New cards + cards everyone always used leaving will radically change the game experience. This is what standard was created for. Don't get me wrong, I love wild, but card rotation and new cards is what keeps the game fresh.
No it won't, because Blizz pushes standard... so all the streamers push standard.
I think wild will definitely be the better and more balanced game-mode though.
The immense class unbalance in the classic set has shown us that standard is going to be little but a power see-saw where classes jump from dumpster to wrecking crew with each expansion.
i can see myself playing excluseively wild in 2018 onwards, atm there's not enough cardpool to create too many cool concepts in wild, (goons++axe flinger+bouncing blade otk looks fun tho and a deck that you'd probably encounter every once in a while in the future), and i'm curious how a meta with most of the older stuff gone or changed pans out.
Once the other stuff rotates we will already be into a new set of cards and an adventure.. or more? You can't say it'll be as stale/boring as ever when you can't predict the outcome of 150+ new cards before rotation. Correct me if i am wrong in my assumption that we will see more cards before rotation as well.
Correct me if i am wrong in my assumption that we will see more cards before rotation as well.
Well, we will only see new cards at the next rotation (spring 2017) but there'll probably be at least as many new cards as in the Old Gods and by the end of 2017 Standard Hearthstone will have the most cards it has ever had (most likely 4 expansions and 2 adventures).
Pirates beat everything in wild just like standard. Game is dead
lol just play a deck that counter them.
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No it won't, because Blizz pushes standard... so all the streamers push standard.
I think wild will definitely be the better and more balanced game-mode though.
The immense class unbalance in the classic set has shown us that standard is going to be little but a power see-saw where classes jump from dumpster to wrecking crew with each expansion.
Listen to this guy, my sentiments exactly.
Standard is so swingy in terms of classes and what tier they reside within (largely dictated by new releases), where as Wild offers a bit more cross-class-balance while also providing more powerful cards for ALL to use. At the very least, Wild will not have to worry about that new 4 mana 7/7 (or whatever next thing breaks Standard), because we already have the tools to deal with such threats in Wild. Hell, having access to Belcher alone makes a LOT of threats look paltry, because it gives you time to answer while hopefully dealing some damage in the process. Plus now that we've been so conditioned to deal with Dr Boom and MC, not too much scares us in Wild anymore. And like you said, Wild doesn't see-saw nearly as much as Standard; all classes are viable in Wild at any given point, and the meta is not dominated by 1, 2, or 3 archetypes. Ok, Secret Pally is arguably the Wild powerhouse, but I think that's just people still butt hurt from having to play against him before the format split. Secret Pally is really not that bad to play against or beat in Wild, not sure why everyone cries so much.
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Nature is the Day. Man is the Sun. Woman is the Moon. The Stone is the Sky. The Art is the Way.
I think part of the appeal of Standard oddly enough is that there are going to be cycles where certain classes are top dog and others fall to the wayside (not to say they're bad or they'll be neglected, but if you look at Priest prior to Gadgetzan they were objectively worse in the meta); this will certainly not sit well with people who like those classes, but I think a class being truly unplayable is not something that's happened yet or bound to happen as much as people make it out to be.
There's also just appeal in strong decks and cards being siphoned out of the meta periodically; I'll be perfectly content with Trogg and Totem Golem leaving Standard to make room for different Shaman cards for instance, or seeing something like Reno be retired as a well-loved card that simply need to retire to force people to re-evaluate how they want to build singleton decks around Kazakus or the respective Kabal legendaries. It also reduces dilutes the mechanic pool with something like Inspire, C'Thun, or Jade Golem which will be pretty stale after two years by extension of those mechanics reaching maximum efficiency.
MTG isn't much different; if you're getting into the game and you pick up a starter deck or packs from a set, you'll be playing with those mechanics for awhile but not forever. This makes it simpler for someone to pick up the game and have a handle on everything contained inside the pool of cards they're playing with, and letting players who have large collections mix and match or revisit old mechanics they really enjoyed.
They each have their own strengths and weaknesses certainly, but Wild is inherently unfriendly to new players and is simply always going to be the smaller format. It's no different than Arena in that sense. In regards to skill, I'd say it's a wash; Standard will test your adaptability harder in deckbuilding and piloting new situations, Wild will simply test your ability to build and pilot something against tier 1 decks that will continue to persist indefinitely. For instance, learning to play around Boom isn't simple at first; but after you've seen the card a couple of dozen times with a deck, you know how to prepare for it and create efficient lines of play... and since Boom is ubiquitous for virtually all archetypes and decks that don't try to end the game early, it becomes less of a skill test and more of a repetitive automatic response. It also just takes less skill to pilot decks that are universally strong (see: Secret Paladin), so as lists approach becoming optimally refined there will be more automatic decisions made and less reliance on skill with more reliance on memory.
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I think part of the appeal of Standard oddly enough is that there are going to be cycles where certain classes are top dog and others fall to the wayside (not to say they're bad or they'll be neglected, but if you look at Priest prior to Gadgetzan they were objectively worse in the meta); this will certainly not sit well with people who like those classes, but I think a class being truly unplayable is not something that's happened yet or bound to happen as much as people make it out to be.
There's also just appeal in strong decks and cards being siphoned out of the meta periodically; I'll be perfectly content with Trogg and Totem Golem leaving Standard to make room for different Shaman cards for instance, or seeing something like Reno be retired as a well-loved card that simply need to retire to force people to re-evaluate how they want to build singleton decks around Kazakus or the respective Kabal legendaries. It also reduces dilutes the mechanic pool with something like Inspire, C'Thun, or Jade Golem which will be pretty stale after two years by extension of those mechanics reaching maximum efficiency.
MTG isn't much different; if you're getting into the game and you pick up a starter deck or packs from a set, you'll be playing with those mechanics for awhile but not forever. This makes it simpler for someone to pick up the game and have a handle on everything contained inside the pool of cards they're playing with, and letting players who have large collections mix and match or revisit old mechanics they really enjoyed.
They each have their own strengths and weaknesses certainly, but Wild is inherently unfriendly to new players and is simply always going to be the smaller format. It's no different than Arena in that sense. In regards to skill, I'd say it's a wash; Standard will test your adaptability harder in deckbuilding and piloting new situations, Wild will simply test your ability to build and pilot something against tier 1 decks that will continue to persist indefinitely. For instance, learning to play around Boom isn't simple at first; but after you've seen the card a couple of dozen times with a deck, you know how to prepare for it and create efficient lines of play... and since Boom is ubiquitous for virtually all archetypes and decks that don't try to end the game early, it becomes less of a skill test and more of a repetitive automatic response. It also just takes less skill to pilot decks that are universally strong (see: Secret Paladin), so as lists approach becoming optimally refined there will be more automatic decisions made and less reliance on skill with more reliance on memory.
TL; DR :P
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Wild is unfriendly IMO simply because having to craft cards you can no longer get in packs is somewhat prohibitive, as well as Wild just having a massive card pool. You're probably fine crafting Boom, Belchers, Chows, etc. but thats hardly the end of the list and you'd still need to know those were the best cards.
I don't think it's something people won't figure out on their own quickly, but there's a reason Blizzard is pushing Standard for new players.
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And Secret Eater exist and keeps Freeze Mage and Secret Paladin in check. Add a Ooze or Harrison to a deck and you have a very good change to win this matchups very easily.
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"... but not less than (1)" is needed now more than ever!
Boring? Are you insane? It will be DIFFERENT.
New cards + cards everyone always used leaving will radically change the game experience. This is what standard was created for. Don't get me wrong, I love wild, but card rotation and new cards is what keeps the game fresh.
No it won't, because Blizz pushes standard... so all the streamers push standard.
I think wild will definitely be the better and more balanced game-mode though.
The immense class unbalance in the classic set has shown us that standard is going to be little but a power see-saw where classes jump from dumpster to wrecking crew with each expansion.
i can see myself playing excluseively wild in 2018 onwards, atm there's not enough cardpool to create too many cool concepts in wild, (goons++axe flinger+bouncing blade otk looks fun tho and a deck that you'd probably encounter every once in a while in the future), and i'm curious how a meta with most of the older stuff gone or changed pans out.
I play both even now. I'm only heading to rank 5 to get the epic from chest and when I'm done with standard I switch for Wild.
I play both. The only cards I dusted were Bouncing Blade and Recombobulator but kept the rest.
Pirates beat everything in wild just like standard. Game is dead
Once the other stuff rotates we will already be into a new set of cards and an adventure.. or more? You can't say it'll be as stale/boring as ever when you can't predict the outcome of 150+ new cards before rotation. Correct me if i am wrong in my assumption that we will see more cards before rotation as well.
*The tier guide will return*
Nature is the Day.
Man is the Sun.
Woman is the Moon.
The Stone is the Sky.
The Art is the Way.
I think part of the appeal of Standard oddly enough is that there are going to be cycles where certain classes are top dog and others fall to the wayside (not to say they're bad or they'll be neglected, but if you look at Priest prior to Gadgetzan they were objectively worse in the meta); this will certainly not sit well with people who like those classes, but I think a class being truly unplayable is not something that's happened yet or bound to happen as much as people make it out to be.
There's also just appeal in strong decks and cards being siphoned out of the meta periodically; I'll be perfectly content with Trogg and Totem Golem leaving Standard to make room for different Shaman cards for instance, or seeing something like Reno be retired as a well-loved card that simply need to retire to force people to re-evaluate how they want to build singleton decks around Kazakus or the respective Kabal legendaries. It also reduces dilutes the mechanic pool with something like Inspire, C'Thun, or Jade Golem which will be pretty stale after two years by extension of those mechanics reaching maximum efficiency.
MTG isn't much different; if you're getting into the game and you pick up a starter deck or packs from a set, you'll be playing with those mechanics for awhile but not forever. This makes it simpler for someone to pick up the game and have a handle on everything contained inside the pool of cards they're playing with, and letting players who have large collections mix and match or revisit old mechanics they really enjoyed.
They each have their own strengths and weaknesses certainly, but Wild is inherently unfriendly to new players and is simply always going to be the smaller format. It's no different than Arena in that sense. In regards to skill, I'd say it's a wash; Standard will test your adaptability harder in deckbuilding and piloting new situations, Wild will simply test your ability to build and pilot something against tier 1 decks that will continue to persist indefinitely. For instance, learning to play around Boom isn't simple at first; but after you've seen the card a couple of dozen times with a deck, you know how to prepare for it and create efficient lines of play... and since Boom is ubiquitous for virtually all archetypes and decks that don't try to end the game early, it becomes less of a skill test and more of a repetitive automatic response. It also just takes less skill to pilot decks that are universally strong (see: Secret Paladin), so as lists approach becoming optimally refined there will be more automatic decisions made and less reliance on skill with more reliance on memory.
Articles I suggest every player reads to improve at the game;
MTG/Hearthstone biases to avoid
Reframing negative Hearthstone experiences to improve at the game
Who's the Beatdown?
Wild isn't unfriendly to new players. They have to craft D7, shredders, belcher and creepers. And they will go
\(-_-)/
Wild is unfriendly IMO simply because having to craft cards you can no longer get in packs is somewhat prohibitive, as well as Wild just having a massive card pool. You're probably fine crafting Boom, Belchers, Chows, etc. but thats hardly the end of the list and you'd still need to know those were the best cards.
I don't think it's something people won't figure out on their own quickly, but there's a reason Blizzard is pushing Standard for new players.
Articles I suggest every player reads to improve at the game;
MTG/Hearthstone biases to avoid
Reframing negative Hearthstone experiences to improve at the game
Who's the Beatdown?
Just in term of Aggro in Wild a good post I found:
"... but not less than (1)" is needed now more than ever!
its great that there are two types.
standard keeps the game fresh, and tempting to new players.
wild benefits your old cards, and gives chance to create wider deck possibilities.