The problem with Hearthstone is that early low-cost cards are just way better than late-game high-cost cards, specifically because they can be played without collecting dust in your hand. Late-game cards need a comeback mechanic. Hell, just adding "Taunt" to a big card so your opponent can't say "Nice card" as their board rushes past it and slams your face could make so many huge cards playable. Any card 8 mana or more should be swing-y, capable of saving you from defeat. Otherwise it's just a win-more card. And we don't need more of those.
I think Dr. Boom was a perfect legendary card. Sure, if the game ended before turn 7 he was useless. And even if you did get him out on turn 7, your opponent could still just ignore him. But he could potentially swing back a losing game. That should be the entire point of sinking all of your mana into a single card in one turn.
And i'm referring from rank 5 to legend, you know the part of the meta that actually matters.
I get the point but it still matters to a minority of the community. It does matter, yes, but not more than the rest of the ladder.
You mean in 3 years they didn't find a moment to properly fixing Nozdormu
Yes. I assume the coding of the card must be complex af.
and maybe it will see more play if properly fixed?
Lol, 9 mana 8/8? No. The bug isn't the reason it isn't played.
Lol no. I specifically made the most obvious names of cards that comes not from the basic set but from the classic set that really needs a buff.
Yes you did, but a stronger version was released of none of those. The only example you gave me was Arcane Giant and Molten Giant which are very different cards that are played very differently and see play in completely different decks.
Don't feign ignorance, i already stated that new cards are the only thing they add. Adventures fit the bill, hence i ruled them out.
They don't, I meant the single player adventure experience, not adventures as card releases.
New brawls are simply a content of the tavern brawl game mode.
are content
Yes, they are part of an already existing game mode which doesn't make them any less new content.
Yes you ignore wild mode.
And you are calling Team5 bad at running this game?
Since they already don't care about it.
Them making that mistake doesn't justify it as a correct design philosophy.
Nothing stops them to do that. That's not an excuse to not implement basic features into the game.
One group of players doesn't want a feature, another one wants. Which group should be listened and why? My arguments are the casual design philosophy and that the alternative is easier to arrange for the group that wants the feature. Your only argument I can find is that some players want the feature.
It does only if you are one of those that abuse emotes.
That's only true if interacting with your opponent and trying to be social to some extent in a multiplayer game is considered abusing emotes.
About the features, I agree that adding chat is something that should've been done ages ago, although I understand the arguments to not to do that.
New players want to enjoy a game, not being forced in casual for a year because they lack basic staples
If it takes a year to get a decent deck the player is doing something very wrong.
The game is as enjoyable in Casual.
The contradiction part, remember.
I have a secondary account and i know i've seen full netdeck of tier 1 and 2 decks at rank 20. Even at rank 22 actually.
And how heavily were they misplayed? Also, which part of the season? Any %s to how big part of those ranks is t1 net decks?
Quote from SerMaxy64>> It's those who think they are building control lists to beat aggro but put quite a few high costed late game cool cards in their decks: Ysera, Rag, Medivh etc. Card games are about Aggro beating Midrange, Midrange beating Control and Control beating Aggro. No deck in any card game can beat all three of the grand archetypes. If you are a control list with struggles against Aggro, you are simply building your control decks wrong.
They've backed themselves into a corner with trying to keep the game so basic. Spells and minion effects are just too powerful in this game using the current mana crystal system.
I think the game will just continue to get out of control with the design limitations while trying to make interesting cards.
Yes,they advertise and this rng and smorc fuckfest as an esport.There are better card games out there and soon this will show.I personally log in just for the quests now and then i play faeria and shadowverse.Better games overall.Not to mention the elderscrolls card game.
they didnt plan for hearthstone to be an esport. stupid ass customers wanted it and so blizzard obliged. its not their fault they didnt make their game with having an actual competitive game in mind. it was supposed to be a fun phone game. stop expecting more than that.
They've backed themselves into a corner with trying to keep the game so basic. Spells and minion effects are just too powerful in this game using the current mana crystal system.
I think the game will just continue to get out of control with the design limitations while trying to make interesting cards.
Yeah, power creep is a bit of a problem. It takes 2 years to roatate the old gods and MSG factions out, and during those two years at least two TGT power level expansions need to be made to stop this. If that doesn't happen, on top of slowing power creep down, formats enable resetting it every two years.
What's missing is good early game tools for control decks. Here's a tip, Team 5: 3/2 Taunt is garbage. 2/3 Taunt is garbage. 4 mana heal 12 is garbage. Dirty Rat as a 2-drop is garbage.
Ancient Watcher should have been given taunt.
Hulu, ancient watcher with taunt, you must be joking or really high. 45 body with taunt is sick, if this is true there will be only control deck, like handlock taunt warrior.
Dirty rat is garbage, this proves you are garbage. This card is not only designed for taunt, it is a tech card.btw there are lots good control deck, Ronald mage, reno jara lock, etc. if you mean control warrior, with two "garbage" dirty rat it still works fine in conquest mode. Card game needs fresh meta, control game is not the only deck in this game.
What's missing is good early game tools for control decks. Here's a tip, Team 5: 3/2 Taunt is garbage. 2/3 Taunt is garbage. 4 mana heal 12 is garbage. Dirty Rat as a 2-drop is garbage.
Ancient Watcher should have been given taunt.
Hulu, ancient watcher with taunt, you must be joking or really high. 45 body with taunt is sick
Correction, 4/5 body taunt who can't attack. And it would still be far less "sick" than a 1mana 3/2 pirate that pulls a 1/1 free charge pirate straight from your deck, letting you play with 29 cards instead of 30. Or a 1mana card that creates infinite minions in a game with finite removal while completely negating a core mechanic of the game while your opponent still suffers it.
What the guy is saying is basically: let control have insane overpowered cards too. Like 2mana 3/4, 4mana 7/7, 1mana 3/3 weapons. But control-style.
Today we have games lasting as much as 4-5 turns before the opponent has lost all his 30 health and frankly that's beyond ridiculous.
What's missing is good early game tools for control decks. Here's a tip, Team 5: 3/2 Taunt is garbage. 2/3 Taunt is garbage. 4 mana heal 12 is garbage. Dirty Rat as a 2-drop is garbage.
Ancient Watcher should have been given taunt.
Hulu, ancient watcher with taunt, you must be joking or really high. 45 body with taunt is sick, if this is true there will be only control deck, like handlock taunt warrior.
Dirty rat is garbage, this proves you are garbage. This card is not only designed for taunt, it is a tech card.btw there are lots good control deck, Ronald mage, reno jara lock, etc. if you mean control warrior, with two "garbage" dirty rat it still works fine in conquest mode. Card game needs fresh meta, control game is not the only deck in this game.
<snip>
Dirty Rat is garbage as a stand alone 2-drop. You almost never play it on turn 2 on an empty board.
And I'm not saying we need specifically a 4/5 taunt, I'm saying why don't we have better early game tools? Aggro consisently gets broken 1-drops....control gets shit, EVERY expansion.
What's missing is good early game tools for control decks. Here's a tip, Team 5: 3/2 Taunt is garbage. 2/3 Taunt is garbage. 4 mana heal 12 is garbage. Dirty Rat as a 2-drop is garbage.
Ancient Watcher should have been given taunt.
Hulu, ancient watcher with taunt, you must be joking or really high. 45 body with taunt is sick, if this is true there will be only control deck, like handlock taunt warrior.
Dirty rat is garbage, this proves you are garbage. This card is not only designed for taunt, it is a tech card.btw there are lots good control deck, Ronald mage, reno jara lock, etc. if you mean control warrior, with two "garbage" dirty rat it still works fine in conquest mode. Card game needs fresh meta, control game is not the only deck in this game.
<snip>
Dirty Rat is garbage as a stand alone 2-drop. You almost never play it on turn 2 on an empty board.
And I'm not saying we need specifically a 4/5 taunt, I'm saying why don't we have better early game tools? Aggro consisently gets broken 1-drops....control gets shit, EVERY expansion.
You are just bad at this game, this is only reason that you say control get shits. As you say control get shit, with cw I hit legend yesterday, stancifka hits legend #1 with jara renolock.
BTW who told you a 2-drop minion must be playable when turn 2? Wake up kids, it's a tech card. If you lost a lot game versus aggro, change to cw, it's still good in this meta for now. And stop complaining, figure it out your missplay, you will be good at this game.
What's missing is good early game tools for control decks. Here's a tip, Team 5: 3/2 Taunt is garbage. 2/3 Taunt is garbage. 4 mana heal 12 is garbage. Dirty Rat as a 2-drop is garbage.
Ancient Watcher should have been given taunt.
Hulu, ancient watcher with taunt, you must be joking or really high. 45 body with taunt is sick, if this is true there will be only control deck, like handlock taunt warrior.
Dirty rat is garbage, this proves you are garbage. This card is not only designed for taunt, it is a tech card.btw there are lots good control deck, Ronald mage, reno jara lock, etc. if you mean control warrior, with two "garbage" dirty rat it still works fine in conquest mode. Card game needs fresh meta, control game is not the only deck in this game.
<snip>
Dirty Rat is garbage as a stand alone 2-drop. You almost never play it on turn 2 on an empty board.
And I'm not saying we need specifically a 4/5 taunt, I'm saying why don't we have better early game tools? Aggro consisently gets broken 1-drops....control gets shit, EVERY expansion.
You are just bad at this game, this is only reason that you say control get shits. As you say control get shit, with cw I hit legend yesterday, stancifka hits legend #1 with jara renolock.
BTW who told you a 2-drop minion must be playable when turn 2? Wake up kids, it's a tech card. If you lost a lot game versus aggro, change to cw, it's still good in this meta for now. And stop complaining, figure it out your missplay, you will be good at this game.
The whole point was that control did not - and never does, and I don't expect it ever to - get decent early game tools. In contrast, aggro ALWAYS gets overpowered early game, and right now the way that a lot of these control decks win is "did I draw Reno in time" and has nothing to do with how well you played. I bet you could completely misplay the first 5 turns, drop Reno, and win more than if you played perfectly but never drew Reno.
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Life before death. Strength before weakness. Journey before destination.
What's missing is good early game tools for control decks. Here's a tip, Team 5: 3/2 Taunt is garbage. 2/3 Taunt is garbage. 4 mana heal 12 is garbage. Dirty Rat as a 2-drop is garbage.
Ancient Watcher should have been given taunt.
Hulu, ancient watcher with taunt, you must be joking or really high. 45 body with taunt is sick, if this is true there will be only control deck, like handlock taunt warrior.
Dirty rat is garbage, this proves you are garbage. This card is not only designed for taunt, it is a tech card.btw there are lots good control deck, Ronald mage, reno jara lock, etc. if you mean control warrior, with two "garbage" dirty rat it still works fine in conquest mode. Card game needs fresh meta, control game is not the only deck in this game.
<snip>
Dirty Rat is garbage as a stand alone 2-drop. You almost never play it on turn 2 on an empty board.
And I'm not saying we need specifically a 4/5 taunt, I'm saying why don't we have better early game tools? Aggro consisently gets broken 1-drops....control gets shit, EVERY expansion.
You are just bad at this game, this is only reason that you say control get shits. As you say control get shit, with cw I hit legend yesterday, stancifka hits legend #1 with jara renolock.
BTW who told you a 2-drop minion must be playable when turn 2? Wake up kids, it's a tech card. If you lost a lot game versus aggro, change to cw, it's still good in this meta for now. And stop complaining, figure it out your missplay, you will be good at this game.
The whole point was that control did not - and never does, and I don't expect it ever to - get decent early game tools. In contrast, aggro ALWAYS gets overpowered early game, and right now the way that a lot of these control decks win is "did I draw Reno in time" and has nothing to do with how well you played. I bet you could completely misplay the first 5 turns, drop Reno, and win more than if you played perfectly but never drew Reno.
your reply just confirmed you are bad atm, you should learn and improve. Win condition of renolock or mage is not only about Reno. This is totally wrong. If you think so, you should play the other card games, which have a card ' draw this card immediately win this game'.
I can show you my winrate with reno mage(legend 1000-400) vs pirates warrior and aggro pirates shaman win rate. Both are above 60%, bad against druid and rogue with questing, I don't think I drew Reno each game t6 or before.
Because last month one of my friends used VLPS' CW list hit top 20(last season end), I decided this month to try this. It works also pretty good, which has 2 ' garbage ' dirty rat. I don't have high winrate like pros, but it brings me to legend with 27-7 from rank 4 yesterday.
I suggest you to watch some pro streaming they will tell you some mulligan idea and strategies during the game, like Stancifka, Savjz, Amnesia, they played lots reno control decks. If you want to learn CW, VLPS recently plays alot his deck.
At last, control deck is fun to play, but like every game there are always aggressive mode which also needs skill and time to master it, with pirates warrior pros could hit legend before 10th, some one could not even get legend end the month.
What's missing is good early game tools for control decks. Here's a tip, Team 5: 3/2 Taunt is garbage. 2/3 Taunt is garbage. 4 mana heal 12 is garbage. Dirty Rat as a 2-drop is garbage.
Ancient Watcher should have been given taunt.
Hulu, ancient watcher with taunt, you must be joking or really high. 45 body with taunt is sick, if this is true there will be only control deck, like handlock taunt warrior.
Dirty rat is garbage, this proves you are garbage. This card is not only designed for taunt, it is a tech card.btw there are lots good control deck, Ronald mage, reno jara lock, etc. if you mean control warrior, with two "garbage" dirty rat it still works fine in conquest mode. Card game needs fresh meta, control game is not the only deck in this game.
<snip>
Dirty Rat is garbage as a stand alone 2-drop. You almost never play it on turn 2 on an empty board.
And I'm not saying we need specifically a 4/5 taunt, I'm saying why don't we have better early game tools? Aggro consisently gets broken 1-drops....control gets shit, EVERY expansion.
You are just bad at this game, this is only reason that you say control get shits. As you say control get shit, with cw I hit legend yesterday, stancifka hits legend #1 with jara renolock.
BTW who told you a 2-drop minion must be playable when turn 2? Wake up kids, it's a tech card. If you lost a lot game versus aggro, change to cw, it's still good in this meta for now. And stop complaining, figure it out your missplay, you will be good at this game.
The whole point was that control did not - and never does, and I don't expect it ever to - get decent early game tools. In contrast, aggro ALWAYS gets overpowered early game, and right now the way that a lot of these control decks win is "did I draw Reno in time" and has nothing to do with how well you played. I bet you could completely misplay the first 5 turns, drop Reno, and win more than if you played perfectly but never drew Reno.
Stancifka just posted his deck and mulligan for renolock.
He had a decent win rate yesterday against pirate warrior and shaman.
Kazakus was the first card I crafted after opening my packs actually. It doesn't always save the game. Hell, even THREE Kazakus's - one board wipe, two that gained a total of 17 armor - sometimes aren't enough.
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Life before death. Strength before weakness. Journey before destination.
I mean, I'd certainly argue we got more Control tools this expansion than in something like Old Gods. We have two seemingly very solid neutral tools in Mistress of Mixtures and Second Rate Bruiser (? I think that's the name, kind of drew a blank). In regards to classes that have been heavy Control in the past we have;
- Priest: Dragonfire Potion, Potion of Madness, Pint-Sized (which basically augments stuff like Shadow Word: Horror), Greater Healing Potion
- Warrior: Alley Armorsmith, Sleep With the Fishes
- Shaman: Devolve, Jade Chieftain (which I'd argue is more of a Control tool based on how slow it is), Jade Lightning
On top of existing Control tools and early game, it's a pretty potent toolkit overall. We still have Earthen Ring Farseer and Refreshment Vendor, we still have cards like Armorsmith that saw very little play last expansion but have always been MVP against Aggro. I'd argue if you want to tech for Aggro, you have the tools currently to do so (especially as Priest or Warrior); the upside of both of those is that a lot of their anti-aggro kit doesn't mean they have to build a list that loses to Midrange or Control lists necessarily.
I'd also argue as someone who's played Control in this new expansion, Reno is certainly a big deal but hardly the only thing in the deck you're trying to draw to and live. You'll definitely win/lose based solely on what each person draws a fair amount of the time, but generally proper mulligans and navigating the turns to your outs is going to up your win % considerably.
Maybe the crazy part is that this isn't actually all that new of a speed for Aggro; pre-nerf Facehunter and Aggro Shaman were as fast if not faster. We didn't really gain anything new as much as we didn't have it present in the last meta, and people need to re-adjust to that.
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Articles I suggest every player reads to improve at the game;
Long story short since I don't feel like going in depth again:
1. Team 5 consists of 5 people, not the full worth of several hundreds of people who are part of making a AAA-title such as Overwatch. This was Blizzard's experiment to use the resources of Blizzard but only a small team of 5 to make a game. This comparison is dumb and makes no sense as a direct result.
2. Its a cardgame. There's a huge difference from making a card cost 2 mana instead of 1 mana but there's not so much difference were you to change a gun from dealing 45 damage to 40, of course its noticeable when playing but the difference is not outlandishly ridiculus as it would be in any cardgame.
3. Hearthstone IS a lot of folks first step into the world of cardgames so there is merit to the reason of 'it would be too confusing for new players'. Combine this with the fact that the team is so small priorities have to be made and for anyone who were paying any attention when the change came... where did the 'basic' decks go? That's right, those are our extra deck slots - they did in fact have to reprogram a significant amount to make us have access to it most likely. 2 years worth? Probably not. For 5 people who have to playtest, make prototypes, create cards for roughly 2 expansions and 1 adventure a year, PvE encounters, tavern brawls, read (yes, the devs do read even tho' they don't have the same resources to respond) feedback... something as minor but still significant time investment as changing how the basic decks essentially work... yah'.
4. Unless you wanted to remove RNG from the game and add a lot more rules and mechanics such as instant-speed effects... yah', RNG is gonna be around in Hearthstone. For good reasons. As this is, going back to the balancing 'issue', the only way to make these small numbers appear. You could very easily play around Yogg-Saron, Hope's End and for anyone who wishes to debate me on this point I will refer you to Brian Kibler - he's played around it, I have played around it, good players can play around it - bad players claim its impossible, intelligent people say that its better now that Blizzard have cemented its position as a Johnny card even tho' it was fine before. RNG will exist in all cardgames, Hearthstone more so.
5. Purify. Ben Brode talked about Purify and just a few days earlier they had spoken that they had for some time been looking at balancing arena by improving the chance of drawing some cards removing others and so on and so on. How did folks react? Like they hadn't watched the video and claiming how Blizzard (not Team 5, which is a HUGE difference about what message you are sending) had failed in creating a card to such a degree that they had to remove it from the arena, even tho' they had planned to not have it in it in the first place so folks could play around with new cards that were primarily fun. Team 5 DO communicate... but folks are too dumb/shortsighted/interested-in-memes-that-their-brains-have-rotten-and-cannot-think-anymore that folks ignore that. Could they do a better job? Yes, but everyone could do a better job at something... how about folks start by actually doing a better job listening to the things they say in the first place?
All in all...
Hearthstone is in a good position. And changing out the development team for it would be... dumb, pointless, moronic, idiotic and an insane proposition as it wouldn't do anything good for the game. Adding to it sure, as it only started with 5 people as an experiment and now with its success it could warrent more people ... but not 'different' people.
im PRETTY SURE they planned for purify to be in arena.
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The problem with Hearthstone is that early low-cost cards are just way better than late-game high-cost cards, specifically because they can be played without collecting dust in your hand. Late-game cards need a comeback mechanic. Hell, just adding "Taunt" to a big card so your opponent can't say "Nice card" as their board rushes past it and slams your face could make so many huge cards playable. Any card 8 mana or more should be swing-y, capable of saving you from defeat. Otherwise it's just a win-more card. And we don't need more of those.
I think Dr. Boom was a perfect legendary card. Sure, if the game ended before turn 7 he was useless. And even if you did get him out on turn 7, your opponent could still just ignore him. But he could potentially swing back a losing game. That should be the entire point of sinking all of your mana into a single card in one turn.
They should hire someone with brain to the design team.
hs is in a bad position since gvg has come out
I get the point but it still matters to a minority of the community. It does matter, yes, but not more than the rest of the ladder.
Yes. I assume the coding of the card must be complex af.
Lol, 9 mana 8/8? No. The bug isn't the reason it isn't played.
Yes you did, but a stronger version was released of none of those. The only example you gave me was Arcane Giant and Molten Giant which are very different cards that are played very differently and see play in completely different decks.
They don't, I meant the single player adventure experience, not adventures as card releases.
Yes, they are part of an already existing game mode which doesn't make them any less new content.
And you are calling Team5 bad at running this game?
Them making that mistake doesn't justify it as a correct design philosophy.
One group of players doesn't want a feature, another one wants. Which group should be listened and why? My arguments are the casual design philosophy and that the alternative is easier to arrange for the group that wants the feature. Your only argument I can find is that some players want the feature.
That's only true if interacting with your opponent and trying to be social to some extent in a multiplayer game is considered abusing emotes.
About the features, I agree that adding chat is something that should've been done ages ago, although I understand the arguments to not to do that.
And how heavily were they misplayed? Also, which part of the season? Any %s to how big part of those ranks is t1 net decks?
They've backed themselves into a corner with trying to keep the game so basic. Spells and minion effects are just too powerful in this game using the current mana crystal system.
I think the game will just continue to get out of control with the design limitations while trying to make interesting cards.
And it would still be far less "sick" than a 1mana 3/2 pirate that pulls a 1/1 free charge pirate straight from your deck, letting you play with 29 cards instead of 30.
Or a 1mana card that creates infinite minions in a game with finite removal while completely negating a core mechanic of the game while your opponent still suffers it.
Kaladin's RoS Set Review
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Kaladin's RoS Set Review
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I'll try it out but it won't really change my opinion on the state of hearthstone.
Kaladin's RoS Set Review
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Kazakus was the first card I crafted after opening my packs actually. It doesn't always save the game. Hell, even THREE Kazakus's - one board wipe, two that gained a total of 17 armor - sometimes aren't enough.
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I mean, I'd certainly argue we got more Control tools this expansion than in something like Old Gods. We have two seemingly very solid neutral tools in Mistress of Mixtures and Second Rate Bruiser (? I think that's the name, kind of drew a blank). In regards to classes that have been heavy Control in the past we have;
- Priest: Dragonfire Potion, Potion of Madness, Pint-Sized (which basically augments stuff like Shadow Word: Horror), Greater Healing Potion
- Warlock: 2x Hellfire effects, Blastcrystal Potion
- Warrior: Alley Armorsmith, Sleep With the Fishes
- Shaman: Devolve, Jade Chieftain (which I'd argue is more of a Control tool based on how slow it is), Jade Lightning
On top of existing Control tools and early game, it's a pretty potent toolkit overall. We still have Earthen Ring Farseer and Refreshment Vendor, we still have cards like Armorsmith that saw very little play last expansion but have always been MVP against Aggro. I'd argue if you want to tech for Aggro, you have the tools currently to do so (especially as Priest or Warrior); the upside of both of those is that a lot of their anti-aggro kit doesn't mean they have to build a list that loses to Midrange or Control lists necessarily.
I'd also argue as someone who's played Control in this new expansion, Reno is certainly a big deal but hardly the only thing in the deck you're trying to draw to and live. You'll definitely win/lose based solely on what each person draws a fair amount of the time, but generally proper mulligans and navigating the turns to your outs is going to up your win % considerably.
Maybe the crazy part is that this isn't actually all that new of a speed for Aggro; pre-nerf Facehunter and Aggro Shaman were as fast if not faster. We didn't really gain anything new as much as we didn't have it present in the last meta, and people need to re-adjust to that.
Articles I suggest every player reads to improve at the game;
MTG/Hearthstone biases to avoid
Reframing negative Hearthstone experiences to improve at the game
Who's the Beatdown?