I know that arena is based on "random" generated card choices, but paladins are a very broken class. The cards you can draft are unfair to play against and about 80% of my arena matches are against paladins. Something needs to change and fast because I can't get past 5 wins due to facing paladins early.
Well, I think it's a little overstated how "broken" paladins are in arena. They're one of the more consistently powerful arena classes because they have great value commons compared to other classes, but it's not "Pick Paladin, go 10+ wins". Some of the reason you see 80%+ Paladins is because people tend to think that if you just pick paladin you win.
If you "can't get past [sic] 5 wins due to facing paladins early" I'd humbly suggest it's not necessarily paladin as a class that is the problem.
If you're trying to say that I'm a bad arena player and I need to improve my gameplay, that's actually a good point to make, which is what I am understanding you're hinting towards, however I've had more than 25 12 win runs and am a 6-time legend player.
If you're trying to say that I'm a bad arena player and I need to improve my gameplay, that's actually a good point to make, which is what I am understanding you're hinting towards, however I've had more than 25 12 win runs and am a 6-time legend player.
Quite frankly, I don't believe you. Either I don't believe that you are some consistently good player who suddenly can't get beyond 5 arena wins because of what? Murloc Knight being added to the game in TGT? Or I don't believe you are as consistently good as you claim. You're likely exaggerating somewhere. Arena hasn't changed that much. If anything, Mages losing an almost guaranteed 1-2 FlamestrikeFireballWater Elemental has likely been a good thing to the meta. It was almost impossible to go less than 8 wins as Mage before GvG. I suppose maybe that's how you hit 12 wins 25+ times if you suddenly can't get passed 5 wins?
If you're trying to say that I'm a bad arena player and I need to improve my gameplay, that's actually a good point to make, which is what I am understanding you're hinting towards, however I've had more than 25 12 win runs and am a 6-time legend player.
So what that u stuck it out 6 times and got to legend? That fact might have a VERY little effect on your arena performance, since it is a very different playground then constructed, the fact that u got to legend multiple times might give u extensive knowladge of the game and class cards and things u can expect (or not at all, we dont know).
Also having multiple 12wins on your belt is rly good achievement, but those might be from year back, where arena meta was VERY different. Before TGT i was basically infinite arena player, but i must admit, i myself have a bit problem to play properly after TGT, im still trying to find my playstyle and am not doing very well so far.
So u should probably watch some streamers and see for yourself what kind of plays they do, what kind of cards swing the games and just in general better yourself. Ofc paladin is on of the best classes in arena right now, if not the best, but its not like it is an autowin to just play pally. U need to understand the match-up and u should do better ;-)
PS: go home Seal Cancer of Champions :) (god i hate that card :D)
Main issue I've had with Paladin is that every single one I run into seems to have a boatload of secrets and MC. It's hard enough to deal with in constructed, in arena you're far less likely to have an answer.
If you're trying to say that I'm a bad arena player and I need to improve my gameplay, that's actually a good point to make, which is what I am understanding you're hinting towards, however I've had more than 25 12 win runs and am a 6-time legend player.
Quite frankly, I don't believe you. Either I don't believe that you are some consistently good player who suddenly can't get beyond 5 arena wins because of what? Murloc Knight being added to the game in TGT? Or I don't believe you are as consistently good as you claim. You're likely exaggerating somewhere. Arena hasn't changed that much. If anything, Mages losing an almost guaranteed 1-2 FlamestrikeFireballWater Elemental has likely been a good thing to the meta. It was almost impossible to go less than 8 wins as Mage before GvG. I suppose maybe that's how you hit 12 wins 25+ times if you suddenly can't get passed 5 wins?
Guys, guys, listen to me! I have been Legend 46 times (I was already a Legendary player way before Hearthstone was released) and I have like 313 12 wins arena runs. Also, I'm the one who teached Trump, Lifecoach, Amaz and other pro players how to play (they also call me sensei), but I also can't get past 5 wins in arena since TGT, something is wrong here... But of course, if you don't believe me that is your problem, not mine... Have a nice day...
Kappa
P.D.: Now, seriously, anyone that can't never get past 5 wins in arena since TGT is not a very good player. It's true that there are a lot of Paladins, but it's really not that hard... sorry OP, but that is the truth...
I've found the arena meta to be better than ever before, every class is viable (except for poor warrior) and I have hit 10+ wins with all classes (except warrior) during last season. Yes, most of the matchups are against paladins which is a bit stale, but there are actually some tech picks against them. (Highly recommend the murloc eating crab - the name escapes me right now. And Blood Knight to gain a game winning momentum after the turn 2 Shielded Minibot which every paladin seems to have. Though, admittedly these are epics :/)
Inspire Card and other snowball card, which makes regaining board control almost impossible. They either forces you to remove them instead of playing your minion or gives too much value and tempo. This includes : murloc knight, mukla champion, kvaldir raider, savage combatant, darnassus aspirant, argent horserider,
The dilluted cardpool makes removal very scarce, which combined with the first fact (inspire) makes it even more terrible
I've found the arena meta to be better than ever before, every class is viable (except for poor warrior) and I have hit 10+ wins with all classes (except warrior) during last season. Yes, most of the matchups are against paladins which is a bit stale, but there are actually some tech picks against them. (Highly recommend the murloc eating crab - the name escapes me right now. And Blood Knight to gain a game winning momentum after the turn 2 Shielded Minibot which every paladin seems to have. Though, admittedly these are epics :/)
I couldn't agree more. Just because people flock to the old standbys that have been labeled Tier 1 doesn't mean more diversity isn't more viable than ever. I think the current Paladin is less oppressively strong when compared to Classic Mage in Arena. Just because everyone and their uncle sees Paladin and windmill slams it doesn't mean it's actually broken.
Seal of Champions and Murloc Knight should have been rares. It's just so ridiculously broken how much tempo they pick up by using it on turn 3, 4, or 5. Basically buff your minion by 3 and remove opponents minion... FOR FREE. With Murloc Knight, it's so good because you get to preserve your hand - use 2 mana to summon a silver hand and get a free random Murloc Knight which could easily buff you up big time.
Seal of Champions and Murloc Knight should have been rares. It's just so ridiculously broken how much tempo they pick up by using it on turn 3, 4, or 5. Basically buff your minion by 3 and remove opponents minion... FOR FREE. With Murloc Knight, it's so good because you get to preserve your hand - use 2 mana to summon a silver hand and get a free random Murloc Knight which could easily buff you up big time.
Seal of Champions is definitely a common tier spell, but I think MK was a bit ambitious for the effect on a common. It likely should have been a rare of if at common had something like a static 2/1 Murloc off the trigger.
I know that arena is based on "random" generated card choices, but paladins are a very broken class. The cards you can draft are unfair to play against and about 80% of my arena matches are against paladins. Something needs to change and fast because I can't get past 5 wins due to facing paladins early.
you could just start to pick pala yourself, or pick rogue which has even better winratio roghly equal though.
Or use other class and actually try to win with skill not classpick. Does work for good players too.
Seal of Champions and Murloc Knight should have been rares. It's just so ridiculously broken how much tempo they pick up by using it on turn 3, 4, or 5. Basically buff your minion by 3 and remove opponents minion... FOR FREE. With Murloc Knight, it's so good because you get to preserve your hand - use 2 mana to summon a silver hand and get a free random Murloc Knight which could easily buff you up big time.
Seal of Champions is definitely a common tier spell, but I think MK was a bit ambitious for the effect on a common. It likely should have been a rare of if at common had something like a static 2/1 Murloc off the trigger.
Not really.. Seal of Champions is ridiculously powerful. Divine shield + 3 attack in 1 card is such a huge tempo swing.
Coming from a player that plays almost exclusively Paladin both in Arena and Contructed, I can tell you, Paladin isn't broken in Arena. In fact, I've actually considered running other classes in Arena simply because I always seem to get junk options when I choose Paladin and amazing options when I play other classes.
I know, it's completely random what cards you will be offered to choose from. This has just been my experience.
Additionally, you can get an absolutely amazing draft and go 0-3 with it, or get a complete junk draw and go 12-0. It's just like Constructed, only worse, in that your opening hand pretty much tells you how each game is going to go. I can't tell you how many times I've drawn amazing decks and gone 4-3 (just did it on a Mage yesterday).
One thing I will say, however, is that the moment someone draws an Inspire card (looking at you, Kvaldir Raider), it usually seals the game if they're even and especially if they're ahead.
Rollback Post to RevisionRollBack
If at first you don't succeed, skydiving isn't for you.
Seal of Champions and Murloc Knight should have been rares. It's just so ridiculously broken how much tempo they pick up by using it on turn 3, 4, or 5. Basically buff your minion by 3 and remove opponents minion... FOR FREE. With Murloc Knight, it's so good because you get to preserve your hand - use 2 mana to summon a silver hand and get a free random Murloc Knight which could easily buff you up big time.
Seal of Champions is definitely a common tier spell, but I think MK was a bit ambitious for the effect on a common. It likely should have been a rare of if at common had something like a static 2/1 Murloc off the trigger.
Not really.. Seal of Champions is ridiculously powerful. Divine shield + 3 attack in 1 card is such a huge tempo swing.
I think Blessing of Kings is considerably better than Seal and Blessing is common. Hell, I think Argent Protector is considerably better than Seal and also a common. You're looking at 2x 1 mana commons already in Paladin Blessing of Might and Hand of Protection - so for the reduction it's trading a card for +1 mana to these effects. That's a trade I think benefits Seal, but I don't think that warrants making it a rare.
Actually one of the biggest game winning cards can be Deathwing & Tirion in arena.. I had a 11 win run with paladin the other day and almost half the wins were thanks to tirion..I even kept him in my opening hand because hes so OP in arena since not a lot of people run silence and basicaly get rekt in the face by him...and not even talking about being ahead.. most of those games I was behind and pulled out a win because of him.. although if you really far behind nothing except for deathwing will help.. which is another card that can do some serious damage...sure he might be a dead card but when you can play him late game when board is turning into enemy favor and you hardly have anything in hand anyway its godly.. really
Almost all good big legendary are auto-win in arena though. Ysera, Ragnaros, as it is very rare to have a removal for those minion. Even North Sea kraken is super strong.
But it has been true from the start of the game (before Naxx). So it doesn't even add to the argument
What makes paladin stronger is that mukla champion works well for shaman and pally, not so for others. But shaman have a hard time maintaining board control, while paladin have shieldbot, truesilver, consecration, blessing of kings all common.
Murloc knight and seal of champion are the only 2 thing that reallyboost paladin. But those card are outright game-winning even if it have common rarity (akin to flamestrike level, but wayy less unpredictable)
I had more success with druid than paladin in arena, and I tend to play paladin a lot in constructed I almost always get 7+ wins with druid decks.. maybe I just know how to draft druid decks.
What makes paladin stronger is that mukla champion works well for shaman and pally, not so for others. But shaman have a hard time maintaining board control, while paladin have shieldbot, truesilver, consecration, blessing of kings all common.
Murloc knight and seal of champion are the only 2 thing that reallyboost paladin. But those card are outright game-winning even if it have common rarity (akin to flamestrike level, but wayy less unpredictable)
Muster for win.
Rollback Post to RevisionRollBack
To post a comment, please login or register a new account.
I know that arena is based on "random" generated card choices, but paladins are a very broken class. The cards you can draft are unfair to play against and about 80% of my arena matches are against paladins. Something needs to change and fast because I can't get past 5 wins due to facing paladins early.
Well, I think it's a little overstated how "broken" paladins are in arena. They're one of the more consistently powerful arena classes because they have great value commons compared to other classes, but it's not "Pick Paladin, go 10+ wins". Some of the reason you see 80%+ Paladins is because people tend to think that if you just pick paladin you win.
If you "can't get past [sic] 5 wins due to facing paladins early" I'd humbly suggest it's not necessarily paladin as a class that is the problem.
Balancing busted cards version 1.0.
If you're trying to say that I'm a bad arena player and I need to improve my gameplay, that's actually a good point to make, which is what I am understanding you're hinting towards, however I've had more than 25 12 win runs and am a 6-time legend player.
Balancing busted cards version 1.0.
SealCancer of Champions :) (god i hate that card :D)- Click Here To Join Us On Discord! -
Main issue I've had with Paladin is that every single one I run into seems to have a boatload of secrets and MC. It's hard enough to deal with in constructed, in arena you're far less likely to have an answer.
"Bow down before the God of death."
I've found the arena meta to be better than ever before, every class is viable (except for poor warrior) and I have hit 10+ wins with all classes (except warrior) during last season. Yes, most of the matchups are against paladins which is a bit stale, but there are actually some tech picks against them. (Highly recommend the murloc eating crab - the name escapes me right now. And Blood Knight to gain a game winning momentum after the turn 2 Shielded Minibot which every paladin seems to have. Though, admittedly these are epics :/)
My Custom Card Workshop
Custom Expansion; Conquering Outland
What makes arena broken is two kind of thing :
Balancing busted cards version 1.0.
Seal of Champions and Murloc Knight should have been rares. It's just so ridiculously broken how much tempo they pick up by using it on turn 3, 4, or 5. Basically buff your minion by 3 and remove opponents minion... FOR FREE. With Murloc Knight, it's so good because you get to preserve your hand - use 2 mana to summon a silver hand and get a free random Murloc Knight which could easily buff you up big time.
Balancing busted cards version 1.0.
Coming from a player that plays almost exclusively Paladin both in Arena and Contructed, I can tell you, Paladin isn't broken in Arena. In fact, I've actually considered running other classes in Arena simply because I always seem to get junk options when I choose Paladin and amazing options when I play other classes.
I know, it's completely random what cards you will be offered to choose from. This has just been my experience.
Additionally, you can get an absolutely amazing draft and go 0-3 with it, or get a complete junk draw and go 12-0. It's just like Constructed, only worse, in that your opening hand pretty much tells you how each game is going to go. I can't tell you how many times I've drawn amazing decks and gone 4-3 (just did it on a Mage yesterday).
One thing I will say, however, is that the moment someone draws an Inspire card (looking at you, Kvaldir Raider), it usually seals the game if they're even and especially if they're ahead.
If at first you don't succeed, skydiving isn't for you.
Balancing busted cards version 1.0.
What makes paladin stronger is that mukla champion works well for shaman and pally, not so for others. But shaman have a hard time maintaining board control, while paladin have shieldbot, truesilver, consecration, blessing of kings all common.
Murloc knight and seal of champion are the only 2 thing that reallyboost paladin. But those card are outright game-winning even if it have common rarity (akin to flamestrike level, but wayy less unpredictable)
I had more success with druid than paladin in arena, and I tend to play paladin a lot in constructed I almost always get 7+ wins with druid decks.. maybe I just know how to draft druid decks.