You interpret a lot in what I say. I don't think you are the only one. I think there are a lot that think the same as you. And i play high rank wild and see most of the time not this overpowered superbustet combo deck. I see aggro paladin.
My opinion is that nerf calls for single cards/decks rarly help to improve anything. The problems I see are old and big and they gets bigger. Every now and then a strong combo deck shines and people shit talk it till its death and then next one is coming. No one talks about the problems of the game itself...
The slow turn from a value game to a tempo/aggro game Hearthstone had is a problem for me.
The standart rotation with more and more powerful cards is a problem. A problem that should be preventet by standart... why even create standart if they create cards that makes Dr. Boom look like a Chillwind Yeti
The more and more childish community that calls on a daily basis for nerfs for anything is a problem for me.
The rank floors that makes compeditiv play on rank 11-9 and 6-4 to a clown fiesta is a problem for me.
The focus on wild is a problem for me. Every time they push wild. Wild gets tamer. More of the same. I can tell you what you will face most on rank 5+ / legend from a website that say that the best deck of this class has a 0.5% higher chance to win... xD
I hate that cards will get nerfed because of feelings not of data. In a meta that follows 0.x% winrate changes...
Quest rogue was also nerfed on feelings. It was tier 3 when nerfed. By the way, naga warlock demon is tier 1. So no feelings but data.
You interpret a lot in what I say. I don't think you are the only one. I think there are a lot that think the same as you. And i play high rank wild and see most of the time not this overpowered superbustet combo deck. I see aggro paladin.
My opinion is that nerf calls for single cards/decks rarly help to improve anything. The problems I see are old and big and they gets bigger. Every now and then a strong combo deck shines and people shit talk it till its death and then next one is coming. No one talks about the problems of the game itself...
The slow turn from a value game to a tempo/aggro game Hearthstone had is a problem for me.
The standart rotation with more and more powerful cards is a problem. A problem that should be preventet by standart... why even create standart if they create cards that makes Dr. Boom look like a Chillwind Yeti
The more and more childish community that calls on a daily basis for nerfs for anything is a problem for me.
The rank floors that makes compeditiv play on rank 11-9 and 6-4 to a clown fiesta is a problem for me.
The focus on wild is a problem for me. Every time they push wild. Wild gets tamer. More of the same. I can tell you what you will face most on rank 5+ / legend from a website that say that the best deck of this class has a 0.5% higher chance to win... xD
I hate that cards will get nerfed because of feelings not of data. In a meta that follows 0.x% winrate changes...
Quest rogue was also nerfed on feelings. It was tier 3 when nerfed. By the way, naga warlock demon is tier 1. So no feelings but data.
It (Quest Rogue) was tier 3, yet if I recall correctly, it was heavily used in the HCT Spring Tournament after TGT rotated out, with 11 of the 16 players running a Quest Rogue variant, including finalists Kolento and Hoej. It had, if I recall correctly, a 90% win rate if the Quest was activated in non-mirror matchups, with Kibler famously losing his shit against the card shortly before it was nerfed
If I am correct, the Wild Tournament was the first time I remember a tournament where each participant actively REFUSED to run a certain Tier 1 deck (Giantlock) and actively agreeing to ban a certain card (Naga Sea Witch). The ban wasn't put in place by the people holding the tourney, all of the players instead REFUSED TO USE IT. If Wild players are actively refusing to bring a card because of how broken it is, it speaks volumes about the state of denial that Blizzard is in with nerfing the card.
78% of players agree in the naga nerf and your are not nerfing it Blizzard!!! What are you waiting for? Can not you nerf cards that are in wild? You made a lot of bad needs totally destroying cards. That is a card that need to be destroyed. It is pointless.
By the way. It is 3/4 fucking months that we are asking the Naga’s nerf!!!
I know for a fact that they can. Before Frozen Throne they had to nerf Dreadsteed to spawn at the end of turn because it would cause an infinite loop with Defile, remember?
Which means that the refusal to nerf Naga Sea Witch is based off of laziness.
You interpret a lot in what I say. I don't think you are the only one. I think there are a lot that think the same as you. And i play high rank wild and see most of the time not this overpowered superbustet combo deck. I see aggro paladin.
My opinion is that nerf calls for single cards/decks rarly help to improve anything. The problems I see are old and big and they gets bigger. Every now and then a strong combo deck shines and people shit talk it till its death and then next one is coming. No one talks about the problems of the game itself...
The slow turn from a value game to a tempo/aggro game Hearthstone had is a problem for me.
The standart rotation with more and more powerful cards is a problem. A problem that should be preventet by standart... why even create standart if they create cards that makes Dr. Boom look like a Chillwind Yeti
The more and more childish community that calls on a daily basis for nerfs for anything is a problem for me.
The rank floors that makes compeditiv play on rank 11-9 and 6-4 to a clown fiesta is a problem for me.
The focus on wild is a problem for me. Every time they push wild. Wild gets tamer. More of the same. I can tell you what you will face most on rank 5+ / legend from a website that say that the best deck of this class has a 0.5% higher chance to win... xD
I hate that cards will get nerfed because of feelings not of data. In a meta that follows 0.x% winrate changes...
So in layman's terms, facing down a 5/5 flanked by 6 8/8 Giants is considered fair, right?
That Giantlock is the ONLY thing that is keeping those Aggro Paladin's in the high winrates. You nerf the card, and all of the sudden Aggro Paladin is not considered viable anymore because the meta has slowed down, players know Call to Arms is a part of their win condition, and the only class that would have an awkward clear with Paladin is Druid with Poison Seeds. Hell, Dragon Priest absolutely shits on Aggro Paladins, with Duskbreaker being an automatic two-of and a must pick off of Netherspite Historian.
The problem is that they shadowbuffed a WILD card after she rotated out of STANDARD. The only card that has ever been buffed AFTER it was rotated out. The data is there stating the card is LONG OVERDUE for a nerf. Yet all we are getting is crickets from Blizzard.
And I am confused as to why the hell such a deck is being white-knighted and stubbornly defended in the first place.
The following arguments against 'fixing' Naga Sea Witch do not have merit:
1. I crafted all those cards to make the deck. That's nice, but that means no card should ever be nerfed because there are times players craft cards for a deck all the time. Raza Priest got nerfed and many people crafted cards just for that deck. It's a weak argument that basically says, please don't nerf the deck that I made.
2. It's fine as it is, as there are counters to the deck. Even if there are counters to the deck, that does not mean it should still be allowed to exist in the game as is. You have to take under consideration, how do these Giant NSW decks warp the meta and regardless if there are counters, sometimes you can't draw your counters on turn 4 or 5 when it matters. Also, some counters cost too much mana. It's the age old story...I have a rat problem. Get a cat. The cat has outstayed its welcome. Buy a dog. and so forth. Instead of creating cards to deal with problem cards, just kill the rat (or the problem card in the first place) with a broom.
3. There are other crazy decks in wild, so it's no big deal. 2 wrongs don't make a right. Just because someone else is committing crimes, doesnt mean its ok for you to start doing them just because they are getting away with it. All decks and cards that are causing an oppressive or un fun Wild meta should be looked at carefully. Losing on turn 4 or 5 because a card is not working as intended or broken is not a fun or even interactive experience.
4. It doesn't have a good win or play rate, so it's ok. I don't care if the deck has a 2% win rate and only 3 people play the deck. The card going forward will always cause problems with future design if they ever wanted to print other giants or other cost reducing cards. The card is not working as intended. Win rates do not matter to a card being broken.
Basically, the NSW and Giants issue comes down to the following valid arguments as to why it should be 'nerfed' or reverted to its old self:
a. The card is not acting or interacting with other cards with it's intended effect. The implied effect was to have all your cards cost 5. Cost reduction should not come into the equation.
b. It's un fun and un interactive for the other player. I try to kill you before turn 4 or 5. if I fail, you get to spam the board with giants and win on the following turn. In fact, by attacking you, I have enabled one of your giants to be cheaper too. There are very few counters that can clear a board on turn 4 or 5 and that means you lose.
c. Cards that affect or warp a meta game, should be monitored and fixed, despite win rates and play rates. It doesn't matter how many times a deck wins, the card itself is still not fair. Let's suppose a card read "10 mana minion - Battlecry: If your deck has no cards in it, you win the game." It's 10 mana, so no big deal right? Wrong. Such a card would be un fun and have no interaction from the opponent. You simply fill your deck with board clears and card draw. If you are druid, you can put in ramp too and win before it matters. You might say, but it's very hard to pull this win condition off. Yep, it is. Still not fun and your opponent has no chance to disrupt it.
Another example, which should be a simple thing, is to fix or change keywords from the past. Why, because it keeps the game consistent.
Fix cards that dont have the intended effect. Update cards to reflect their ability.
Unstable Evolution should have Echo.
Warsong Commander should read Rush minions instead now to make it playable as it's clear Charge is too hard to balance.
I think the wording should be "Your cards ALWAYS cost 5" to be consistant with other similar cards who do not interact with buffs and debuffs, like Lightspawn.
I actually play that deck... it CAN lose, even to control decks like big priest, but it is mainly weak to hardcore face aggro mage, hunter and paladin.
I feel like I am exploiting a bug when spamming those giants on turn 5...
I think the wording should be "Your cards ALWAYS cost 5" to be consistant with other similar cards who do not interact with buffs and debuffs, like Lightspawn.
I actually play that deck... it CAN lose, even to control decks like big priest, but it is mainly weak to hardcore face aggro mage, hunter and paladin.
I feel like I am exploiting a bug when spamming those giants on turn 5...
i totaly agree they should always cost 5 mana as described. Also i feel the same way when playin cubelock cuz of mana cheat effect ( spiteful ,call to arms etc ). But i only use it to reach rank 5 as fast as possible, wow such a relief after confession :D
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I just finished a back-to-back wild legend run yesterday. Nagalock was at least 1/3 of the push from rank 4. I'd guess various aggro paladin builds were close to 40%, with another solid group of Barnes priests. I made the run with an even shaman, starting out with something close to Jackiechan's list but dropping cards like Piloted Shredder because they were way too slow for the Naga. You absolutely must kill them on turn 5, 6 at the latest, or it's over. Nevermind the defiles and hellfires on the way.
The deck completely warps the meta because if you even think about a control deck you need to answer that turn 5. But the limited tools that can do it (Lightbomb, etc.) are too unlikely to be drawn, compared to the Warlock drawing an additional 4 cards by then to find the Naga. So everyone plays a deck designed to win by turn 5. Worse, the deck sucks to play. I don't understand what the holdup is on changing the Naga's text to set cards to 5 mana like it was originally designed to do.
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Standard Legend - July '16 (Rank 56), June '17, Dec. '18, Apr. '19
Wild Legend - Mar. '18 (Rank 30), Apr. '18, Aug. '19
Twelve Arena Wins - Shaman, Warlock, Mage x2, Rogue, Priest (12-0), Druid, Hallow's End x2, Hunter, Taverns of Time x3 (Pa,D,WL), Paladin
Naga incredibly limits design space, if blizzard cares at all about wild, and its just a broken card that offers to much highroll potential. Having all your cards cost exactly five was way more balanced
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Quoting Mike Donais: "Naga Sea Witch Giants is not the best deck in Wild. If you look at any data report based off of actual math instead of feelings that is pretty obvious."
Okay, since we don't have access to Blizzard's internal data, let's use the third party resources available to us.
Here is a link for the most played and highest win rate warlock decks in Wild, from the HSReplay site:
This data is the largest slice available at Rank 25 to Legend. Summarized from what we see here, the top 4 warlock decks are all Naga Sea Witch Giant decks. Without adding their sample size together, just taking the top iteration and comparing it to the next most played deck which is cube it is still TEN TIMES the sample size. In summation, NSW Giants is THE most played warlock deck in Wild.
Maybe it's biased, let's check it against the latest Vicious Syndicate meta snapshot for class distribution here:
Interesting, the most played class looks like Warlock, and the most played archetype? NSW Giant Warlock.
So, now we have two data sources with similar reports. So either, they're completely inaccurate, or Blizzard is fudging the data. The data that no one has seen. Ever.
I guess it depends on what your interpretation of "best" means. Looking at the data available, it's only the most represented archetype of the most represented class — with the highest win rate. So, yeah.
Quoting Mike Donais: "Naga Sea Witch Giants is not the best deck in Wild. If you look at any data report based off of actual math instead of feelings that is pretty obvious."
The point that Team 5 is completly ignoring is not that NSW decks have or not an high win rate, but is that they're frustrating to play against due to the lack of counter it has (just few cards and limited to few Classes). More or less as it was Quest Rogue pre-nerf during the Un'goro meta (and that deck didn't have an high win rate itself).
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For what profit is it to a man, if he gains the world and loses his own soul?
Another fact indicating that the DevTeam members of Blizzard Entertainment have signifacantly low IQ. It took 3 damn expansions to nerf the most anti-skill and idiotic card in the game.
You do realize that Naga Sea Witch only became a problem recently, right?
Well, not that recent: 9 months and 2 weeks, which is still a very long time to balance such a stupidty. I corrected it as "3 expansions" instead of "3 years".
You do realize that Naga Sea Witch only became a problem recently, right?
Well, not that recent: 9 months and 2 weeks, which is still a very long time to balance such a stupidty. I corrected it as "3 expansions" instead of "3 years".
Blizzard clarified that at first they didn't want to balance Wild, like they usually never did, except for the most broken cards (like Raza which was balanced a month before it rotated out, Patches as well, and Dreadsteed, because it would always be a full board clear). Then after it was unavoidable they wanted to make sure it wasn't just a FOTM. And it wasn't. So they nerfed it.
I play Wild a lot and Giants decks were nowhere near of a problem like Secret Paladin and Even Shaman were. Too inconsistent and slow.
WL Naga Giant deck is a problem. WL has tones of tools to make the deck a far bigger problem than secret paladin.
The following arguments against 'fixing' Naga Sea Witch do not have merit:
1. I crafted all those cards to make the deck. That's nice, but that means no card should ever be nerfed because there are times players craft cards for a deck all the time. Raza Priest got nerfed and many people crafted cards just for that deck. It's a weak argument that basically says, please don't nerf the deck that I made.
2. It's fine as it is, as there are counters to the deck. Even if there are counters to the deck, that does not mean it should still be allowed to exist in the game as is. You have to take under consideration, how do these Giant NSW decks warp the meta and regardless if there are counters, sometimes you can't draw your counters on turn 4 or 5 when it matters. Also, some counters cost too much mana. It's the age old story...I have a rat problem. Get a cat. The cat has outstayed its welcome. Buy a dog. and so forth. Instead of creating cards to deal with problem cards, just kill the rat (or the problem card in the first place) with a broom.
3. There are other crazy decks in wild, so it's no big deal. 2 wrongs don't make a right. Just because someone else is committing crimes, doesnt mean its ok for you to start doing them just because they are getting away with it. All decks and cards that are causing an oppressive or un fun Wild meta should be looked at carefully. Losing on turn 4 or 5 because a card is not working as intended or broken is not a fun or even interactive experience.
4. It doesn't have a good win or play rate, so it's ok. I don't care if the deck has a 2% win rate and only 3 people play the deck. The card going forward will always cause problems with future design if they ever wanted to print other giants or other cost reducing cards. The card is not working as intended. Win rates do not matter to a card being broken.
Basically, the NSW and Giants issue comes down to the following valid arguments as to why it should be 'nerfed' or reverted to its old self:
a. The card is not acting or interacting with other cards with it's intended effect. The implied effect was to have all your cards cost 5. Cost reduction should not come into the equation.
b. It's un fun and un interactive for the other player. I try to kill you before turn 4 or 5. if I fail, you get to spam the board with giants and win on the following turn. In fact, by attacking you, I have enabled one of your giants to be cheaper too. There are very few counters that can clear a board on turn 4 or 5 and that means you lose.
c. Cards that affect or warp a meta game, should be monitored and fixed, despite win rates and play rates. It doesn't matter how many times a deck wins, the card itself is still not fair. Let's suppose a card read "10 mana minion - Battlecry: If your deck has no cards in it, you win the game." It's 10 mana, so no big deal right? Wrong. Such a card would be un fun and have no interaction from the opponent. You simply fill your deck with board clears and card draw. If you are druid, you can put in ramp too and win before it matters. You might say, but it's very hard to pull this win condition off. Yep, it is. Still not fun and your opponent has no chance to disrupt it.
Another example, which should be a simple thing, is to fix or change keywords from the past. Why, because it keeps the game consistent.
Fix cards that dont have the intended effect. Update cards to reflect their ability.
Unstable Evolution should have Echo.
Warsong Commander should read Rush minions instead now to make it playable as it's clear Charge is too hard to balance.
And there are many other examples as well.
Please don't nerf it blizz. Just fckn DELETE THIS ABOMINATION from the game.
I think the wording should be "Your cards ALWAYS cost 5" to be consistant with other similar cards who do not interact with buffs and debuffs, like Lightspawn.
I actually play that deck... it CAN lose, even to control decks like big priest, but it is mainly weak to hardcore face aggro mage, hunter and paladin.
I feel like I am exploiting a bug when spamming those giants on turn 5...
Editor of the Heartpwn Legendary Crafting Guide:
https://www.hearthpwn.com/forums/hearthstone-general/card-discussion/205920-legendary-tier-list-crafting-guide
All our dreams can come true, if we have the courage to pursue them.
I just finished a back-to-back wild legend run yesterday. Nagalock was at least 1/3 of the push from rank 4. I'd guess various aggro paladin builds were close to 40%, with another solid group of Barnes priests. I made the run with an even shaman, starting out with something close to Jackiechan's list but dropping cards like Piloted Shredder because they were way too slow for the Naga. You absolutely must kill them on turn 5, 6 at the latest, or it's over. Nevermind the defiles and hellfires on the way.
The deck completely warps the meta because if you even think about a control deck you need to answer that turn 5. But the limited tools that can do it (Lightbomb, etc.) are too unlikely to be drawn, compared to the Warlock drawing an additional 4 cards by then to find the Naga. So everyone plays a deck designed to win by turn 5. Worse, the deck sucks to play. I don't understand what the holdup is on changing the Naga's text to set cards to 5 mana like it was originally designed to do.
Standard Legend - July '16 (Rank 56), June '17, Dec. '18, Apr. '19
Wild Legend - Mar. '18 (Rank 30), Apr. '18, Aug. '19
Twelve Arena Wins - Shaman, Warlock, Mage x2, Rogue, Priest (12-0), Druid, Hallow's End x2, Hunter, Taverns of Time x3 (Pa,D,WL), Paladin
Naga incredibly limits design space, if blizzard cares at all about wild, and its just a broken card that offers to much highroll potential. Having all your cards cost exactly five was way more balanced
Check out my Earth, Wind, and Fire - Elemental Shaman deck!
Just going to leave this here:
Quoting Mike Donais: "Naga Sea Witch Giants is not the best deck in Wild. If you look at any data report based off of actual math instead of feelings that is pretty obvious."
Okay, since we don't have access to Blizzard's internal data, let's use the third party resources available to us.
Here is a link for the most played and highest win rate warlock decks in Wild, from the HSReplay site:
https://hsreplay.net/decks/#playerClasses=WARLOCK&gameType=RANKED_WILD
This data is the largest slice available at Rank 25 to Legend. Summarized from what we see here, the top 4 warlock decks are all Naga Sea Witch Giant decks. Without adding their sample size together, just taking the top iteration and comparing it to the next most played deck which is cube it is still TEN TIMES the sample size. In summation, NSW Giants is THE most played warlock deck in Wild.
Maybe it's biased, let's check it against the latest Vicious Syndicate meta snapshot for class distribution here:
https://www.vicioussyndicate.com/wild-drr/wild-distribution/
Interesting, the most played class looks like Warlock, and the most played archetype? NSW Giant Warlock.
So, now we have two data sources with similar reports. So either, they're completely inaccurate, or Blizzard is fudging the data. The data that no one has seen. Ever.
I guess it depends on what your interpretation of "best" means. Looking at the data available, it's only the most represented archetype of the most represented class — with the highest win rate. So, yeah.
For what profit is it to a man, if he gains the world and loses his own soul?
Well, at least we know that NSW is being considered in the next round of nerfs. Let's hope it actually gets nerfed though.
stop trying to nerf stuff in wild
i haven't even made a naga sea witch giants deck and i have lost to it multiple times but i still don't care
i actually don't care if they nerf it i guess
i'm just being schizo tonight
whatever
anyway i think you're idolaters and are using this card game as an idol to make some change in general society ... involving me
Another fact indicating that the DevTeam members of Blizzard Entertainment have signifacantly low IQ. It took 3 damn expansions to nerf the most anti-skill and idiotic card in the game.
Blizzard is nerfing Naga Sea Witch to 8 mana in the next patch
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