Blizzard is very hesitant about making balance patches. Some people claim it's because the devs are bad or "lazy". It seems to me that they are hampered by their business model. It looks like they want there to be dominant decks so that people chase the cards they need by buying packs, if only for dust. Also, they want the environment to be stable so that people will feel more comfortable throwing away their money.
Why chase Dr. Boom, Mysterious Challenger, Doomhammer, or Call of the Wild if they are just going to be nerfed? Is that the idea? I'm interested in what people's thoughts are.
I don't think that they can nerf Yog-Saron since they want everyone to spend money to try to get it.
Will withhold a little judgement until the next Xpac, but if another large-ish nerf drops when LoE/BRM/TGT rotate out and the new set rotates in, I will be more than a little upset. At that point the nerf is really just to sell more cards, which I believe the last one in the spring was.
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No, because they are just as slow with the balance changes in SC2, and there's no business reasons there. I applaud them for this, since I think the model of frequent changes done with LoL to be wrong. Anyways, I recommend checking Brian Kibler's recent video on Yogg and balance in general. It's very informative.
As for Yogg himself, I think moving him to wild and giving full dust to players would be the right choice.
P.S. What's wrong with Mysterious Challenger? It's not like it still sees play at all, despite the fact that it is still in Standard.
People associate value to cards in terms of real money. Changing cards bought with a real money is touchy subject. Plus standard was clearly made at least partially due it allows them to sell more cards easier, while community praises them.
I think Blizzard's approach to balance is often far more subtle and sophisticated than players give them credit for. Hearthstone is very finely tuned to get the most money possible out of its player base, but I don't think necessarily in the up-front, price-gouge ways that people accuse them of. Their greatest source of income will always be the adventures and pack sales at the release of expansions, what's more important to them is to maintain a large player-base by getting new players hooked quickly.
For instance the dominant decks you're talking about have historically been on the cheap side: Aggro Shaman, Face/Aggro Hunter and the faster Secret Paladins have only really required a couple of key Epics (Doomhammer, Call of the Wild, and Mysterious Challenger) to function, and stuff like Patron and C'Thun decks can be even cheaper. I think what's more likely is that Blizzard like to have at least one cheap and dominant deck in the meta so that newer players can easily start to recognise how the meta works and build a competitive deck quickly so they can really get into the game.
If the meta was populated by a very wide variety of different decks with more complex playstyles like Control, Combo or Mill, it would be a lot harder for new players to get a grip on the game and make that vital step from basic-set trash decks to something that can compete with the experienced players who now make up most of Hearthstone's community.
There is one class that requires small thinking and gives good result. Hunter. Lets have it for new players and for pure relax. Can we get rid of all other super simple and effective archetypes? Is it possible to make good cards for complex decks, but simple ones will not use them even more efficient?
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Blizzard is very hesitant about making balance patches. Some people claim it's because the devs are bad or "lazy". It seems to me that they are hampered by their business model. It looks like they want there to be dominant decks so that people chase the cards they need by buying packs, if only for dust. Also, they want the environment to be stable so that people will feel more comfortable throwing away their money.
Why chase Dr. Boom, Mysterious Challenger, Doomhammer, or Call of the Wild if they are just going to be nerfed? Is that the idea? I'm interested in what people's thoughts are.
I don't think that they can nerf Yog-Saron since they want everyone to spend money to try to get it.
Would "balance" hurt the bottom line?
Will withhold a little judgement until the next Xpac, but if another large-ish nerf drops when LoE/BRM/TGT rotate out and the new set rotates in, I will be more than a little upset. At that point the nerf is really just to sell more cards, which I believe the last one in the spring was.
SWCCG World Champ- Star Wars CCG, best card game ever
No, because they are just as slow with the balance changes in SC2, and there's no business reasons there. I applaud them for this, since I think the model of frequent changes done with LoL to be wrong. Anyways, I recommend checking Brian Kibler's recent video on Yogg and balance in general. It's very informative.
As for Yogg himself, I think moving him to wild and giving full dust to players would be the right choice.
P.S. What's wrong with Mysterious Challenger? It's not like it still sees play at all, despite the fact that it is still in Standard.
People who refuses to play aggro out of principle are even worse than people who play exclusively aggro.
One should seek to become a complete player and play all archetypes, including ones that he despises for whatever irrational reasons.
People associate value to cards in terms of real money. Changing cards bought with a real money is touchy subject. Plus standard was clearly made at least partially due it allows them to sell more cards easier, while community praises them.
the aggro deck necessary to f2p business model. If op aggro card all get Nerf to nothing, hs will become pay to win model.
Can we get rid of all other super simple and effective archetypes?
Is it possible to make good cards for complex decks, but simple ones will not use them even more efficient?