Wild is better now than it was even a short time ago when Snip Snap Warlock was utterly disgusting.
I hit legend this month using Murloc Paladin. I was pretty sick of all the OP crap I saw out there - Priest, DH and Mage in particular - but I sort of accept it's inevitable in Wild.
At a certain point this game is going to need a complete reboot. Wild is just the ultimate dumping ground. Too many cards, too many insane interactions. You can't fix it.
I'd prefer Hearthstone 2.0, where they start over again with a completely different set of basic and classic cards for each class.
Lol no pls not. I have spent a considerable amount of money on this game. If they just reboot it, that would be the biggest fuck you to all customers.
This is the saltiest thread I have seen in quite some time. Wild is pretty balanced, you need to stop wasting time complaining. If you hate Priest, play Quest Mage or Mecha'thun Warlock, if you hate Quest Mage play Demon Hunter and so on. If you hate everything then don't play.
Hahahaha “wild is pretty balanced”
Oblivious and condescending just as expected from this community. Go back to playing your face deck
Literally agree with everything you said. I've only played wild pretty much since they had the whole standard and wild update and am done with it. I hit legend last month in wild and never want to play it again now unless they change alot of things. I'm become a battlegrounds main since i hit legend last month. Priest is probably my least favorite class in wild, Priest or Mage for the reasons you stated. I understand there is a lot more cards, but I just wish they could balance it more.
This is the saltiest thread I have seen in quite some time. Wild is pretty balanced, you need to stop wasting time complaining. If you hate Priest, play Quest Mage or Mecha'thun Warlock, if you hate Quest Mage play Demon Hunter and so on. If you hate everything then don't play.
Hahahaha “wild is pretty balanced”
Oblivious and condescending just as expected from this community. Go back to playing your face deck
Pretty much all big Wild streamers think the format is in a much better spot than a bit over a year ago.
<pre>So I've been playing hearthstone for almost three years now and I've enjoyed it, mostly. I am currently diamond 5 in the wild ladder, and got here playing theif rogue and pure libram paladin which are two decks I enjoy very much along some other non meta deck. But recently I just can't find the joy of playing this game because everything just feels so unbalanced. </pre>
I had the same feeling mate. I climbed to legend with a deck I enjoy that is actually good. I suggest that, since you can play whatever non-meta decks you want in legend without feeling bad for always losing to OP stuff. Your MMR will eventually go down and you will face lower players playing off-meta decks as well. That's how I plan to do it from now on.
Too many cards wtf is that to say. We want as many cards as possible, we just dont need em to be bigger and bigger, we need more cards more speciffic small futures to play around other things. We need a game with balanced variability that allow the game to be a headcracking problem to solve and have fun with. I hate when I know what I'm playing against before there are 3 cards in play
Lol, at thinking you should be viable in WILD playing Thief Rogue and Libram Paladin. Libram Paladin can't even compete in the limited pool of Standard.
If you look at the Wild standings on HS Replay. Every class with the exception of Warrior has at least two deck types with a win rate of at least 50% or better. Even if the class overall is under represented. If the TS was serious about Paladin on the ladder in wild they'd be playing Mech, Murloc, or Odd and have a win rate better than 60%. Rogue has four different decks sitting 56% or better in Wild...Odd, Deathrattle, Secret, or Galakrond.
I too like playing a Pure Libram Paladin fun deck. I just keep it in casual or against AI. Why? Because I know it's not strong enough to run on the ladder. TS is just wanting their cake and eating it too.
Rollback Post to RevisionRollBack
Grammar is the difference between knowing your crap, and knowing you’re crap.
I basically agree on everything with OP. I have written on a different forum some time ago that I don't expect to win with tier 3 or worse deck against meta deck, but literally you know what the deck is the moment you see the character. Some decks literally don't have good counters and when you play certain deck you just literally loose no matter what you do. That's what is frustrating. No way in a game where you can't react in your opponent's turn is a card that allows extra turn, WTF?
After all this time it is finally reasonable to tune cards, like don't allow cards cost 0, only maybe in certain instances. Make Mechwarper cost Mechs one less but not less than 1. Make all giants cost not less than 1. Kabal Lackey and Kirin Tor Mage make cost of secrets only 1 not 0? Mecha'thun Warlock is another story, endless clears heals and dropping Hemet on turn six and 2 turns later you loose with around 18 cards in your deck, WTF? Rat doesn't work anymore, they have shit ton of minions in hand and you have to be lucky to pull the right one and then kill it cos they win anyway.
EDIT: Wanted to add that I specifically don't have problem with SM, Odd DH for example, yes they do rush you and can kill you really fast but I get the fun tension of playing to keep alive and there is a chance, with those other decks it is different.
Why can't I play a version of Mech Druid and have a legitimate chance at beating the other top-tier decks? Actually, why is it that there is only one viable deck per class? Hmmm
Why can't I play a version of Mech Druid and have a legitimate chance at beating the other top-tier decks? Actually, why is it that there is only one viable deck per class? Hmmm
I basically agree on everything with OP. I have written on a different forum some time ago that I don't expect to win with tier 3 or worse deck against meta deck, but literally you know what the deck is the moment you see the character. Some decks literally don't have good counters and when you play certain deck you just literally loose no matter what you do. That's what is frustrating. No way in a game where you can't react in your opponent's turn is a card that allows extra turn, WTF?
After all this time it is finally reasonable to tune cards, like don't allow cards cost 0, only maybe in certain instances. Make Mechwarper cost Mechs one less but not less than 1. Make all giants cost not less than 1. Kabal Lackey and Kirin Tor Mage make cost of secrets only 1 not 0? Mecha'thun Warlock is another story, endless clears heals and dropping Hemet on turn six and 2 turns later you loose with around 18 cards in your deck, WTF? Rat doesn't work anymore, they have shit ton of minions in hand and you have to be lucky to pull the right one and then kill it cos they win anyway.
EDIT: Wanted to add that I specifically don't have problem with SM, Odd DH for example, yes they do rush you and can kill you really fast but I get the fun tension of playing to keep alive and there is a chance, with those other decks it is different.
This is simply a lie. True, when we are talking about Standard, but in Wild almost every class has two or more viable decks:
I basically agree on everything with OP. I have written on a different forum some time ago that I don't expect to win with tier 3 or worse deck against meta deck, but literally you know what the deck is the moment you see the character. Some decks literally don't have good counters and when you play certain deck you just literally loose no matter what you do. That's what is frustrating. No way in a game where you can't react in your opponent's turn is a card that allows extra turn, WTF?
After all this time it is finally reasonable to tune cards, like don't allow cards cost 0, only maybe in certain instances. Make Mechwarper cost Mechs one less but not less than 1. Make all giants cost not less than 1. Kabal Lackey and Kirin Tor Mage make cost of secrets only 1 not 0? Mecha'thun Warlock is another story, endless clears heals and dropping Hemet on turn six and 2 turns later you loose with around 18 cards in your deck, WTF? Rat doesn't work anymore, they have shit ton of minions in hand and you have to be lucky to pull the right one and then kill it cos they win anyway.
EDIT: Wanted to add that I specifically don't have problem with SM, Odd DH for example, yes they do rush you and can kill you really fast but I get the fun tension of playing to keep alive and there is a chance, with those other decks it is different.
This is simply a lie. True, when we are talking about Standard, but in Wild almost every class has two or more viable decks:
Mage: Secret, Quest, Highlander
DH: Odd
Warrior: Odd, Pirate, Bomb, Galakrond
Paladin: Mech, Odd
Priest: Big, Highlander
Shaman: Even, Big
Druid: Jade, Malygos, Togwaggle
Warlock: Cube, Mecha, Disco, Reno
Rogue: Odd
Hunter: Reno, Mech, Even
Rogue is in dupmster, has basically none.
Fixed it for you.
I mean, if you want to say "lies" at least don't write bs in your response. Listing tier 4 decks like "Aviana" druid and not including Reno hunter, big shaman and odd rogue is laughable.
Besides which, what makes a deck viable to begin with? If "viable" means "you can reach legend with it" then you can do it with libram pally or odd hunter too, without too many problems.
I basically agree on everything with OP. I have written on a different forum some time ago that I don't expect to win with tier 3 or worse deck against meta deck, but literally you know what the deck is the moment you see the character. Some decks literally don't have good counters and when you play certain deck you just literally loose no matter what you do. That's what is frustrating. No way in a game where you can't react in your opponent's turn is a card that allows extra turn, WTF?
After all this time it is finally reasonable to tune cards, like don't allow cards cost 0, only maybe in certain instances. Make Mechwarper cost Mechs one less but not less than 1. Make all giants cost not less than 1. Kabal Lackey and Kirin Tor Mage make cost of secrets only 1 not 0? Mecha'thun Warlock is another story, endless clears heals and dropping Hemet on turn six and 2 turns later you loose with around 18 cards in your deck, WTF? Rat doesn't work anymore, they have shit ton of minions in hand and you have to be lucky to pull the right one and then kill it cos they win anyway.
EDIT: Wanted to add that I specifically don't have problem with SM, Odd DH for example, yes they do rush you and can kill you really fast but I get the fun tension of playing to keep alive and there is a chance, with those other decks it is different.
This is simply a lie. True, when we are talking about Standard, but in Wild almost every class has two or more viable decks:
Mage: Secret, Quest, Highlander
DH: Odd
Warrior: Odd, Pirate, Bomb, Galakrond
Paladin: Mech, Odd
Priest: Big, Highlander
Shaman: Even, Big
Druid: Jade, Malygos, Togwaggle
Warlock: Cube, Mecha, Disco, Reno
Rogue: Odd
Hunter: Reno, Mech, Even
Rogue is in dupmster, has basically none.
Fixed it for you.
I mean, if you want to say "lies" at least don't write bs in your response. Listing tier 4 decks like "Aviana" druid and not including Reno hunter, big shaman and odd rogue is laughable.
Besides which, what makes a deck viable to begin with? If "viable" means "you can reach legend with it" then you can do it with libram pally or odd hunter too, without too many problems.
Hunter is in the same place as Rogue - in a dumpster. Hence I didn't include it. You are ridiculous - you want to have 2 or more decks for each class, but "viable" is not enough for you. So you want 2 Tier 1 decks for every class? In other words you want 20 Tier 1 decks? A skillful player could take any single deck of the ones listed and reach Legend - yes, this means they are viable.
Also the original complaint was that when you face a class you know for sure, what it will be, so adding even more to the list hardly contradicts my point. If anything go and argue with the dude I was replying to.
A few time ago, you could take any descent deck and climb with it,, but with the latests additions in Standard thing changed because expansion after expansion we have tools to improve decks and we don't have the security blanket of a rotation. And I bet you that in a year, after the April expansion, either those OP decks are even better or we will have new ones able to crush them, changing the face of the meta, sure , but not making it less oppressive.
Playing off-meta decks on ladder (wild or Standard) is a long gone dream.
Observing that uncompetitive, off-meta home-brews aren't competitive in eternal formats isn't exactly enlightening . . .
However, it's also worth recognising that the format isn't close to being competitively optimised, and half-decent players can certainly pilot half-decent home-brews successfully. Looking at the HSReplays numbers, for example, one of the reasons that folks are complaining that "Rogue is in the dumpster" is that Burgle Rogue has a play-rate more than three times that of Odd Rogue, despite having a win-rate about 13% worse - unsurprisingly, the class win-rate reflects this. Rogue is at the bottom of the heap, despite having one of the best Tier 2 decks in Wild, as attested by a couple of the sites which actually track the format.
As far as complaining about diversity in Wild - the power level in eternal formats typically reduces, rather than expands, the pool of viable decks. Despite having over 20,000 cards to choose from, the Vintage format in MtG has been dominated by the same handful of decks for most of the past quarter century. As Wild matures, decks will inevitably emerge which survive the perpetual addition of new content - this isn't a "problem" that lazy designers could simply solve, if only they weren't so lazy. Vintage would open wide up if Black Lotus, FoW, Dual Lands and the Moxen were all nerfed - but playing those cards un-nerfed is the entire allure of the format. If you don't like playing degenerate decks, or having them played against you, you probably won't like playing eternal - but not liking a format doesn't mean it's busted . . .
I basically agree on everything with OP. I have written on a different forum some time ago that I don't expect to win with tier 3 or worse deck against meta deck, but literally you know what the deck is the moment you see the character. Some decks literally don't have good counters and when you play certain deck you just literally loose no matter what you do. That's what is frustrating. No way in a game where you can't react in your opponent's turn is a card that allows extra turn, WTF?
After all this time it is finally reasonable to tune cards, like don't allow cards cost 0, only maybe in certain instances. Make Mechwarper cost Mechs one less but not less than 1. Make all giants cost not less than 1. Kabal Lackey and Kirin Tor Mage make cost of secrets only 1 not 0? Mecha'thun Warlock is another story, endless clears heals and dropping Hemet on turn six and 2 turns later you loose with around 18 cards in your deck, WTF? Rat doesn't work anymore, they have shit ton of minions in hand and you have to be lucky to pull the right one and then kill it cos they win anyway.
EDIT: Wanted to add that I specifically don't have problem with SM, Odd DH for example, yes they do rush you and can kill you really fast but I get the fun tension of playing to keep alive and there is a chance, with those other decks it is different.
This is simply a lie. True, when we are talking about Standard, but in Wild almost every class has two or more viable decks:
Mage: Secret, Quest, Highlander
DH: Odd
Warrior: Odd, Pirate
Paladin: Mech, Odd
Priest: Big, Highlander
Shaman: Even
Druid: Jade, Aviana
Warlock: Cube, Mecha, Disco
Rogue is in dupmster, has basically none.
More fun to the people that actually encounter all of these archetypes. Probably it's my meta but I see only one deck from either class most of the time. Maybe every 5 game with the class it is a different deck but I haven't seen Odd Warrior for a long time for example. The only class that have been playing different decks in my matches is Druid. But my point is it would be more fun if people would play their own creations. That doesn't mean that it has to be a meme deck or bad deck, but something they enjoy. I only play my own decks and got to D2 last month and now at D5 now. And my point is, that when I see character I don't know what he built or prepared for me to deal with. Also I'm not saying I want every one to play different deck, but the variety among decks that are played is really bad.
Yes there is meta, ranks, rewards so people naturally play good decks why wouldn't they, even more power to them when they enjoy it. To add as already mentioned the decks are unfun to play against, only OTKS, and mega stats on early turns. I'm again adding that I don't mind Odd decks, secret decks I do mind decks where you are helpless against. And there isn't tech against or is very clunky one.
Maybe I'm probably painting it way too much dark or I'm not competitive player or something. That's why I started playing Hakkar, Gnomeferatu type warlock to help me fight off the decks I despise and seem like it works a bit.
Rollback Post to RevisionRollBack
"Minion to minion the basic of all combats, only a fool trusts his win to an OTK"
DH: Mana burn has to cost more in early game. losing 2 mana on turn 8 is fine but on turn 3 its broken. and i agree that consume magic should be nerfed to 2 mana. and i would nerf aldrachi warblades to 5 mana 3/4 weapon with lifesteal
Druid: Jade idol to 2 mana? people are you nuts? there is skulking geist. for wild i would nerf poison seeds - actually reworking the card into something else. but making starfall 4 mana.
Hunter: Blizzard should do something about scavenging hyena. 2/3 with +2 attack after beast dies.
Paladin: mech paladin is just symptom of strong neutral cards and magnetic mechanic. its not paladin cards that need nerf.
Priest: spawn of shadows has to be changed. and honestly i would make velen 3 mana 3/4 with double all healing, double all dmg to minions. Give catrina muerte taunt. but she is also just a symptom. we need reset of ressurect pool mechanic. another thing might be nerfing some of the cards stats. and vargoth should be present for a spell to recast it. and no more muerte into muerte
Rogue: buff leaching poison. change sap and vanish. rogue only board clear should be fan of knives/ blade flurry - blade flurry should be 3 mana. bouncing enemy minions should not be a thing for rogue. and we need neutral tech card against toggwaggle scheme.
Shaman: if you want to push spell shaman give him 1 legendary spell that will keep returning to his hand - maybe like second heropower it will do different things but will always return to your hand. might be a quest reward. healing/removal\buff a minion\summon a minion
Warlock: plague 2 mana unwilling sacrifice 1 mana but its random you still have to control a minion to cast it. make expired merchant more risky to play- he should be on board 1 turn to give you 2 cards back. you have to risk silence\polymorf.
Warrior: bulwark now ignores dmg based on its attack - if you get pinged you take nothing and weapon doesnt lose durability. Bladestorm now overkills first minion.
Mechwarper: 2 2/3 first mech each turn costs 0.
Wargear: 4 mana 3/5
EMP operative: 4 mana silence and destroy a mech. (we have 3 mana 4/3 deal 6 to dragon and 4 mana 8/8 rush)
I am not quite sure if any decks need a nerf atm, everything can be countered or teched against. The most frustrated is really when matches are 100% decided by the matchup and first 3 turns. If you don't draw the right answer, you get rolled really quickly.
Even hunter was a thing for a while, but I am not sure if it is anymore. Highlander hunter should be good as well, with some nice additions from the Standard version. Even mid-range beasts can do work.
DH: Mana burn has to cost more in early game. losing 2 mana on turn 8 is fine but on turn 3 its broken. and i agree that consume magic should be nerfed to 2 mana. and i would nerf aldrachi warblades to 5 mana 3/4 weapon with lifesteal
Druid: Jade idol to 2 mana? people are you nuts? there is skulking geist. for wild i would nerf poison seeds - actually reworking the card into something else. but making starfall 4 mana.
Hunter: Blizzard should do something about scavenging hyena. 2/3 with +2 attack after beast dies.
Paladin: mech paladin is just symptom of strong neutral cards and magnetic mechanic. its not paladin cards that need nerf.
Priest: spawn of shadows has to be changed. and honestly i would make velen 3 mana 3/4 with double all healing, double all dmg to minions. Give catrina muerte taunt. but she is also just a symptom. we need reset of ressurect pool mechanic. another thing might be nerfing some of the cards stats. and vargoth should be present for a spell to recast it. and no more muerte into muerte
Rogue: buff leaching poison. change sap and vanish. rogue only board clear should be fan of knives/ blade flurry - blade flurry should be 3 mana. bouncing enemy minions should not be a thing for rogue. and we need neutral tech card against toggwaggle scheme.
Shaman: if you want to push spell shaman give him 1 legendary spell that will keep returning to his hand - maybe like second heropower it will do different things but will always return to your hand. might be a quest reward. healing/removal\buff a minion\summon a minion
Warlock: plague 2 mana unwilling sacrifice 1 mana but its random you still have to control a minion to cast it. make expired merchant more risky to play- he should be on board 1 turn to give you 2 cards back. you have to risk silence\polymorf.
Warrior: bulwark now ignores dmg based on its attack - if you get pinged you take nothing and weapon doesnt lose durability. Bladestorm now overkills first minion.
Mechwarper: 2 2/3 first mech each turn costs 0.
Wargear: 4 mana 3/5
EMP operative: 4 mana silence and destroy a mech. (we have 3 mana 4/3 deal 6 to dragon and 4 mana 8/8 rush)
replicating menace: 5 mana 3/3
flying machine 3 mana 1/4 rush.
bomb is a warrior card.
Are you nuts? You want to change a bunch of cards in the mode, which is supposed to be played with all cards, in most cases in their unchanged form? This WILD, supposed to be WILD. On top of that it is not used for any meaningful tournaments, apart from some gimmicky fun ones, so all in all, the mode could be actually considered fun / casual.
Even in standard people aren't insane enough to request like 15 cards to be changed, yet you want it for Wild - a mode unbalanced by definition.
Lol no pls not. I have spent a considerable amount of money on this game. If they just reboot it, that would be the biggest fuck you to all customers.
Hahahaha “wild is pretty balanced”
Oblivious and condescending just as expected from this community. Go back to playing your face deck
Literally agree with everything you said. I've only played wild pretty much since they had the whole standard and wild update and am done with it. I hit legend last month in wild and never want to play it again now unless they change alot of things. I'm become a battlegrounds main since i hit legend last month. Priest is probably my least favorite class in wild, Priest or Mage for the reasons you stated. I understand there is a lot more cards, but I just wish they could balance it more.
Pretty much all big Wild streamers think the format is in a much better spot than a bit over a year ago.
I had the same feeling mate. I climbed to legend with a deck I enjoy that is actually good. I suggest that, since you can play whatever non-meta decks you want in legend without feeling bad for always losing to OP stuff. Your MMR will eventually go down and you will face lower players playing off-meta decks as well. That's how I plan to do it from now on.
Too many cards wtf is that to say. We want as many cards as possible, we just dont need em to be bigger and bigger, we need more cards more speciffic small futures to play around other things. We need a game with balanced variability that allow the game to be a headcracking problem to solve and have fun with. I hate when I know what I'm playing against before there are 3 cards in play
Lol, at thinking you should be viable in WILD playing Thief Rogue and Libram Paladin. Libram Paladin can't even compete in the limited pool of Standard.
If you look at the Wild standings on HS Replay. Every class with the exception of Warrior has at least two deck types with a win rate of at least 50% or better. Even if the class overall is under represented. If the TS was serious about Paladin on the ladder in wild they'd be playing Mech, Murloc, or Odd and have a win rate better than 60%. Rogue has four different decks sitting 56% or better in Wild...Odd, Deathrattle, Secret, or Galakrond.
I too like playing a Pure Libram Paladin fun deck. I just keep it in casual or against AI. Why? Because I know it's not strong enough to run on the ladder. TS is just wanting their cake and eating it too.
Grammar is the difference between knowing your crap, and knowing you’re crap.
A .gif is worth a thousand words.
I basically agree on everything with OP. I have written on a different forum some time ago that I don't expect to win with tier 3 or worse deck against meta deck, but literally you know what the deck is the moment you see the character. Some decks literally don't have good counters and when you play certain deck you just literally loose no matter what you do. That's what is frustrating. No way in a game where you can't react in your opponent's turn is a card that allows extra turn, WTF?
After all this time it is finally reasonable to tune cards, like don't allow cards cost 0, only maybe in certain instances. Make Mechwarper cost Mechs one less but not less than 1. Make all giants cost not less than 1. Kabal Lackey and Kirin Tor Mage make cost of secrets only 1 not 0? Mecha'thun Warlock is another story, endless clears heals and dropping Hemet on turn six and 2 turns later you loose with around 18 cards in your deck, WTF? Rat doesn't work anymore, they have shit ton of minions in hand and you have to be lucky to pull the right one and then kill it cos they win anyway.
EDIT: Wanted to add that I specifically don't have problem with SM, Odd DH for example, yes they do rush you and can kill you really fast but I get the fun tension of playing to keep alive and there is a chance, with those other decks it is different.
"Minion to minion the basic of all combats, only a fool trusts his win to an OTK"
Why can't I play a version of Mech Druid and have a legitimate chance at beating the other top-tier decks? Actually, why is it that there is only one viable deck per class? Hmmm
Because balancing is hard.
This is simply a lie. True, when we are talking about Standard, but in Wild almost every class has two or more viable decks:
Mage: Secret, Quest, Highlander
DH: Odd
Warrior: Odd, Pirate
Paladin: Mech, Odd
Priest: Big, Highlander
Shaman: Even
Druid: Jade, Aviana
Warlock: Cube, Mecha, Disco
Rogue is in dupmster, has basically none.
Fixed it for you.
I mean, if you want to say "lies" at least don't write bs in your response. Listing tier 4 decks like "Aviana" druid and not including Reno hunter, big shaman and odd rogue is laughable.
Besides which, what makes a deck viable to begin with? If "viable" means "you can reach legend with it" then you can do it with libram pally or odd hunter too, without too many problems.
Hunter is in the same place as Rogue - in a dumpster. Hence I didn't include it. You are ridiculous - you want to have 2 or more decks for each class, but "viable" is not enough for you. So you want 2 Tier 1 decks for every class? In other words you want 20 Tier 1 decks? A skillful player could take any single deck of the ones listed and reach Legend - yes, this means they are viable.
Also the original complaint was that when you face a class you know for sure, what it will be, so adding even more to the list hardly contradicts my point. If anything go and argue with the dude I was replying to.
A few time ago, you could take any descent deck and climb with it,, but with the latests additions in Standard thing changed because expansion after expansion we have tools to improve decks and we don't have the security blanket of a rotation. And I bet you that in a year, after the April expansion, either those OP decks are even better or we will have new ones able to crush them, changing the face of the meta, sure , but not making it less oppressive.
Playing off-meta decks on ladder (wild or Standard) is a long gone dream.
Observing that uncompetitive, off-meta home-brews aren't competitive in eternal formats isn't exactly enlightening . . .
However, it's also worth recognising that the format isn't close to being competitively optimised, and half-decent players can certainly pilot half-decent home-brews successfully. Looking at the HSReplays numbers, for example, one of the reasons that folks are complaining that "Rogue is in the dumpster" is that Burgle Rogue has a play-rate more than three times that of Odd Rogue, despite having a win-rate about 13% worse - unsurprisingly, the class win-rate reflects this. Rogue is at the bottom of the heap, despite having one of the best Tier 2 decks in Wild, as attested by a couple of the sites which actually track the format.
As far as complaining about diversity in Wild - the power level in eternal formats typically reduces, rather than expands, the pool of viable decks. Despite having over 20,000 cards to choose from, the Vintage format in MtG has been dominated by the same handful of decks for most of the past quarter century. As Wild matures, decks will inevitably emerge which survive the perpetual addition of new content - this isn't a "problem" that lazy designers could simply solve, if only they weren't so lazy. Vintage would open wide up if Black Lotus, FoW, Dual Lands and the Moxen were all nerfed - but playing those cards un-nerfed is the entire allure of the format. If you don't like playing degenerate decks, or having them played against you, you probably won't like playing eternal - but not liking a format doesn't mean it's busted . . .
More fun to the people that actually encounter all of these archetypes. Probably it's my meta but I see only one deck from either class most of the time. Maybe every 5 game with the class it is a different deck but I haven't seen Odd Warrior for a long time for example. The only class that have been playing different decks in my matches is Druid. But my point is it would be more fun if people would play their own creations. That doesn't mean that it has to be a meme deck or bad deck, but something they enjoy. I only play my own decks and got to D2 last month and now at D5 now. And my point is, that when I see character I don't know what he built or prepared for me to deal with. Also I'm not saying I want every one to play different deck, but the variety among decks that are played is really bad.
Yes there is meta, ranks, rewards so people naturally play good decks why wouldn't they, even more power to them when they enjoy it. To add as already mentioned the decks are unfun to play against, only OTKS, and mega stats on early turns. I'm again adding that I don't mind Odd decks, secret decks I do mind decks where you are helpless against. And there isn't tech against or is very clunky one.
Maybe I'm probably painting it way too much dark or I'm not competitive player or something. That's why I started playing Hakkar, Gnomeferatu type warlock to help me fight off the decks I despise and seem like it works a bit.
"Minion to minion the basic of all combats, only a fool trusts his win to an OTK"
DH: Mana burn has to cost more in early game. losing 2 mana on turn 8 is fine but on turn 3 its broken. and i agree that consume magic should be nerfed to 2 mana. and i would nerf aldrachi warblades to 5 mana 3/4 weapon with lifesteal
Druid: Jade idol to 2 mana? people are you nuts? there is skulking geist. for wild i would nerf poison seeds - actually reworking the card into something else. but making starfall 4 mana.
Hunter: Blizzard should do something about scavenging hyena. 2/3 with +2 attack after beast dies.
Paladin: mech paladin is just symptom of strong neutral cards and magnetic mechanic. its not paladin cards that need nerf.
Priest: spawn of shadows has to be changed. and honestly i would make velen 3 mana 3/4 with double all healing, double all dmg to minions. Give catrina muerte taunt. but she is also just a symptom. we need reset of ressurect pool mechanic. another thing might be nerfing some of the cards stats. and vargoth should be present for a spell to recast it. and no more muerte into muerte
Rogue: buff leaching poison. change sap and vanish. rogue only board clear should be fan of knives/ blade flurry - blade flurry should be 3 mana. bouncing enemy minions should not be a thing for rogue. and we need neutral tech card against toggwaggle scheme.
Shaman: if you want to push spell shaman give him 1 legendary spell that will keep returning to his hand - maybe like second heropower it will do different things but will always return to your hand. might be a quest reward. healing/removal\buff a minion\summon a minion
Warlock: plague 2 mana unwilling sacrifice 1 mana but its random you still have to control a minion to cast it. make expired merchant more risky to play- he should be on board 1 turn to give you 2 cards back. you have to risk silence\polymorf.
Warrior: bulwark now ignores dmg based on its attack - if you get pinged you take nothing and weapon doesnt lose durability. Bladestorm now overkills first minion.
Mechwarper: 2 2/3 first mech each turn costs 0.
Wargear: 4 mana 3/5
EMP operative: 4 mana silence and destroy a mech. (we have 3 mana 4/3 deal 6 to dragon and 4 mana 8/8 rush)
replicating menace: 5 mana 3/3
flying machine 3 mana 1/4 rush.
bomb is a warrior card.
I am not quite sure if any decks need a nerf atm, everything can be countered or teched against. The most frustrated is really when matches are 100% decided by the matchup and first 3 turns. If you don't draw the right answer, you get rolled really quickly.
Even hunter was a thing for a while, but I am not sure if it is anymore. Highlander hunter should be good as well, with some nice additions from the Standard version. Even mid-range beasts can do work.
Editor of the Heartpwn Legendary Crafting Guide:
https://www.hearthpwn.com/forums/hearthstone-general/card-discussion/205920-legendary-tier-list-crafting-guide
Are you nuts? You want to change a bunch of cards in the mode, which is supposed to be played with all cards, in most cases in their unchanged form? This WILD, supposed to be WILD. On top of that it is not used for any meaningful tournaments, apart from some gimmicky fun ones, so all in all, the mode could be actually considered fun / casual.
Even in standard people aren't insane enough to request like 15 cards to be changed, yet you want it for Wild - a mode unbalanced by definition.
My God, this forum will never cease to amaze me.
I just wish there was more anti-highlander tech cards.