Even if improved, the frequency of changes leaves a lot to be desired. I really wish they'd tone back the power level without killing the cards or just banning the few options we do get in wild.
Looking at Tempo Storm's Meta Snapshot, these are the changes I'd make. This is my wishlist so feel free to disagree. This is coming from a Warlock / Control Warrior player, and I'll be addressing their issues too. My goal is to slow down the format, at least making it feasible to expect to reach turn 7.
The Murloc package is too oppressive right now, for combo, control or aggro to face. It needs to be taken down after being a top dog for the better part of Wild's history.
Beast Hunter:
- Tundra Rhino now reads: Your other beasts have Charge
As the only viable hunter deck in a while, I think it is not bad play-pattern wise yet. But it has a little too high burst from hand currently.
Mech Paladin:
- Bubblebot is now a 2/4 and no longer gives Taunt
A bit of a scam deck right now, but nerfing Mechwarper would nerf mech mage and also kill most of what this deck does, so I think this is a decent middle ground.
Similar to Even Shaman, there is a ridiculously high density of internal synergies. It'll still feel frustrating to face with Counterspell and Objection!, but there isn't much that can be done to nerf those cards.
This is a hard one, because the most frustrating aspect is being unable to deal with this through traditional weapon tech (go away Kobold Stickyfinger). I still genuinely think the deck will be very playable despite how harsh these changes are, but I think it's fair given how you still can't beat this without teching your deck in unfun ways just for a chance to beat it.
Too many internal synergies again, though less egregious than Even Shaman and Secret Mage, so a lighter touch. It will still always beat a control deck, which is unfortunate.
- Ship's Cannon now reads: Whenever you play a pirate, deal 2 damage to a random enemy.
The deck just has some absurdly powerful reach, Swordfish dealing 12 damage without needing any board is ridiculous. Cutlass Courier made a little easier to kill considering how impactful it is.
Quest Mage:
- Quest reward is now: The Waygate. Single-use location that gives you an extra turn
- Ice Block now reads: The first time you take lethal damage this game, prevent it.
A toxic deck that has most slower decks concede turn 1 once you realize what you're facing. Incredibly unfun to face. This essentially kills the deck, but I genuinely don't think this sort of solitaire is healthy for the game.
Tony Druid:
- Funnel Cake now reads: Restore 3 health to a minion and its neighbours. For each damaged minion healed, refresh a mana crystal
A notorious deck, Illuminate is way too highrolly for either side. Neptulon allowing you to connect 20+ damage easily is just silly, and not what was intended for the card.
Questline Warlock:
- Blightborn Tamsin now reads: For the rest of the game, damage you take from your cards damages the opponent instead.
I personally enjoy the deck, but the play pattern is toxic by giving inevitability against control decks. Removing the ability to fatigue the opponent leaves room for potentially outlasting the Quest warlock.
I agree with your points and hope there's a big balance patch due soon. There's speculation of big changes happening to wild during 2nd expansion. Could see a dozen nerfs and buffs and a wild only mini set.
In almost every situation across all formats, I believe that anything that "Costs (1) less for (whatever the conditional situation), but not less than (1)." should be the case. I honestly don't understand why this hasn't been the case since day one, nor having been established since then. Any card that didn't START as costing 0 shouldn't suddenly be free for whatever reasons.
You're not getting standard cards nerfed for the sake of wild. I think the cardpool is just too big.
I've been enjoying twist more honestly (More is viable than people seem to think, from silver hand paly, to SI:7 Rogue). I'm excited to see future seasons.
on reddit i proposed neutral ban list - and update some cards to open weaknesses in rogue/ druid - vanish + poison seeds
counterspell and objection should be removed from deckbuilding - they do exist in game but only as discover option. + contract conjurer to 7. oh and banned mad scientist + ETC band manager. + i would also ban lorthemar - mage shouldn't have minions as win condition
for DH i would drop irebound brute to 3/8 and walloper to 3/6. banned tony + cheap spell damage
druid gets tony banned as well along with Brann +core alex *2 + malygos +5 + jailer + thadius + denathrius- all big combo enablers from neutrals. dew process only affects druid. naturalize 0 mana destroy a minion its owner gains mana crystal. selfish shellfish to 3 mana 5/5
priest - elwyn boar+ neptulon + rivendare + hero xyrela triggers only unique deathrattles 1 times
rogue: crystal core support cards,astalor, naval mine + similar deathrattles,leeching poison reverted but the king has his army to protect himself(enemy minions have taunt), blade flurry no longer destroys your weapon but it counts as if you attacked and cannot be used if you already attacked, swordfish to 1 mana 1/2.
paladin: crabrider, flying machine, drone deconstructer, baku
insatiatiable devouer to 10 mana 1/1 battlecry steal 1/1 from a random enemy minion endlessly infuse (1) +1/+1 more sire denathrius reverted along with renathal, audio amplifier to 12 hand size and mana
justicar to 4 mana 4/3 rush, maiden of the lake to 2 mana 2/3 battlecry hero powers cost 1(both you and enemy hero) garrison commander battlecry hero powers can be used twice each turn.(both heroes)
I don't think clownfish is an issue - you seem to have missed the two parts about the murloc shaman package which break it.
Flurgl+Tox is probably the best board clear in the format. Super easy to draw into, demands a removal on flurgl (which some decks don't have) otherwise you'll never hope to be able to get the board back. This two card combo will never stop being played for eternity, and frankly I have no idea what to do about it because neither card by itself is broken.
The second is Scargil. While clownfish stacking does enable it harder, the fact that you can draw 6 cards from 2 gorlocs while playing a mutanus and also boardclearing your opponent e on top in one turn and mana cheat around 17 mana in a turn is ridiculous. Just change scargil to "your murlocs cost (1) less", the shaman players will cry and nobody will care because we all know it's busted.
This whole game is for casuals, but standard players are literally consoomers, "beep must buy recent pack and dust old card because that's what the company wants boop".
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I love you Dreadsteed, I will never disenchant you!
I don't think it's possible to significantly reduce Wild power level, there are too many cards. Behind these tier 1 decks there are dozens of tier 2 decks that are only marginally weaker and no less frustrating.
Man this topic is so boring. How many of these threads need to exist? I only play wild these days and don't have any issues with it. Yea stuff is messed up and you can lose on turn 4, but get rid of that and the next thing takes its place. That's how the format is supposed to work. Play better and just brush off the losses.
Just play what you want to play and the ladder will not put you with the net deckers. I see net decks maybe 1 in 10 games and all I play is homemade jank.
Just play what you want to play and the ladder will not put you with the net deckers. I see net decks maybe 1 in 10 games and all I play is homemade jank.
This is mostly true. I've been playing Big Demon Hunter since it rotated to wild and see net decks occasionally, but not to the level people here say it happens.
Wild is 100% high rolls. No skill, no decision making. Just draw your big bomb cards on time or stay alive long enough to do so. That’s it. I’ve accepted this and play res priest or secret mage for that reason. They are decks which have high rolls but also have a chance to deal with all the other bull shit. Wild is perfect though in the sense that you can quit a match very early on as within a few turns the games outcome is decided. Every single time. So, you get good at optimizing your playing time. Alt+F4 is a nice way to end a match against a high roll deck. :)
there is still a lot of skill and decision making happen. i regularely miss lethal or dont know enough meta to play around stuff. lately i lost because i didnt drop loatheb against druid turn5
Even if improved, the frequency of changes leaves a lot to be desired. I really wish they'd tone back the power level without killing the cards or just banning the few options we do get in wild.
FOR THE WIN MOTHER FAKAS
I agree with your points and hope there's a big balance patch due soon. There's speculation of big changes happening to wild during 2nd expansion. Could see a dozen nerfs and buffs and a wild only mini set.
Wild is for casuals anyway
Agree. Seriously broken cards that need a whack are:
Carving chisel, Clownfish, Brilliant Macaw, Mechwarper, Radar Detector, Kabal Lackey, Illuminate, Palm Reading, Gadgetzan Auctioneer, cutlass courier, swordfish, crystalliser (wording change) and definitely the 3x DH cards listed.
Don’t think the others deserve it so much.
In almost every situation across all formats, I believe that anything that "Costs (1) less for (whatever the conditional situation), but not less than (1)." should be the case. I honestly don't understand why this hasn't been the case since day one, nor having been established since then. Any card that didn't START as costing 0 shouldn't suddenly be free for whatever reasons.
You're not getting standard cards nerfed for the sake of wild. I think the cardpool is just too big.
I've been enjoying twist more honestly (More is viable than people seem to think, from silver hand paly, to SI:7 Rogue). I'm excited to see future seasons.
No reason to nerf questline warlock kingsbane odd pala pirate rouge secret mage aggro priest beast hunter
the rest I agree with
on reddit i proposed neutral ban list - and update some cards to open weaknesses in rogue/ druid - vanish + poison seeds
counterspell and objection should be removed from deckbuilding - they do exist in game but only as discover option. + contract conjurer to 7.
oh and banned mad scientist + ETC band manager. + i would also ban lorthemar - mage shouldn't have minions as win condition
for DH i would drop irebound brute to 3/8 and walloper to 3/6. banned tony + cheap spell damage
druid gets tony banned as well along with Brann +core alex *2 + malygos +5 + jailer + thadius + denathrius- all big combo enablers from neutrals.
dew process only affects druid. naturalize 0 mana destroy a minion its owner gains mana crystal. selfish shellfish to 3 mana 5/5
shaman loses disruption battle cries - mutanus, loatheb, boompistol + astalor+ genn?
priest - elwyn boar+ neptulon + rivendare + hero xyrela triggers only unique deathrattles 1 times
rogue: crystal core support cards,astalor, naval mine + similar deathrattles,leeching poison reverted but the king has his army to protect himself(enemy minions have taunt), blade flurry no longer destroys your weapon but it counts as if you attacked and cannot be used if you already attacked, swordfish to 1 mana 1/2.
paladin: crabrider, flying machine, drone deconstructer, baku
hunter - rivendare warrider.
warlock: naval mine+ similar + selfish shellfish + dancing swords, crystallizer,
insatiatiable devouer to 10 mana 1/1 battlecry steal 1/1 from a random enemy minion endlessly infuse (1) +1/+1 more
sire denathrius reverted along with renathal, audio amplifier to 12 hand size and mana
justicar to 4 mana 4/3 rush, maiden of the lake to 2 mana 2/3 battlecry hero powers cost 1(both you and enemy hero)
garrison commander battlecry hero powers can be used twice each turn.(both heroes)
I don't think clownfish is an issue - you seem to have missed the two parts about the murloc shaman package which break it.
Flurgl+Tox is probably the best board clear in the format. Super easy to draw into, demands a removal on flurgl (which some decks don't have) otherwise you'll never hope to be able to get the board back. This two card combo will never stop being played for eternity, and frankly I have no idea what to do about it because neither card by itself is broken.
The second is Scargil. While clownfish stacking does enable it harder, the fact that you can draw 6 cards from 2 gorlocs while playing a mutanus and also boardclearing your opponent e on top in one turn and mana cheat around 17 mana in a turn is ridiculous. Just change scargil to "your murlocs cost (1) less", the shaman players will cry and nobody will care because we all know it's busted.
Horrible suggestions
This whole game is for casuals, but standard players are literally consoomers, "beep must buy recent pack and dust old card because that's what the company wants boop".
I love you Dreadsteed, I will never disenchant you!
I don't think it's possible to significantly reduce Wild power level, there are too many cards. Behind these tier 1 decks there are dozens of tier 2 decks that are only marginally weaker and no less frustrating.
just ban neptulon or delete ress priest pls
Man this topic is so boring. How many of these threads need to exist? I only play wild these days and don't have any issues with it. Yea stuff is messed up and you can lose on turn 4, but get rid of that and the next thing takes its place. That's how the format is supposed to work. Play better and just brush off the losses.
Just play what you want to play and the ladder will not put you with the net deckers. I see net decks maybe 1 in 10 games and all I play is homemade jank.
This is mostly true. I've been playing Big Demon Hunter since it rotated to wild and see net decks occasionally, but not to the level people here say it happens.
Wild is 100% high rolls. No skill, no decision making. Just draw your big bomb cards on time or stay alive long enough to do so. That’s it. I’ve accepted this and play res priest or secret mage for that reason. They are decks which have high rolls but also have a chance to deal with all the other bull shit. Wild is perfect though in the sense that you can quit a match very early on as within a few turns the games outcome is decided. Every single time. So, you get good at optimizing your playing time. Alt+F4 is a nice way to end a match against a high roll deck. :)
there is still a lot of skill and decision making happen. i regularely miss lethal or dont know enough meta to play around stuff. lately i lost because i didnt drop loatheb against druid turn5