I'm mostly a standard player, but I played some wild this season because I ranked up early. I enjoyed a few of the games, but really, I don't like mill, I don't think Hearthstone should have that mechanic AT ALL, it's not sophisticated enough to accommodate it. Every fourth or fifth game was kingsbane rogue, jade druid or big priest. The format is just not appealing to me and I'll never take it seriously. Every wild player keeps complaining about standard being dull because everyone plays the same decks, well now the same decks live on in perpertuity, and the much vaunted variety in wild wasn't apparent to me. Don't know how that is better.
Sorry that is just not true.
But how could you know since you are a Standard player and only ‘played some Wild this season’? You are excused in your ignorance.
Wild is super diverse and currently with more than 10 different viable decks. However most players wish to spend tons of money on an ever-rotating format.
There should be an in-game guide to help new players by telling them that they have two options: Expensive Standard or cheap Wild. All cards are equal in crafting cost but Standard cards leave the format every year.
Wow. 10 viable decks? Wow.
Standard has about 30 decks that viable. Legend viable.
No, Wild is NOT even close to being diverse. The disparity between the ~10 decks that are viable as opposed to the rest makes playing anything other than one of those 10 decks a miserable experience.
I love playing Wild games because it really isn't the same 5 decks you encounter in Standard.
No, in Wild you just get to lose in new, surprising ways if you don't have a huge collection and have been playing since Beta.
You are never going to draw tons of people into the mode. Getting enough cards for standard is already a challenge for many.
A big difference between wild and standard deck costs/metas is that the metas change much more slowly in wild. You honestly don't need as much dust as you think for wild when considering decks like Control Warlock, Odd Pally/Smorc Shaman, Kingsbane Rogue, & Big Priest hardly change in drastic ways (which means that if you got those cards for those decks in the past then you don't need that many more cards to keep up with consistent decks). In standard if you're aiming for strong competition you constantly need to keep spending dust because the metas usually change semi-often with new expansions.
If you're aiming for fun decks it is even easier to take your time to build up crafting fun decks because they aren't rotating out or going anyway (aside from obnoxious out of the blue nerfs for rare cards like Dreadsteed to release new cards). You just focus on one or two fun decks on your own time table and sooner or later you'll have the entire deck. In standard you still have a lot of time to do this as well, but you are technically limited to the amount of time you have until specific sets rotate out and you can't craft the fun deck(s) you want anymore.
A lot of people are mistaking making Wild appealing with making Wild better. For the first:
If Blizzard intends to nerf old cards, all I have to say is: cut the refunds. I'm all down for free stuff, but any Wild card that is currently OP has already been exploited for more than 2 years. No dust refunds means more freedom to swing the nerf bat where it hurts.
I'd much prefer card bans, though. Wild is big enough for people to be unable to ban all their counters. Some cards are so ridiculous the only way to balance them is by removing them from the game, so why not?
For the latter, it really all comes down to making it more affordable to get into. Then again, if they do it, it backfires, because Wild is objectively cheaper than Standard in the long run. Cheaper packs, cheaper dust prices, it would definitely usher in several new players.
There are also rotations. When players get their favorite cards rotated, they might ponder giving Wild a try just to keep using them. Granted, this only works on people that actually have favorite cards to play, but then again those who don't fit this description are not much needed in either format.
Start of Year: Provoke the failure of 3 expansions, force nerfs on otherwise balanced cards, bring deckbuilding to an all-time low and get rotated one year earlier for being such a threat to the game's health. - Genn and Baku's historical entry on the White Book of Shit Design, shortly before retiring unpunished
I say if I was in charge I'd put every expansion and adventure back on the ingame store for their original gold/cash prices. Just have them behind a tab that warns you when you click "THESE CARDS ARE ONLY USABLE IN WILD MODE, NOT STANDARD MODE" etc.
Wow. 10 viable decks? Wow.
Standard has about 30 decks that viable. Legend viable.
No, Wild is NOT even close to being diverse. The disparity between the ~10 decks that are viable as opposed to the rest makes playing anything other than one of those 10 decks a miserable experience.
A big difference between wild and standard deck costs/metas is that the metas change much more slowly in wild. You honestly don't need as much dust as you think for wild when considering decks like Control Warlock, Odd Pally/Smorc Shaman, Kingsbane Rogue, & Big Priest hardly change in drastic ways (which means that if you got those cards for those decks in the past then you don't need that many more cards to keep up with consistent decks). In standard if you're aiming for strong competition you constantly need to keep spending dust because the metas usually change semi-often with new expansions.
If you're aiming for fun decks it is even easier to take your time to build up crafting fun decks because they aren't rotating out or going anyway (aside from obnoxious out of the blue nerfs for rare cards like Dreadsteed to release new cards). You just focus on one or two fun decks on your own time table and sooner or later you'll have the entire deck. In standard you still have a lot of time to do this as well, but you are technically limited to the amount of time you have until specific sets rotate out and you can't craft the fun deck(s) you want anymore.
A lot of people are mistaking making Wild appealing with making Wild better. For the first:
If Blizzard intends to nerf old cards, all I have to say is: cut the refunds. I'm all down for free stuff, but any Wild card that is currently OP has already been exploited for more than 2 years. No dust refunds means more freedom to swing the nerf bat where it hurts.
I'd much prefer card bans, though. Wild is big enough for people to be unable to ban all their counters. Some cards are so ridiculous the only way to balance them is by removing them from the game, so why not?
For the latter, it really all comes down to making it more affordable to get into. Then again, if they do it, it backfires, because Wild is objectively cheaper than Standard in the long run. Cheaper packs, cheaper dust prices, it would definitely usher in several new players.
There are also rotations. When players get their favorite cards rotated, they might ponder giving Wild a try just to keep using them. Granted, this only works on people that actually have favorite cards to play, but then again those who don't fit this description are not much needed in either format.
Start of Year: Provoke the failure of 3 expansions, force nerfs on otherwise balanced cards, bring deckbuilding to an all-time low and get rotated one year earlier for being such a threat to the game's health.
- Genn and Baku's historical entry on the White Book of Shit Design, shortly before retiring unpunished
I say if I was in charge I'd put every expansion and adventure back on the ingame store for their original gold/cash prices. Just have them behind a tab that warns you when you click "THESE CARDS ARE ONLY USABLE IN WILD MODE, NOT STANDARD MODE" etc.
Nerfing big priest would be a good start, because oh boy it's literal cancer.