still found lots of things to complain about. LOTS. It's just the nature of the beast and it blows me away that so many people only look at the negatives on this awesome free to play game.
I think Arena continues to be intense and competitive as ever and not unbalanced. There are some over powered cards, hasn't this always been the case?, but there are also hard counters that counter those overpower cards.
Arena players are not profitable.
Endless sharks barely put a cent into the game. Only some whales enter arena with real money.
If they add extra OP and/or RNG, the following happens:
Working as designed, sorry!