After years i play wild mode and take every time legend with different off meta deck understand what the problems are there in wild.
MANACHEAT
And while we wait Cavern of time i I created on my mind a list of cards need nerf.
For first we need a buff tech card: -Skulking Geist to 4 mana 3/4 stats for counter all OTK deck -Toxic Sewer Ooze silence and destroy opponent weapon -"New tech card" remove all "for the rest of the game" effect
In Wild demon hunter is only Aggro or questline because that 1 cost hero power it is useless in many situations, i think rework his hero power to 2 mana +1 attack(first time)/2 mana + 1 attack and draw a card(second time) similar Xyrella, the Devout but swap only after use hero power. With this change i think demon hunter power can be useful on late game match.
I really don't like your approach to potential wild balancing.
You propose to nerf cards for several archetypes to the point that they would be unplayable.
Most of these decks have been around for years and have their own counters. So far i agree with Blizzard approach to wild balancing - if something turns out to be game breaking without a possible counterplay, then they remove it from the meta. Just like Giant Hunter or Twig Druid in the past for example.
None of the decks you propose to make unplayable are close to the power level that would require them to make such fundamental changes to the core cards of the entire archetype.
I really don't like your approach to potential wild balancing.
You propose to nerf cards for several archetypes to the point that they would be unplayable.
Most of these decks have been around for years and have their own counters. So far i agree with Blizzard approach to wild balancing - if something turns out to be game breaking without a possible counterplay, then they remove it from the meta. Just like Giant Hunter or Twig Druid in the past for example.
None of the decks you propose to make unplayable are close to the power level that would require them to make such fundamental changes to the core cards of the entire archetype.
Basically you are saying that if the opponent has the best draw they can have and you don't, the opponent will most likely win the game. And that's true. Especially in Wild where many decks can execute their strategy very quickly and if you don't have the answers or a perfect early game yourself, you've lost. The problem would be if there was only one deck that could do this, but there are a lot of them in Wild.
If the only solution is to completely destroy cards and archetypes, what is the point? That's all I see in these threads. Same old stuff, but people think their ideas are new or unique. Might as well only have 100 cards in the whole game with no text. Just "balanced" Chillwind Yeti stats. I'm sure that would keep people interested.
The big problem in wild is all the best decks are hyper aggro which have the game decided by turn 3-5. How do they do that? By paying no damn mana for oppressive early game presence that no deck can deal with that early.
Even Shaman plays out gigantotem/thing for free by turn 4-5 and has the best board presence in the game because every 1 mana hero power is a giant threat.
Pirate Rogue kills you by turn 4-5 because of patches, the free 2/2 pirate from hand, free 3/3 felwings and has passage/gear shift for instant refill. Kingsbane rogue starts dealing 6+ damage a turn by turn 3 and pays no mana for fucking anything, often drawing their entire deck out by turn 6-7.
Mech Paladin creates a full board of divine shield taunt mechs on turn 3 because they pay no mana thanks to mechwarper+galvanizer. Any class can actually do this, it's just paladin has access to radar detector which is insane refill for a deck that vomits its hand on turn 3.
Secret Mage is annoying to play against for sure, but really what breaks it is the free 6/6 and 5/5s coming down way too early in the game. Kabal Lackey could probably do with looking at given turn 1 rigged is really, really obnoxious. At this point just make RFG draw 2 and call it a day.
Priest tries to highroll neptulon on turn 3 for a free win, otherwise it's a shit deck. Shadow priest is more aggressive than pirate rogue and is actually getting buffs in the new wild cards, lol.
Warlock in standard right now is oppressive for these same exact reasons. While it doesn't blow you out of the game as early as the wild decks, facing thaddius on turn 5/6 and then the warlock creating a million stats out of nowhere for no mana is the same deal. At least thaddius is getting changed, though.
Early extreme mana cheating is what is currently ruining wild, and these new wild cards are going to change absolutely nothing about that. They seem to just be made for the twist format.
Can they just implement that Cards cannot cost less than 1 ever? If the idea is not good for Standard, let apply it to Wild only.
I don't think that's a good blanket solution. It's just going to target some decks like mech paladin and frog shaman, but a secret mage is still not going to have a problem playing a 1 mana 6/6.
Honestly there's an easier solution to all this: accept that this is what the power level of the format has come to and increase base health to 40 because the format is so volatile.
Can they just implement that Cards cannot cost less than 1 ever? If the idea is not good for Standard, let apply it to Wild only.
I don't think that's a good blanket solution. It's just going to target some decks like mech paladin and frog shaman, but a secret mage is still not going to have a problem playing a 1 mana 6/6.
Honestly there's an easier solution to all this: accept that this is what the power level of the format has come to and increase base health to 40 because the format is so volatile.
Bad suggestions, often targeting stuff that doesn’t need a nerf for sure (sargeras, shudder(worst card in shuddeer^^),kingsbane, swordfish ) and killing those cards.
mana cheat is a huge part of the fun of the game. So nothing can cost zero is a bad idea. Just shouldn’t happen to early
Blizzard is not going to fix Wild's chronic problems. They've pretty much said so. Time to get off the copium. It's Twist, or nothing, so let's hope they don't mess up Twist.
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After years i play wild mode and take every time legend with different off meta deck understand what the problems are there in wild.
MANACHEAT
And while we wait Cavern of time i I created on my mind a list of cards need nerf.
For first we need a buff tech card:
-Skulking Geist to 4 mana 3/4 stats for counter all OTK deck
-Toxic Sewer Ooze silence and destroy opponent weapon
-"New tech card" remove all "for the rest of the game" effect
DRUID
-Earthen Scales set a max armor for example (max 20 armor)
-E.T.C., Band Manager removing the possibility to add Jade Idol to hide agains opponent's Skulking Geist
MAGE
-Kabal Lackey/Ancient Mysteries/Anonymous Informant reduce the secret cost -2 istead set 0
-Orion, Mansion Manager trigger his ability at end turn(if secret trigger at the end of turn gain +2/+2 and set other secret)
-Grand Magister Rommath at the end of battlecry destroy other copy of this card(wherever they are)
PALADIN
-Bubblebot 6 mana
-Mechwarper 4 mana
PRIEST
-Shadow Essence summon a 5/5 copy of a minion in your deck that cost 6 mana or less
-Idol of Y'Shaarj summon a 10/10 copy of a minion in your deck that cost 8 mana or less
-Neptulon the Tidehunter BUFF set 8 mana but battlecry: gain rush
-Voidtouched Attendant 1/2 stats
ROGUE
-Kingsbane 1/1 stats
-Mechwarper 4 mana
-Swordfish 4 mana
SHAMAN
-Scargil 6 mana
-Firemancer Flurgl 5 mana battlecry: deal 1 damage to all enemy minions (Improved by each murloc you've play this game!) like Inquisitive Creation
-Shudderwock at the end of battlecry destroy other copy of this card(wherever they are)
-The Stonewright 5 mana
-Gigantotem 11 mana
-Thing from Below 5 mana 4/4 stats
WARLOCK
-Crystallizer convert 5 life in 5 armor like High Priest Thekal (no +5 on questline)
-Sargeras, the Destroyer summon only 1 imp every turn
DEMON HUNTER
-Irebound Brute can't cost 0
-Vengeful Walloper can't cost 0
In Wild demon hunter is only Aggro or questline because that 1 cost hero power it is useless in many situations, i think rework his hero power to 2 mana +1 attack(first time)/2 mana + 1 attack and draw a card(second time) similar Xyrella, the Devout but swap only after use hero power.
With this change i think demon hunter power can be useful on late game match.
How to balance wild: you don't. It's an impossible task. This is what happens to all eternal formats and it's why they made Twist.
I really don't like your approach to potential wild balancing.
You propose to nerf cards for several archetypes to the point that they would be unplayable.
Most of these decks have been around for years and have their own counters.
So far i agree with Blizzard approach to wild balancing - if something turns out to be game breaking
without a possible counterplay, then they remove it from the meta.
Just like Giant Hunter or Twig Druid in the past for example.
None of the decks you propose to make unplayable are close to the power level that would require them to make such fundamental changes to the core cards of the entire archetype.
The old Naga giant hunter now can't win one game, because on turn 3 you can face: 2 secret + 2 Contract Conjurer/2 Crystallizer + Imprisoned Horror/a huge magnetize mech with windfury/Mecha-Shark infinite dps/2 Neptulon the Tidehunter with priest ecc....
Basically you are saying that if the opponent has the best draw they can have and you don't, the opponent will most likely win the game.
And that's true.
Especially in Wild where many decks can execute their strategy very quickly and if you don't have the answers or a perfect early game yourself, you've lost.
The problem would be if there was only one deck that could do this, but there are a lot of them in Wild.
If the only solution is to completely destroy cards and archetypes, what is the point? That's all I see in these threads. Same old stuff, but people think their ideas are new or unique. Might as well only have 100 cards in the whole game with no text. Just "balanced" Chillwind Yeti stats. I'm sure that would keep people interested.
The big problem in wild is all the best decks are hyper aggro which have the game decided by turn 3-5. How do they do that? By paying no damn mana for oppressive early game presence that no deck can deal with that early.
Even Shaman plays out gigantotem/thing for free by turn 4-5 and has the best board presence in the game because every 1 mana hero power is a giant threat.
Pirate Rogue kills you by turn 4-5 because of patches, the free 2/2 pirate from hand, free 3/3 felwings and has passage/gear shift for instant refill. Kingsbane rogue starts dealing 6+ damage a turn by turn 3 and pays no mana for fucking anything, often drawing their entire deck out by turn 6-7.
Mech Paladin creates a full board of divine shield taunt mechs on turn 3 because they pay no mana thanks to mechwarper+galvanizer. Any class can actually do this, it's just paladin has access to radar detector which is insane refill for a deck that vomits its hand on turn 3.
Secret Mage is annoying to play against for sure, but really what breaks it is the free 6/6 and 5/5s coming down way too early in the game. Kabal Lackey could probably do with looking at given turn 1 rigged is really, really obnoxious. At this point just make RFG draw 2 and call it a day.
Priest tries to highroll neptulon on turn 3 for a free win, otherwise it's a shit deck. Shadow priest is more aggressive than pirate rogue and is actually getting buffs in the new wild cards, lol.
Warlock in standard right now is oppressive for these same exact reasons. While it doesn't blow you out of the game as early as the wild decks, facing thaddius on turn 5/6 and then the warlock creating a million stats out of nowhere for no mana is the same deal. At least thaddius is getting changed, though.
Early extreme mana cheating is what is currently ruining wild, and these new wild cards are going to change absolutely nothing about that. They seem to just be made for the twist format.
I agree those are useless overkills
Can they just implement that Cards cannot cost less than 1 ever? If the idea is not good for Standard, let apply it to Wild only.
I think everyone is glad you are not in the balance team of HS
I don't think that's a good blanket solution. It's just going to target some decks like mech paladin and frog shaman, but a secret mage is still not going to have a problem playing a 1 mana 6/6.
Honestly there's an easier solution to all this: accept that this is what the power level of the format has come to and increase base health to 40 because the format is so volatile.
Hearthstone like magic have limitation called MANA, no one game dev think priest can summon 2 neptulon(10 mana) on turn with 3 mana...
Only need nerf all early turbo manacheat, remember Anub'Rekhan(2 nerf), miracle rogue with Necrolord Draka/Scribbling Stenographer/Sinstone Graveyard, Twig of the World Tree, Wildpaw Gnoll, Priestess Valishj....
Remember in wild for 1/2 month the turbo discard lock? with Tome Tampering(still banned in wild) and Cataclysm(old) EVERY game end on turn 3/4, you like face every time this turbo manacheat deck all ranked game?
Bad suggestions, often targeting stuff that doesn’t need a nerf for sure (sargeras, shudder(worst card in shuddeer^^),kingsbane, swordfish ) and killing those cards.
mana cheat is a huge part of the fun of the game. So nothing can cost zero is a bad idea. Just shouldn’t happen to early
Blizzard is not going to fix Wild's chronic problems. They've pretty much said so. Time to get off the copium. It's Twist, or nothing, so let's hope they don't mess up Twist.