Doing something more often is pretty much all that's needed. It's either lazy or incompetent to release an expansion on December 1, then schedule the next planned patch for the end of February. Even if they somehow nailed it, and no card changes were needed, you at least plan on having some minor bug fixes or enhancements instead of letting the game go idle for those playing it for three months. And the whole "wait and see" approach is also completely ineffective: there are more games of Hearthstone played in an hour than traditional CCGs used to have in a month, and it's not deep or complex enough to remain interesting by releasing new content three times a year and making a few card changes once or twice, particularly when they largely blow one or two of those releases.
Kripp says there is no room for innovation, but didn't Toast just pretty much force everyone to play Confuse Priest?
Honestly, at this point Kripp really does need to go into game design for himself, because to Blizzard he's just some idiot with a mic and a twitch chat thinking he knows about game design. Now, don't get me wrong, we all have our own opinions, but there's an old adage in game design: "Players are amazing at figuring out what's wrong, but never any good at figuring out how to fix it"
Ranked is shit because games are over by turn 4, this limits design space because Blizzard can't make interesting 4+ mana cards that see play. The main reasons are that there aren't enough balance changes and the 1-drops are way too powerful. Also Blizzard needs to focus on other game modes than Standard Ranked, not remove single player adventures when they rotate out, and stop considering new or returning players.
They need to consider new and returning players by making better ways to catch up: changing the reward system!!! Which is OUTDATED agive players more packs or just reduce the odds of 40 dust packs(99%) of my packs)
Was just talking this over with someone as we were looking over the old Archon Team League Championship which people thought was so much fun to watch. We had Patron Warrior. Control Warrior. Handlock. Zoo. Midrange Hunter. Freeze Mage. Combo Druid (ugh). Some symblance of Miracle Rogue. Midrange Paladin... and all these archetypes did what they do and fit what they do better. That's what made that whole tournament so interesting and how many of us miss that meta.
Biggest issue with this meta is that even though you COULD list 8-9 competitive decks, it's either Pirate Something which just wants to hit face over and over, Reno Something that's often an inconsistent mess with some powerful effects, and Jade Druid/Dragon Priest and some Midrange Shaman lists that just play Curvestone and clear the board, with a Rogue here and there that's playing Miracle that we've seen for the last four years.
I hope we remember these days as the dark days of Hearthstone and can go into the future and remember this and don't take what we have for granted then... And hope Blizzard really thinks harder about the nerfs than they have in the past.
I don't hate Kripp as I did before but he's still the person who jumped onto the bandwagon of 'lets remove Purify' with 0 regards of why it was even made in the first place and why its TIMING made it a worse card than it was.
He's not one to speak of balance because he's an arena player at least in regards to constructed play. He says he lives and breathes Hearthstone well yes and so do a lot of people who don't have thousands of fanboys chasing after him and his opinions, that doesn't make his words any more clever.
I haven't watched the video as I can't stand Kripp but let me just put it like this then since the title of this is "Balance patches every 2-3 weeks?":
As Brian Kibler stated when the decision for a seperation of formats came out namely wild and standard, nerfing cards to fit into standard... well, it just doesn't quite work since you destroy any nostalgic or any usefulness of Wild. As the broken decks that are supposed to be devestatingly good simply just gets changed for no real reason other than 'It has to fit standard' (see Molten Giant and Force of Nature as examples of this).
Making changes after a short amount of consideration for something that will last litterally years in a format is unbelivably stupid. The scope of changing things to simply just 'change things up' is the same as stating that making any deck is completely irrelevant since the only effective way to do anything would be to find a carbon copy of the decks we see online. Now in the case of certain cards or decks being far too strong and thus' taking over the entire game... that's when a change is needed and that has already been adressed by Ben Brode and team 5 as a whole REAPETEDLY!
So what's the issue? Well the issue is that Hearthstone players still haven't understood something as simple as this:
Varian Wrynn was a card that came out in TgT and saw little to no play at all. Period. There's nothing more to say to that.
A year after it came out comes Whispers of the Old Gods and voilá... a deck that basically says 'This deck is godlike because of Varian Wrynn making huge boardswings into your favour' and many, many, MAAAAAAAAANY people claimed that Midrange Warrior was unbeatable.
Give it some time and it dwindled in popularity as Aggro Shaman and Dragon Shaman took over. Come Karazhan and the nerf to Yogg and several Shaman cards and Midrange shaman began to take over.
Now let's go back in time and look at Varian Wrynn: no one, absolutely NO ONE! During the time of TgT's release made the claim that the card was overpowered or even good. Now with a bit of time and folks figuring out what you can do with it when several cards were nerfed, removed and others introduced... the game changed. And it became a dominent card for about a month or so.
What's my point? 3-4 weeks is roughly a month isn't it? So should Team 5 have nerfed Varian Wrynn at a whim because of folks playing the card...? If you believe this is a good suggestion that nerfs should occur EVEN MORE frequently than that... then you just bought everything I said.
If you didn't and have at least a degree of sense then you wouldn't be listening to Kripp and actually read Blue Posts. Making quick short term balance changes in a cardgame DOES NOT WORK! You don't have enough numbers to tweak since every change you make is a huge and drastic change! Make Small-Time Buccaneer cost 2 mana instead of 1? You litterally just doubled its mana cost! Make Molten Giant cost 25 instead of 20? Its not a huge change in the grand scale of things after all its just 5 mana. 5 numbers. 5 health. Not that... oh wait, it is huge, it has made the card unplayable in both Wild and Standard.
This is why you don't make quick and stupid balance changes since you'll make the game into a mosh-pit of "Can I play this deck now without everyone bitching and whining? No? Okey, bye since I can't actually play the game without visiting a casino in Las Vegas to see if I managed to hit the jackpot of 'You are now able to play'". You can tweak things in FPS games since the change between 1 damage and 2 damage a bullet from a gun that deals 20 damage a shot is really, really minisclue... in Hearthstone, those effects do not exist without adding in RNG or pre-requisites.
So no, this is a dumb idea and don't post Kripparian videos - he's a god at arena but suck at game balance. And he proved that within' minutes of the video starting if he believes that 'breathing Hearthstone' makes you more clever.
did you seriously compare a ten mana card to a one mana?
But after this he goes on to claim that games reliably end by or on turn four. That is a clear exaggeration. If you do nothing but hero power for four turns, then yes the decks can kill you by turn four with a perfect opening. But that is not the norm in any experience I have had.
It really isn't, Pirate Warrior works exactly like that. You can start churning answers from turn1 onwards and still see your HP reach 0 by turn 5-6. In case you only have answers by turn 2-3 onwards you die on 4-5 instead.
"Can kill you by turn 4" isn't the same as "usually kills you by turn 4." Kripp is claiming the latter: that a common, repeated experience on ladder is to run up against a Warrior/Shaman deck and die on turn 4. I've had games where it's basically over by turn 4, but usually when I die to aggro it's usually closer to turn 7 unless I really drew no answers. When that happens it happens, and while I wish it weren't that way I don't think any more than a small faction of my games is over that rapidly.
To set the record straight, I really don't like aggro much either and am not far behind Kripp in my level of distaste for it. I'm not arguing this because I like aggro or really fast metas. I'm arguing it because I feel that people blow things out of proportion badly and then get caught up in their own misinformation.
For instance, this meta has the largest number of viable decks the game has ever seen. Ever. Reno Mage, Reno Warlock, Reno Priest, Dragon Priest, Aggro Shaman, Midrange Shaman, Control Shaman, Pirate Warrior, Miracle Rogue, and Jade Druid are all decks you can play with some amount of success (although Jade Druid suffers against aggro, it's still a good deck all around). There are also oddballs that are also just shy of being mainstream, such as Zoo Druid and Anyfin Paladin. Compare this to any other time in Hearthstone's history and you will see that this list is significantly longer, even if you debate/remove the under-performers.
Secondly, much of the gameplay to be had is interesting. Vicious Syndicate commented on this recently, but Aggro Shaman actually has a reasonably high skill cap despite being an aggro deck. Even as somebody who only ever plays against it, there have clearly been games when I could recognize whether I was up against a competent or inexperienced player. And Reno decks, especially Reno mage, are multi-faceted with a subtle interplay of health as a resource, tempo, and value. If you like playing meta decks, and refining your play with them, this expansion is great for that.
So when people say, "this meta is stale" I have to ask myself what that means. First, as Blizzard commented on, certain packages or classes are over-represented. Shaman is stupidly good at everything it does, and so everybody plays it. Second, the most successful decks rely on the same types of cards: Pirates or Reno/Kazakus. This gives the feeling of playing the same deck over and over, even when you may not be. This is why I don't follow my first emotional impulse when analyzing things, because it is usually misleading. I think there is room for improvement, as does Blizzard, but of late people have focused on nothing but the negative in MSoG and I find it a bit exhausting.
On
Doing something more often is pretty much all that's needed. It's either lazy or incompetent to release an expansion on December 1, then schedule the next planned patch for the end of February. Even if they somehow nailed it, and no card changes were needed, you at least plan on having some minor bug fixes or enhancements instead of letting the game go idle for those playing it for three months. And the whole "wait and see" approach is also completely ineffective: there are more games of Hearthstone played in an hour than traditional CCGs used to have in a month, and it's not deep or complex enough to remain interesting by releasing new content three times a year and making a few card changes once or twice, particularly when they largely blow one or two of those releases.
CCGing since '98.
Kripp says there is no room for innovation, but didn't Toast just pretty much force everyone to play Confuse Priest?
Honestly, at this point Kripp really does need to go into game design for himself, because to Blizzard he's just some idiot with a mic and a twitch chat thinking he knows about game design. Now, don't get me wrong, we all have our own opinions, but there's an old adage in game design: "Players are amazing at figuring out what's wrong, but never any good at figuring out how to fix it"
Was just talking this over with someone as we were looking over the old Archon Team League Championship which people thought was so much fun to watch. We had Patron Warrior. Control Warrior. Handlock. Zoo. Midrange Hunter. Freeze Mage. Combo Druid (ugh). Some symblance of Miracle Rogue. Midrange Paladin... and all these archetypes did what they do and fit what they do better. That's what made that whole tournament so interesting and how many of us miss that meta.
Biggest issue with this meta is that even though you COULD list 8-9 competitive decks, it's either Pirate Something which just wants to hit face over and over, Reno Something that's often an inconsistent mess with some powerful effects, and Jade Druid/Dragon Priest and some Midrange Shaman lists that just play Curvestone and clear the board, with a Rogue here and there that's playing Miracle that we've seen for the last four years.
I hope we remember these days as the dark days of Hearthstone and can go into the future and remember this and don't take what we have for granted then... And hope Blizzard really thinks harder about the nerfs than they have in the past.
did you seriously just compare a ten mana card to a one mana card?Balance Pathes every 2-3 weeks?
I think balancing the card once should be enough
*plays Seinfeld theme*
I tried having fun once. It was awful.
286 044 has seen it now. I think Kripp has some impace nomatter what haters write.
Im not a hater I just dont want to see my precious cards get nerfed all the time D: