No, they did it on purpose and the win rate isn't obnoxious enough for them to change it.
The question is...why did they do it? They certainly made the change without much fanfare...
Option 1) The positive argument - They are testing the 'buffing' of cards and players reactions, something they've infuriatingly never tried before. I really like the idea of them backtracking and buffing underplayed cards, whether its cards that have rotated to wild or not. Maybe they should have started smaller though...
Option 2) The negative - They did it to hit Wild and it's players in the balls and encourage them back to standard (Which is blizzards plan to make money long term), which was leaking players in the middle of the jade druid fiasco like crazy. They knew the change would hamper class diversity - the deck is essentially neutral and can be played across a multitude of classes. They knew it frustrate players very quickly.
No, they did it on purpose and the win rate isn't obnoxious enough for them to change it.
The question is...why did they do it? They certainly made the change without much fanfare...
Option 1) The positive argument - They are testing the 'buffing' of cards and players reactions, something they've infuriatingly never tried before. I really like the idea of them backtracking and buffing underplayed cards, whether its cards that have rotated to wild or not. Maybe they should have started smaller though...
Option 2) The negative - They did it to hit Wild and it's players in the balls and encourage them back to standard (Which is blizzards plan to make money long term), which was leaking players in the middle of the jade druid fiasco like crazy. They knew the change would hamper class diversity - the deck is essentially neutral and can be played across a multitude of classes. They knew it frustrate players very quickly.
Well, they admitted to making a mistake by omitting it in the patch notes, which is a pretty inexcusable mistake (coming from someone in the software business). However, neither is true. They were correcting a inconsistency in card interaction, which I totally get and makes total sense to fix. It was fixed in a variety of cards.
So, what likely really happened is that they didn't catch this impact as they probably focus more on standard, and also it's a pretty clever little "exploit". My guess is that they really just totally missed it. It goes under the Barnes category of totally unfun and uninteractive to play against, though. I hope they fix it somehow, although I'm not holding my breath since it's Wild-only. They've yet to change a Wild-only card.
Next time they decide to update mana adjustment deck will just suddenly change. But it is wild and there are some board clears that solve the issue... though coin flip experience is not the best... but a lot of aggro match ups are also coin flip...
Is it really necessary? Deck is really not that good.
I played a lot of wild last season, and yes, its necessary. The problem of the deck is not the win rate, this decks feels exactly like Quest Rogue, although the win rate, it is played a lot. Wild has hard problems right now, the two main Priest's Decks must be ajusted as well.
I enjoy(ed) playing wild because RenoLock was still alive, but I've since been playing standard because I feel that this Naga combo is basically inventing a six mana spell "summon a 5/5 minion and spawn two to five 8/8 giants". I've been playing wild ever since Mal'Ganis was released and I've played against almost every single OP wild deck you can think of, most of which for me have been priests. I can honestly say that for me, this change was unnecessary and promotes thoughtless gameplay. I would rather watch an Exodia mage use infinite fireballs to kill me than to watch someone put 37/37 worth of stats on the board for 6 mana by only knowing you have to play one card before the other.
I reached Rank 5 wild last season, so maybe it's not high enough to be the good example. I only played against three or five giant decks (something like that) and it goes like:
Opponent does nothing for four turns, I push damage.
Opponent puts its combo out, I say 'Amazing'.
I got lethal in my hand/board, opponent never gets to use its giants.
That's my vision of the deck so far. I'd like to try it, I guess it can be fun, maybe I'll craft some giants this season and use the deck for some time, don't know in which class, I'll see. But I can't help but seeing it like a fun deck and nothing more. I guess it can be tweaked more, becoming more and more efficient... It's just that too many giants in your deck are just garbage right now, sometimes they don't even cost 0 with a Naga on board.
The deck could become problematic in future, though, that's true, it got the potential to be really boring with two or more cards that fit it.
Leave the low ranks and there will nearly no Naga-Giants anymore, because the better players know, that this is a weak deck compared to the really strong stuff you can play in WIld. If you face a lot of Naga-Giants at your rank, just play a fast Aggro deck and enjoy your free wins.
Blizzard should make a special stream lessons or youtube videos in which they explain the the only way hs should be played is with supa dupa 1000 IQ control/combo homebrewed decks and 30 minutes long match is a minimum time period that proves you're not braindead blah blah something etc.
I reached Rank 5 wild last season, so maybe it's not high enough to be the good example. I only played against three or five giant decks (something like that) and it goes like:
Opponent does nothing for four turns, I push damage.
Opponent puts its combo out, I say 'Amazing'.
I got lethal in my hand/board, opponent never gets to use its giants.
I watched my friend play at Rank 4 with his Pirate Warrior deck and it wasn't fast enough to take out this deck. By turn six and seven my friend was in a good spot on board against hunter that was playing this deck and at least a few minions on the board. The hunter played the giant combo on turn 6 and my friend wound up losing with a pretty good curve for a pirate warrior. It's extremely effective for certain classes like hunter and druid because they have secrets like freezing and explosive trap for relatively low mana and druid can ramp this combo and draw like crazy. I understand both sides and have been on both ends, the power level just seems insane, and for multiple people to say that about wild format is not coincidence.
I reached Rank 5 wild last season, so maybe it's not high enough to be the good example. I only played against three or five giant decks (something like that) and it goes like:
Opponent does nothing for four turns, I push damage.
Opponent puts its combo out, I say 'Amazing'.
I got lethal in my hand/board, opponent never gets to use its giants.
I watched my friend play at Rank 4 with his Pirate Warrior deck and it wasn't fast enough to take out this deck. By turn six and seven my friend was in a good spot on board against hunter that was playing this deck and at least a few minions on the board. The hunter played the giant combo on turn 6 and my friend wound up losing with a pretty good curve for a pirate warrior. It's extremely effective for certain classes like hunter and druid because they have secrets like freezing and explosive trap for relatively low mana and druid can ramp this combo and draw like crazy. I understand both sides and have been on both ends, the power level just seems insane, and for multiple people to say that about wild format is not coincidence.
Pirate Warrior can pontentially close the game on turn three and can consistently close it by turn five. On turn six your opponent's game starts no matter what deck (other than another fast aggro deck) he is playing. That said, I understand it can be strong, and all, I'm just saying he ins't strong enough AND fast enough to be a problem. Quest Rogue killed every other thing than super aggroes if it worked, and Standard aggroes are not Wild aggroes, they're just much less and much less strong, plus, it killed with charger. 25 damage on turn four, enough consistently, and directly from hand, is bad, because you can't interact. Giant decks can set up 24 damage for, let's say, turn 5 (you have to be a druid) and you can still remove some, taunt up (with more mana than vs Rogue and with better taunts) and heal, sap, clear the board, whatever. What I'm saying is it isn't nor so good nor annoying. Pirate warrior can be way more annoying. Big Priest is way more annoying, always. I'd rather nerf Barnes than Naga, and I wouldn't nerf Barnes.
Pirate Warrior can pontentially close the game on turn three and can consistently close it by turn five.
I've neverseen a pirate warrior win on turn 3, the only aggro deck that I've seen do that (pre-innervate nerf) was aggro druid because of wide board and savage roar. This is an aggro deck masquerading as a combo deck. The difference between this Naga combo and traditional aggro decks are that every other aggro deck (Pirate Warrior included) has to develop a board before they can find the amount of stats for a lethal turn. Giving the other opponent a few turns to deal with the board and find answers. Naga develops a lethal amount of force on turn 5 or 6 without having to play anything else but small minions to trade or aoes to clear their opponents minions (depending on the class they chose) before they play the combo out. As many others have already said, it's not interactive gameplay. I don't know where the divide is on this, but every friend I play with on Hearthstone says that zero mana 8/8's were the dumbest thing to ever happen to the game.
Em... the deck is crap ^^ don't know why some people still mimimi about it ;)
Because they still not understand how to counter the deck.
I played over 30 games today in Wild and even on rank 18 to 13 nobody ist playing Naga-Giants anymore. So please whiners climb up over rank 20 and you are fine!
that zero mana 8/8's were the dumbest thing to ever happen to the game
Nope, dumbest thing ever in HS is a 2 Mana 2/2 which buffs your hole deck - sometimes even 2-3 times in one turn.
Second dumbest card ever is a 6 Mana 4/6 which heals you for 29HP.
Blizzard should make a special stream lessons or youtube videos in which they explain the the only way hs should be played is with supa dupa 1000 IQ control/combo homebrewed decks and 30 minutes long match is a minimum time period that proves you're not braindead blah blah something etc.
it doesnt need nerfing when it first came everyone was scared and amazed by it as time went by people relised its not so hard to counter after all,,,tbh i hardly see anyone using it now :D
Is it really necessary? Deck is really not that good.
This is the same argument people wanted to use on Quest Rogue. Win rate isn't the priority when it comes to nerf decisions. Naga/Giant decks have a similar feel to them. The game goes from empty board to unbeatable state in one turn with no answer. 4-6 8/8 giants on the board on T6 is not an interactive game. It's coin flip (did I get it yes/no) which is the same issue the dev team cited with quest rogue. The only difference is this "exploit" uses huge minions instead of puny chargers.
I'd be surprised if a change isn't made.
I think this is a fair response. I had neglected the feelsbadman you get when you just don't have an answer and you lose because you lost a coin flip/drew badly etc. Falls in the category of not interactive for sure. I still don't think they change it unless the numbers show the deck is being over-used and making lots of people feel bad. If Vicious Syndicate published a Wild Report and shows heavy use of that deck then maybe something will happen.
Will they?
Wild is rigged because of that dumbed down shitcombo.
No, they did it on purpose and the win rate isn't obnoxious enough for them to change it.
Is it really necessary? Deck is really not that good.
Isn't the whole game meant to be interactive? Putting 30+ points of stats on turn 5 isn't really interactive at all.
Next time they decide to update mana adjustment deck will just suddenly change. But it is wild and there are some board clears that solve the issue... though coin flip experience is not the best... but a lot of aggro match ups are also coin flip...
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I enjoy(ed) playing wild because RenoLock was still alive, but I've since been playing standard because I feel that this Naga combo is basically inventing a six mana spell "summon a 5/5 minion and spawn two to five 8/8 giants". I've been playing wild ever since Mal'Ganis was released and I've played against almost every single OP wild deck you can think of, most of which for me have been priests. I can honestly say that for me, this change was unnecessary and promotes thoughtless gameplay. I would rather watch an Exodia mage use infinite fireballs to kill me than to watch someone put 37/37 worth of stats on the board for 6 mana by only knowing you have to play one card before the other.
I reached Rank 5 wild last season, so maybe it's not high enough to be the good example. I only played against three or five giant decks (something like that) and it goes like:
That's my vision of the deck so far. I'd like to try it, I guess it can be fun, maybe I'll craft some giants this season and use the deck for some time, don't know in which class, I'll see. But I can't help but seeing it like a fun deck and nothing more. I guess it can be tweaked more, becoming more and more efficient... It's just that too many giants in your deck are just garbage right now, sometimes they don't even cost 0 with a Naga on board.
The deck could become problematic in future, though, that's true, it got the potential to be really boring with two or more cards that fit it.
@Lamsednav:
Leave the low ranks and there will nearly no Naga-Giants anymore, because the better players know, that this is a weak deck compared to the really strong stuff you can play in WIld. If you face a lot of Naga-Giants at your rank, just play a fast Aggro deck and enjoy your free wins.
I watched my friend play at Rank 4 with his Pirate Warrior deck and it wasn't fast enough to take out this deck. By turn six and seven my friend was in a good spot on board against hunter that was playing this deck and at least a few minions on the board. The hunter played the giant combo on turn 6 and my friend wound up losing with a pretty good curve for a pirate warrior. It's extremely effective for certain classes like hunter and druid because they have secrets like freezing and explosive trap for relatively low mana and druid can ramp this combo and draw like crazy. I understand both sides and have been on both ends, the power level just seems insane, and for multiple people to say that about wild format is not coincidence.
Quest Rogue killed every other thing than super aggroes if it worked, and Standard aggroes are not Wild aggroes, they're just much less and much less strong, plus, it killed with charger. 25 damage on turn four, enough consistently, and directly from hand, is bad, because you can't interact. Giant decks can set up 24 damage for, let's say, turn 5 (you have to be a druid) and you can still remove some, taunt up (with more mana than vs Rogue and with better taunts) and heal, sap, clear the board, whatever.
What I'm saying is it isn't nor so good nor annoying. Pirate warrior can be way more annoying. Big Priest is way more annoying, always. I'd rather nerf Barnes than Naga, and I wouldn't nerf Barnes.
Em... the deck is crap ^^ don't know why some people still mimimi about it ;)
I've never seen a pirate warrior win on turn 3, the only aggro deck that I've seen do that (pre-innervate nerf) was aggro druid because of wide board and savage roar. This is an aggro deck masquerading as a combo deck. The difference between this Naga combo and traditional aggro decks are that every other aggro deck (Pirate Warrior included) has to develop a board before they can find the amount of stats for a lethal turn. Giving the other opponent a few turns to deal with the board and find answers. Naga develops a lethal amount of force on turn 5 or 6 without having to play anything else but small minions to trade or aoes to clear their opponents minions (depending on the class they chose) before they play the combo out. As many others have already said, it's not interactive gameplay. I don't know where the divide is on this, but every friend I play with on Hearthstone says that zero mana 8/8's were the dumbest thing to ever happen to the game.
it doesnt need nerfing when it first came everyone was scared and amazed by it as time went by people relised its not so hard to counter after all,,,tbh i hardly see anyone using it now :D
I am pretty sure they said its fine and that they are never going to nerf it
Nope, cause screw Wild. - Blizzard's new catch phrase.
I... I love him.