So i want to know how you other wild players feel about the state of wild meta, especially from rank 5 to legend. I know that wild is almost impossible to balance, and while it seems that nerfs are coming, i am really hoping for a standalone wild patch. I mean i've encountered a good variety of decks until rank 5, but from there it's a nightmare. It becomes borderline unplayable. Mages and paladins, paladins and mages, they're everywhere, they became the "no you don't" classes. I feel lucky to play against big priest. Worst part is that those decks don't let you play, they're built to screw any gameplan and are good at it, not in a meme way. Here's what i think should work as nerfs:
- Oh My Yogg! should be limited by making it trigger with coins, same as Counterspell basically, and limit the rng side by making it play a class spell that costs the same instead of a random one. Atleast now you can predict what is going to be;
-Occult Conjurer to 5 mana, so it's not playable on curve without a coin and secret mages players have to think between developing the board or hitting face with Cloud Prince on turn 5 for at least a few seconds;
-Refreshing Spring Water refresh 1 mana crystal instead of 2, so no more free draw, becomes free only with spell discount;
Rogue, Demon Hunter, Hunter, Warlock,Druid and Warrior all have strong decks that for now are not gamebrakers but can be competitive if given some space in the ladder. Priest on the other hand is somewhat hard to balance, beacause both raza and resurrect are strong beacause of their synergies, not for a single card. The only card i can think of that really needs tweaking is Blood of G'huun. Make it a 8 mana 5\5 that summons a 3\3, so it's less heavy statwise and more focused on triggering strong deathrattles.
To close this, please help Shaman, let him be something more than the murloc class
Removing rush from Crabrider would almost certainly kill the card. it is played because of that. Oh My Yogg! is kinda busted, as if not playing second, it can almost always act as a counter, I really hate that one card.
Imho, Blood of G'huun is really annoying to play against, but dont know if simply downgrading it's stats is enough, or that it would kill the card. I really dont find a problem on both mage ones, maybe a bit over the curve, but considering both are played in different decks, I don't really care
Crabrider is good but I don't think it's overly busted to justify killing the card, it's just a great tool for early board control, the problem lies in the follow up certain classes have for it, like Paladin buffing it (this deck will be nerfed because of standard btw, so we could wait and see). I'd much rather remove a health point than the rush aspect. Also, killing the murloc would hurt Shaman's only competitive archetype at the moment.
Rollback Post to RevisionRollBack
I love you Dreadsteed, I will never disenchant you!
So blizzard just showed absolutely 0 love for wild. Not a single relevant nerf. After months of lame secret mage meta...we now also have Mozaki mage and APM mage...cool :(
So blizzard just showed absolutely 0 love for wild. Not a single relevant nerf. After months of lame secret mage meta...we now also have Mozaki mage and APM mage...cool :(
And als secret paladin...cool...
Any chance they care in near future?
They're not Secret Paladins, they're just Aggro Paladins who happens to run secrets (because of how busted Sword of the Fallen is).
Rollback Post to RevisionRollBack
I love you Dreadsteed, I will never disenchant you!
I'm sad to say I've realized, after a few games, that this format will never be balanced. The whole reason Reno Priest got dethroned is because Secret Mage and Darkglare Warlock (along with the now nerfed Odd Rogue) are very consistent, oppressive and popular decks. After the expansion, Taxes Paladin made sure that those combo and tempo decks wouldn't be as prevalent anymore, which led to me facing more Reno Priests today than in the timespan between Darkmoon Races and Barrens.
What I'm trying to say is that there's too many OP decks in the format, which are only held back by even more OP decks. To insure that Wild becomes "properly balance" like Standard (lol) we have to accept a system where nerfs are frequent, basically killing the intended purpose of an eternal format (while also making it more expensive, just like Standard).
What I'm trying to say is that there's too many OP decks in the format, which are only held back by even more OP decks. To insure that Wild becomes "properly balance" like Standard (lol) we have to accept a system where nerfs are frequent, basically killing the intended purpose of an eternal format (while also making it more expensive, just like Standard).
ive seen almost no reno decks because Weblord absolutely destroys them if they cant remove it. all their power cards are battlecry and if they cant play them they just lose.
What I'm trying to say is that there's too many OP decks in the format, which are only held back by even more OP decks. To insure that Wild becomes "properly balance" like Standard (lol) we have to accept a system where nerfs are frequent, basically killing the intended purpose of an eternal format (while also making it more expensive, just like Standard).
ive seen almost no reno decks because Weblord absolutely destroys them if they cant remove it. all their power cards are battlecry and if they cant play them they just lose.
Rest assured that you'll start seeing a lot more of then after the Far Watch Post nerf goes live. With the Watch Post being easily removed by Frostbolt, Penance and Drain Soul, and while the deck will still exist in the meta, it's likely that pure aggro lists will become more popular, and with no Watch Post taxation there'll be also less reason to run Nerub'ar Weblord,since the opponent will only be getting half the disruption it used to.
So i want to know how you other wild players feel about the state of wild meta, especially from rank 5 to legend. I know that wild is almost impossible to balance, and while it seems that nerfs are coming, i am really hoping for a standalone wild patch. I mean i've encountered a good variety of decks until rank 5, but from there it's a nightmare. It becomes borderline unplayable. Mages and paladins, paladins and mages, they're everywhere, they became the "no you don't" classes. I feel lucky to play against big priest. Worst part is that those decks don't let you play, they're built to screw any gameplan and are good at it, not in a meme way. Here's what i think should work as nerfs:
- Oh My Yogg! should be limited by making it trigger with coins, same as Counterspell basically, and limit the rng side by making it play a class spell that costs the same instead of a random one. Atleast now you can predict what is going to be;
-Occult Conjurer to 5 mana, so it's not playable on curve without a coin and secret mages players have to think between developing the board or hitting face with Cloud Prince on turn 5 for at least a few seconds;
-Refreshing Spring Water refresh 1 mana crystal instead of 2, so no more free draw, becomes free only with spell discount;
- Crabrider loses rush still a 1\4;
Rogue, Demon Hunter, Hunter, Warlock,Druid and Warrior all have strong decks that for now are not gamebrakers but can be competitive if given some space in the ladder. Priest on the other hand is somewhat hard to balance, beacause both raza and resurrect are strong beacause of their synergies, not for a single card. The only card i can think of that really needs tweaking is Blood of G'huun. Make it a 8 mana 5\5 that summons a 3\3, so it's less heavy statwise and more focused on triggering strong deathrattles.
To close this, please help Shaman, let him be something more than the murloc class
Removing rush from Crabrider would almost certainly kill the card. it is played because of that. Oh My Yogg! is kinda busted, as if not playing second, it can almost always act as a counter, I really hate that one card.
Imho, Blood of G'huun is really annoying to play against, but dont know if simply downgrading it's stats is enough, or that it would kill the card. I really dont find a problem on both mage ones, maybe a bit over the curve, but considering both are played in different decks, I don't really care
Just wake me up when they actually announce the nerfs they promised early this week
Crabrider is good but I don't think it's overly busted to justify killing the card, it's just a great tool for early board control, the problem lies in the follow up certain classes have for it, like Paladin buffing it (this deck will be nerfed because of standard btw, so we could wait and see). I'd much rather remove a health point than the rush aspect. Also, killing the murloc would hurt Shaman's only competitive archetype at the moment.
I love you Dreadsteed, I will never disenchant you!
They announced the nerfs idk why its not on hearthpwn just yet, go to playhearthstone news
So blizzard just showed absolutely 0 love for wild. Not a single relevant nerf. After months of lame secret mage meta...we now also have Mozaki mage and APM mage...cool :(
And als secret paladin...cool...
Any chance they care in near future?
Apparently we're going to enjoy those fun mage decks because wild doesn't seem to matter
They're not Secret Paladins, they're just Aggro Paladins who happens to run secrets (because of how busted Sword of the Fallen is).
I love you Dreadsteed, I will never disenchant you!
At least tax Paladin is somewhat nerfed through sword of the fallen and far watch post nerf. Not much else will change though.
I'm sad to say I've realized, after a few games, that this format will never be balanced. The whole reason Reno Priest got dethroned is because Secret Mage and Darkglare Warlock (along with the now nerfed Odd Rogue) are very consistent, oppressive and popular decks. After the expansion, Taxes Paladin made sure that those combo and tempo decks wouldn't be as prevalent anymore, which led to me facing more Reno Priests today than in the timespan between Darkmoon Races and Barrens.
What I'm trying to say is that there's too many OP decks in the format, which are only held back by even more OP decks. To insure that Wild becomes "properly balance" like Standard (lol) we have to accept a system where nerfs are frequent, basically killing the intended purpose of an eternal format (while also making it more expensive, just like Standard).
I love you Dreadsteed, I will never disenchant you!
ive seen almost no reno decks because Weblord absolutely destroys them if they cant remove it. all their power cards are battlecry and if they cant play them they just lose.
Rest assured that you'll start seeing a lot more of then after the Far Watch Post nerf goes live. With the Watch Post being easily removed by Frostbolt, Penance and Drain Soul, and while the deck will still exist in the meta, it's likely that pure aggro lists will become more popular, and with no Watch Post taxation there'll be also less reason to run Nerub'ar Weblord,since the opponent will only be getting half the disruption it used to.
I love you Dreadsteed, I will never disenchant you!