The shills in this game are so disgusting, people point out something obviously broken and unfun. And the shills suggest that every other player should run something that weakens their deck just in case they face priest while it weakens them against most other matchups. This is the stupidest and most disingenous argument a player can make for something to be balanced when it is clearly not.
The shills in this game are so disgusting, people point out something obviously broken and unfun. And the shills suggest that every other player should run something that weakens their deck just in case they face priest while it weakens them against most other matchups. This is the stupidest and most disingenous argument a player can make for something to be balanced when it is clearly not.
That’s some real bronze rank thinking. If you don’t run silence or removal in your deck, and you are losing to buffed minions that you can’t deal with, it doesn’t make your deck weaker.
Priest sit at 41%~ winrate and you plebs still complain? Wow.
Start getting tech or get out smorc'd by a trash tier class.
I think that nerfs shouldn't be pointed out by only winrate. They should be handled also with the fun-factor. And that combo is unfun and creates a 50-50 game experience. And it isn't only IMO, this happened a lot of times in the past.
Also, it's broken in wild. Standard is not the only game mode.
Priest sit at 41%~ winrate and you plebs still complain? Wow.
Start getting tech or get out smorc'd by a trash tier class.
It's not about wins and losses.. its about a degenerate deck that's sucking all the potential fun out of the game. If I win every single matchup against priest because they concede because of a bad draw, I'm not having fun because we're not actually playing the game.
..and starfish does jack-all in Wild where a switcheroo priest can do 40 damage FROM HAND on turn 4
..and starfish does jack-all in Wild where a switcheroo priest can do 40 damage FROM HAND on turn 4
Correct. Starfish is a standard card that works as a standard solution to a standard problem. Wild has it's own wild solution to this wild problem. As I mentioned before, every class with secrets has one or more that let you survive the 40 damage burst, and some can even negate the whole thing. Other class can... get to 11 armor I guess? I don't play wild so you tell me how feasible that is by turn 3.
But you are going to say that it not the point, so I am going to ask this first. What is the point of wild? Like I said, I don't play it so I always assumed it was to be a place where you can do cool things with old cards combined with the new ones. Every rotation I see something and think "man, that would have been sweet to play with X!" But X just rotated, so it is a combo only available in wild. As a wild player, I want to know what wild is to you, if not a game mode where crazy combos happen and countered with a vast library of cards to draw upon.
..and starfish does jack-all in Wild where a switcheroo priest can do 40 damage FROM HAND on turn 4
Correct. Starfish is a standard card that works as a standard solution to a standard problem. Wild has it's own wild solution to this wild problem. As I mentioned before, every class with secrets has one or more that let you survive the 40 damage burst, and some can even negate the whole thing. Other class can... get to 11 armor I guess? I don't play wild so you tell me how feasible that is by turn 3.
But you are going to say that it not the point, so I am going to ask this first. What is the point of wild? Like I said, I don't play it so I always assumed it was to be a place where you can do cool things with old cards combined with the new ones. Every rotation I see something and think "man, that would have been sweet to play with X!" But X just rotated, so it is a combo only available in wild. As a wild player, I want to know what wild is to you, if not a game mode where crazy combos happen and countered with a vast library of cards to draw upon.
Well, I have a whole rant about this planned, but waiting for the appropriate thread, but to give you a short answer, I play Wild because I've played since beta and Standard removes 90% of my collection. And yes, because of this, I DO expect Wild to be, well, Wild, but what I would like (but would never get, and that would be part of my rant), is SOME moderation.
I understand that there would be OP interactions, but there should be limits.. and things like 40 damage from hand on Turn 4, or a druid casting 20 spells on Turn 2 because they decided to unnerf a card (THAT WAS NERFED FOR A f-ing REASON) just aren't OK.
..but there are -business- reasons why they -deliberately- keep Wild a trash heap, so all I can do is ineffectually complain on unofficial message boards.
Wild being 'wild' is no reason to let it be a trashfire, and nerfing things like sniplock or banning stuff shows there IS a limit even in the devs' eyes. If they will touch switcheroo/ kael druid remains to be seen, odds probably aren't bad.
As for this 'tech' people speak of, there is no way they leave 2 12-12s with rush in standard that early. Even the most common switcheroo nerf idea to only swap health will still feel crappy to play against with a bless follow-up. I doubt they want to encourage a tech meta when they are pushing so hard for tribal decks, their consistency suffers a lot more from having to run tech compared to a lot of other decks.
As for this 'tech' people speak of, there is no way they leave 2 12-12s with rush in standard that early. Even the most common switcheroo nerf idea to only swap health will still feel crappy to play against with a bless follow-up. I doubt they want to encourage a tech meta when they are pushing so hard for tribal decks, their consistency suffers a lot more from having to run tech compared to a lot of other decks.
Since when is running more removal or interaction a tech? I call that balancing. Having a deck that is 27 minions get steamrolled by a deck that has 2 minions is justice, add more removal and interaction and you will probably do much better against both of those decks. There are quite a few ways to get around the 12/12, but you should probably have answers to big minions in any deck as a rule of thumb.
Anyone that plays this switcheroo priest OTK deck is a unintelligent little bitch who doesn’t want to win games through thought and using their brain power. I only play Wild so it is broken there too. Only way to beat it consistently is Mage with ice block
Yeah but you also probably shouldn't allow 2 12-12s with rush on turn 4 in standard? You know, as a rule of thumb?
I’m fine with that because it can’t kill you with anything else, it’s the deck’s only wincon. It’s a gimmick that loses constantly and people will stop playing it because it’s really weak.
Im sorry, but the game has always been like this in more or less sense. If your opponent has lethal on board, you either have answer and live another turn or you dont and you die. You most likely gonna lose game in which you drew badly and you cant do anything about it. Just get over it and play Goldshire Footman , it stops 20/20 charge at turn 3
Today i climbed from r3 to legend in wild. I played a lot of priests. Over 50% of the games. Once i adapted my deck it started to be easier. My last 4 opponents where all priests with the same otk deck. Last one had his boar in the starting hand and just died milling through his deck lol.
Its similar to otk kaelthas druid, but there you at least have time to do something against it.
Its stupid to lose to an otk on turn 3-4...it just makes so many decks unplayable.
The shills in this game are so disgusting, people point out something obviously broken and unfun. And the shills suggest that every other player should run something that weakens their deck just in case they face priest while it weakens them against most other matchups. This is the stupidest and most disingenous argument a player can make for something to be balanced when it is clearly not.
That’s some real bronze rank thinking. If you don’t run silence or removal in your deck, and you are losing to buffed minions that you can’t deal with, it doesn’t make your deck weaker.
I think that nerfs shouldn't be pointed out by only winrate. They should be handled also with the fun-factor. And that combo is unfun and creates a 50-50 game experience. And it isn't only IMO, this happened a lot of times in the past.
Also, it's broken in wild. Standard is not the only game mode.
It's not about wins and losses.. its about a degenerate deck that's sucking all the potential fun out of the game.
If I win every single matchup against priest because they concede because of a bad draw, I'm not having fun because we're not actually playing the game.
..and starfish does jack-all in Wild where a switcheroo priest can do 40 damage FROM HAND on turn 4
Correct. Starfish is a standard card that works as a standard solution to a standard problem. Wild has it's own wild solution to this wild problem. As I mentioned before, every class with secrets has one or more that let you survive the 40 damage burst, and some can even negate the whole thing. Other class can... get to 11 armor I guess? I don't play wild so you tell me how feasible that is by turn 3.
But you are going to say that it not the point, so I am going to ask this first. What is the point of wild? Like I said, I don't play it so I always assumed it was to be a place where you can do cool things with old cards combined with the new ones. Every rotation I see something and think "man, that would have been sweet to play with X!" But X just rotated, so it is a combo only available in wild. As a wild player, I want to know what wild is to you, if not a game mode where crazy combos happen and countered with a vast library of cards to draw upon.
Well, I have a whole rant about this planned, but waiting for the appropriate thread, but to give you a short answer, I play Wild because I've played since beta and Standard removes 90% of my collection. And yes, because of this, I DO expect Wild to be, well, Wild, but what I would like (but would never get, and that would be part of my rant), is SOME moderation.
I understand that there would be OP interactions, but there should be limits.. and things like 40 damage from hand on Turn 4, or a druid casting 20 spells on Turn 2 because they decided to unnerf a card (THAT WAS NERFED FOR A f-ing REASON) just aren't OK.
..but there are -business- reasons why they -deliberately- keep Wild a trash heap, so all I can do is ineffectually complain on unofficial message boards.
Wild being 'wild' is no reason to let it be a trashfire, and nerfing things like sniplock or banning stuff shows there IS a limit even in the devs' eyes. If they will touch switcheroo/ kael druid remains to be seen, odds probably aren't bad.
As for this 'tech' people speak of, there is no way they leave 2 12-12s with rush in standard that early. Even the most common switcheroo nerf idea to only swap health will still feel crappy to play against with a bless follow-up. I doubt they want to encourage a tech meta when they are pushing so hard for tribal decks, their consistency suffers a lot more from having to run tech compared to a lot of other decks.
Since when is running more removal or interaction a tech? I call that balancing. Having a deck that is 27 minions get steamrolled by a deck that has 2 minions is justice, add more removal and interaction and you will probably do much better against both of those decks. There are quite a few ways to get around the 12/12, but you should probably have answers to big minions in any deck as a rule of thumb.
Anyone that plays this switcheroo priest OTK deck is a unintelligent little bitch who doesn’t want to win games through thought and using their brain power. I only play Wild so it is broken there too. Only way to beat it consistently is Mage with ice block
Yeah but you also probably shouldn't allow 2 12-12s with rush on turn 4 in standard? You know, as a rule of thumb?
I’m fine with that because it can’t kill you with anything else, it’s the deck’s only wincon. It’s a gimmick that loses constantly and people will stop playing it because it’s really weak.
From meme to nerf
escalated very quickly
Im sorry, but the game has always been like this in more or less sense. If your opponent has lethal on board, you either have answer and live another turn or you dont and you die. You most likely gonna lose game in which you drew badly and you cant do anything about it. Just get over it and play Goldshire Footman , it stops 20/20 charge at turn 3
Today i climbed from r3 to legend in wild. I played a lot of priests. Over 50% of the games. Once i adapted my deck it started to be easier. My last 4 opponents where all priests with the same otk deck. Last one had his boar in the starting hand and just died milling through his deck lol.
Its similar to otk kaelthas druid, but there you at least have time to do something against it.
Its stupid to lose to an otk on turn 3-4...it just makes so many decks unplayable.
If anyone wants to get legend, in case you haven't been yet or whatever, this is your chance.
This Switcheroo deck is one of the fastest and most time-efficient ways ever to get to legend in wild.
And if you do so and reach legend, for the love of whomever, give up this abomination of a deck and play some fun stuff.
Nope.
I don't know - I've been playing Shudderwock highlander in wild and just made legend. Dirty Rat, Devolve, Blademaster Okani, Zephrys the Great, Glacial Shard can all be used to counter.
Would you mind sharing the deck list you used?
Would you mind sharing the decklist you used?
I hope you understand, that they dont nerf or buff cards for wild. This game is balanced around standard
Hysteria