You are mistaken... What people puts as easy and self-piloting decks are face decks, the ones you can put a bot to farm all day long.
Aggro in itself is actually easier to play than control, given, but it requires the feeling of when is the right time to trade and when you should go face.
Pirate Warrior, Face Shaman, Face Hunter... Those decks require very little of this feeling, since 95% of the time it is correct to ignore your opponent's board as you want to burst'em down no matter what. Those decks generates races, where no one is having fun (I, at least, hate that feeling of "despair" when trying to survive or to finish the other guy), and that's that.
I don't think I ever heard about bots playing Zoo, for instance, and you most likely have never heard people complaining about this deck or the ones playing it.
The average face deck is actually WAY harder to play well than the average low curve midrange deck(ie zoo, midrange hunter, murloc pally, etc), mostly because when you do make a mistake as a face deck, you get punished way harder.
Sadly, right now there really aren't any hard decks to play in the game, on ANY archetype. People just like to pretend whatever they play is hard because it feeds their e-penis to do so.
aggro/tempo/midrange decks limit plays and play time, by ending the game fast which in turn mean less skill because there are less decisions in less turns. but also AGGRO decks do take skill, and meta game knowledge as you can get shut out by 1 oversight. midrange/tempo decks on the other hand you just curve out and BrokeBack
Can we agree that fewer decisions = easier (strictly in the context of competitive Hearthstone, I'm not saying solving a single problem of third level calculus is easier than adding 1+1 fifty times....)?
Can we agree that the first stage of a dungeon run is easier than any later stage?
This is at least a point of quantifiable data.
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Life before death. Strength before weakness. Journey before destination.
A control player is playing against what they see. Their enemy is their draws and their ally is time.
An aggro player is playing around what they don't see. They don't have the luxury of time, and their window is ever closing.
Experience benefits both, but I'd argue that the hard decisions an aggro player faces, although rarer, are far more difficult than the hard decisions control decks face. They get one chance, and if they choose wrong the window closes and they lose.
That being said, I do believe Aggro to be important to the meta as much as control and combo. Without any of those, there would be only one dominant playstyle and that would be that.
The average face deck is actually WAY harder to play well than the average low curve midrange deck(ie zoo, midrange hunter, murloc pally, etc), mostly because when you do make a mistake as a face deck, you get punished way harder.
Sadly, right now there really aren't any hard decks to play in the game, on ANY archetype. People just like to pretend whatever they play is hard because it feeds their e-penis to do so.
Getting punished harder doesn't make it harder to play... Most of the times you lose with those decks, it's not for a mistake you made, but for poor draw on your behalf or the exact card drawn your opponent needs at the right time. Those decks are explosive and run out of steam fast, so if you get out-tempoed/constantly missing face damage, you lose, and there's that. You wont have to make important decisions most of the time. There are no hard counters to face decks other than faster face decks or good draws.
You are mistaken... What people puts as easy and self-piloting decks are face decks, the ones you can put a bot to farm all day long.
Aggro in itself is actually easier to play than control, given, but it requires the feeling of when is the right time to trade and when you should go face.
Pirate Warrior, Face Shaman, Face Hunter... Those decks require very little of this feeling, since 95% of the time it is correct to ignore your opponent's board as you want to burst'em down no matter what. Those decks generates races, where no one is having fun (I, at least, hate that feeling of "despair" when trying to survive or to finish the other guy), and that's that.
I don't think I ever heard about bots playing Zoo, for instance, and you most likely have never heard people complaining about this deck or the ones playing it.
The average face deck is actually WAY harder to play well than the average low curve midrange deck(ie zoo, midrange hunter, murloc pally, etc), mostly because when you do make a mistake as a face deck, you get punished way harder.
Sadly, right now there really aren't any hard decks to play in the game, on ANY archetype. People just like to pretend whatever they play is hard because it feeds their e-penis to do so.
Hmm, I'm going to have to disagree with you on there being a lack of difficult decks in the game. Razakus Priest is not an easy deck at all to play. It might have a really simple win condition (Raza 5, Anduin 8, Velen + Mind Blast 9) but getting to that point isn't cut and dry. Being a singleton deck means it really needs to manage its removal against aggressive decks, especially with the addition of Corridor Creeper, and against certain late game decks (namely Big/Jade Druid) dealing with armor isn't too much better.
As for the actual topic of the thread, it's just viewed as scummy or whatever because it's typically the bane of any unrefined or meme deck that people try to play, not because of their actual power level, unless you want to talk about decks that are currently no longer in standard (cough Huntertaker cough)
You are mistaken... What people puts as easy and self-piloting decks are face decks, the ones you can put a bot to farm all day long.
Aggro in itself is actually easier to play than control, given, but it requires the feeling of when is the right time to trade and when you should go face.
Pirate Warrior, Face Shaman, Face Hunter... Those decks require very little of this feeling, since 95% of the time it is correct to ignore your opponent's board as you want to burst'em down no matter what. Those decks generates races, where no one is having fun (I, at least, hate that feeling of "despair" when trying to survive or to finish the other guy), and that's that.
I don't think I ever heard about bots playing Zoo, for instance, and you most likely have never heard people complaining about this deck or the ones playing it.
The average face deck is actually WAY harder to play well than the average low curve midrange deck(ie zoo, midrange hunter, murloc pally, etc), mostly because when you do make a mistake as a face deck, you get punished way harder.
Sadly, right now there really aren't any hard decks to play in the game, on ANY archetype. People just like to pretend whatever they play is hard because it feeds their e-penis to do so.
Hmm, I'm going to have to disagree with you on there being a lack of difficult decks in the game. Razakus Priest is not an easy deck at all to play. It might have a really simple win condition (Raza 5, Anduin 8, Velen + Mind Blast 9) but getting to that point isn't cut and dry. Being a singleton deck means it really needs to manage its removal against aggressive decks, especially with the addition of Corridor Creeper, and against certain late game decks (namely Big/Jade Druid) dealing with armor isn't too much better.
As for the actual topic of the thread, it's just viewed as scummy or whatever because it's typically the bane of any unrefined or meme deck that people try to play, not because of their actual power level, unless you want to talk about decks that are currently no longer in standard (cough Huntertaker cough)
Razakkus and Cubelock(and Quest mage, if you count that as an actual viable deck) are the hardest decks by comparison, but they aren't really hard compared to the likes of oldschool Freeze Mage, Patron Warrior, Miracle/Oil Rogue and the like. Either deck would be considered about average complexity in the meta we had 2+ years ago
Because the games are fast and you can steamroll lower power level control decks and counters while still being shit. Aggro decks take skill to master but on ladder grind they take the fun out of it and are easy climb without thinking, because you'll eventually progress with a tier 1 aggro deck but maybe not with a control deck if you waste answers. So, lower entry level skill
"I have seen worlds bathed in the Makers' flames, their denizens fading without as much as a whimper. Entire planetary systems born and razed in the time that it takes your mortal hearts to beat once. Yet all throughout, my own heart devoid of emotion... of empathy. I. Have. Felt. Nothing. A million-million lives wasted. Had they all held within them your tenacity? Had they all loved life as you do?"
"I have seen worlds bathed in the Makers' flames, their denizens fading without as much as a whimper. Entire planetary systems born and razed in the time that it takes your mortal hearts to beat once. Yet all throughout, my own heart devoid of emotion... of empathy. I. Have. Felt. Nothing. A million-million lives wasted. Had they all held within them your tenacity? Had they all loved life as you do?"
I think the people you are talking about are more stubborn then superior. And if they truly were as smart as they think they are they would spend less time whining about it as then they would understand the whining could be spend better doing pretty much anything else.
Ah, so cute that you decided to come whine about something you clearly didn't understand....
A control player is playing against what they see. Their enemy is their draws and their ally is time.
An aggro player is playing around what they don't see. They don't have the luxury of time, and their window is ever closing.
Experience benefits both, but I'd argue that the hard decisions an aggro player faces, although rarer, are far more difficult than the hard decisions control decks face. They get one chance, and if they choose wrong the window closes and they lose.
As someone who doesn't really play aggro, can you please describe an example or two of the hard decisions (which are "far more difficult than the hard decisions control decks face") that an aggro deck has to make?
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Life before death. Strength before weakness. Journey before destination.
I will say overall Blizzard has really dumbed down the game. As others have said, decks like Patron Warrior, Handlock and old school Freeze Mage took SERIOUS skill to maximize (the difference, of course, being that Patron had a floor of still being very good while Freeze and Handlock had a floor of being useless.) Or decks like Echo Mage and even the various Golden Monkey decks.
Plus, those decks could hard punish agro decks by outplaying them.
These days, there just aren't really decks that hard punish agro nor decks that highly reward skilled play.
95% of my games I feel like I would have won or lost just based on my deck and draw vs. opponent's deck and draw.
A control player is playing against what they see. Their enemy is their draws and their ally is time.
An aggro player is playing around what they don't see. They don't have the luxury of time, and their window is ever closing.
Experience benefits both, but I'd argue that the hard decisions an aggro player faces, although rarer, are far more difficult than the hard decisions control decks face. They get one chance, and if they choose wrong the window closes and they lose.
As someone who doesn't really play aggro, can you please describe an example or two of the hard decisions (which are "far more difficult than the hard decisions control decks face") that an aggro deck has to make?
Let's say it's turn 4 and your opponent is playing a paladin control deck, whilst you are playing zoo. You have the option of either playing out a flame imp alongside the rest of your board, which only has minions with 2 hp or less and lose the game to consecration on the spot, or hold it back.
Now obviously most people will say "just keep the flame imp back", but depending on many factors such as how bad/good your hand is, how much healing your opponent has in his deck and how much late game gas you can expect to draw for the rest of the game(for example, are you running things like bloodreaver gul'dan and/or bonemare or you playing a more all in aggressive list?) you may realize just never win the game regardless if your opponent has consecrate. In that world, keeping back your imp will actually decrease your chance to win by a lot. This might seem trivial but very, VERY few people actually contemplate each of these situations correctly in game.
Now obviously, this is actually a very hypothetical scenario, as zoo currently is more than capable of playing games up to turn 10 most of the time, and control paladin isn't really common on ladder right now. But these sort of decisions are actually quite commonplace for people who actually try to play aggro the right way and consistently get 65%+ win rates with their deck, as opposed to auto piloting the decks while watching stuff on Youtube and getting like 51%, which, admittedly, tends to be easier to do with aggro which is the primary reason why most players dismiss the complete archetype as "brainless".
Control players don't realize how important pushing face is as a more aggressive style deck, I've often won to like 2 or 3 damage windows that I wouldn't have had next turn. Not to mention, you have to think about all the removal they could have and weigh the pros and cons. Honestly, I find aggro harder to play personally. I do more thinking when I do, because I play heavy duty control decks like wild shaman and handlock, that run a lot of removal
"I have seen worlds bathed in the Makers' flames, their denizens fading without as much as a whimper. Entire planetary systems born and razed in the time that it takes your mortal hearts to beat once. Yet all throughout, my own heart devoid of emotion... of empathy. I. Have. Felt. Nothing. A million-million lives wasted. Had they all held within them your tenacity? Had they all loved life as you do?"
Tho control warrior fucks me up, still, it's like seriously hard to figure out (Look at Trump's early videos of dead man's hand, control warriors, and despair!)
"I have seen worlds bathed in the Makers' flames, their denizens fading without as much as a whimper. Entire planetary systems born and razed in the time that it takes your mortal hearts to beat once. Yet all throughout, my own heart devoid of emotion... of empathy. I. Have. Felt. Nothing. A million-million lives wasted. Had they all held within them your tenacity? Had they all loved life as you do?"
I remember losing on turn 4 to pirate warrior back when it was at its peak before Small time buccaneer got nerfed. Getting smorced down by turn 4 IS NOT FUN! It's just not a fun experience to feel like you did not even get a chance to play the game.
I don't mind aggro except when its braindead aggro which is basically just go face and not trading unless the opponent plays a taunt and try to kill your opponent by turn 5. And at Pirate warrior's peak, the deck was so strong some players actually played like that.
Anyone who says aggro requires no skill is someone with a very narrow range of experience.
I guess it's easy to mistake "a different set of skills" for "lack of skill" when you don't even know what you're looking for. I suppose a control-only player, who thinks he understands everything about the game but really only understands how to play control well, might look at a skilled aggro player and have no idea decisions are being made at all. In reality, it's just a completely different set of decisions.
It's kind of like the new player who always chalks up his losses to bad luck. In fact, he had many opportunities to win those games, but he just didn't understand the game well enough to see his own mistakes.
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"Why, you never expected justice from a company, did you? They have neither a soul to lose nor a body to kick." -- Lady Saba Holland
Anyone who says aggro requires no skill is someone with a very narrow range of experience.
I guess it's easy to mistake "a different set of skills" for "lack of skill" when you don't even know what you're looking for. I suppose a control-only player, who thinks he understands everything about the game but really only understands how to play control well, might look at a skilled aggro player and have no idea decisions are being made at all. In reality, it's just a completely different set of decisions.
It's kind of like the new player who always chalks up his losses to bad luck. In fact, he had many opportunities to win those games, but he just didn't understand the game well enough to see his own mistakes.
LOL.
Okay, bro. You're awesome at Smorcing, a true genius.
Or, reality here, Aggro and Tempo in general is statistically and factually easier to play. You optimize playing on curve and dealing face damage to win. Period. Now, many Control decks aren't much harder, sure, but Aggro decks are by their nature easy to play.
Want proof? Name a tier 1 or 2 Aggro deck. I'll play it with Hearth Tracker, simply going face and playing on curve, and post results of 30 games.
Anyone who says mid-range and aggro aren't as easy as control is just lying to themselves. Any time I do quests with classes like warrior or hunter that I don't particularly like to play I just sit there tapping my desk waiting for my opponent to move because I already know what I'm gonna do and very few plays change that decision. Even secret mage can be a little braindead at times depending on your draws. On the flip side when I play any of the controlish type decks I like I'm much more engaged with the game. This isn't to say people play aggro because they're dumb, it's probably a lack of patience mixed with a need to just win a lot in a short period of time. On the flip side playing control doesn't mean you're smarter. None of this changes the fact that aggro and mid-range type decks are incredibly linear by nature and therefore easier to play.
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aggro/tempo/midrange decks limit plays and play time, by ending the game fast which in turn mean less skill because there are less decisions in less turns. but also AGGRO decks do take skill, and meta game knowledge as you can get shut out by 1 oversight. midrange/tempo decks on the other hand you just curve out and BrokeBack
Can we agree that fewer decisions = easier (strictly in the context of competitive Hearthstone, I'm not saying solving a single problem of third level calculus is easier than adding 1+1 fifty times....)?
Can we agree that the first stage of a dungeon run is easier than any later stage?
This is at least a point of quantifiable data.
Kaladin's RoS Set Review
Join me at Out of Cards!
A control player is playing against what they see. Their enemy is their draws and their ally is time.
An aggro player is playing around what they don't see. They don't have the luxury of time, and their window is ever closing.
Experience benefits both, but I'd argue that the hard decisions an aggro player faces, although rarer, are far more difficult than the hard decisions control decks face. They get one chance, and if they choose wrong the window closes and they lose.
Because the games are fast and you can steamroll lower power level control decks and counters while still being shit.
Aggro decks take skill to master but on ladder grind they take the fun out of it and are easy climb without thinking, because you'll eventually progress with a tier 1 aggro deck but maybe not with a control deck if you waste answers.
So, lower entry level skill
Despite me being a midrange fan, midrange and tempo are probably the easiest to play because you go 1 2 3 4 or just shit out your hand
Kaladin's RoS Set Review
Join me at Out of Cards!
I will say overall Blizzard has really dumbed down the game. As others have said, decks like Patron Warrior, Handlock and old school Freeze Mage took SERIOUS skill to maximize (the difference, of course, being that Patron had a floor of still being very good while Freeze and Handlock had a floor of being useless.) Or decks like Echo Mage and even the various Golden Monkey decks.
Plus, those decks could hard punish agro decks by outplaying them.
These days, there just aren't really decks that hard punish agro nor decks that highly reward skilled play.
95% of my games I feel like I would have won or lost just based on my deck and draw vs. opponent's deck and draw.
Control players don't realize how important pushing face is as a more aggressive style deck, I've often won to like 2 or 3 damage windows that I wouldn't have had next turn. Not to mention, you have to think about all the removal they could have and weigh the pros and cons.
Honestly, I find aggro harder to play personally. I do more thinking when I do, because I play heavy duty control decks like wild shaman and handlock, that run a lot of removal
Tho control warrior fucks me up, still, it's like seriously hard to figure out (Look at Trump's early videos of dead man's hand, control warriors, and despair!)
I remember losing on turn 4 to pirate warrior back when it was at its peak before Small time buccaneer got nerfed. Getting smorced down by turn 4 IS NOT FUN! It's just not a fun experience to feel like you did not even get a chance to play the game.
I don't mind aggro except when its braindead aggro which is basically just go face and not trading unless the opponent plays a taunt and try to kill your opponent by turn 5. And at Pirate warrior's peak, the deck was so strong some players actually played like that.
Anyone who says aggro requires no skill is someone with a very narrow range of experience.
I guess it's easy to mistake "a different set of skills" for "lack of skill" when you don't even know what you're looking for. I suppose a control-only player, who thinks he understands everything about the game but really only understands how to play control well, might look at a skilled aggro player and have no idea decisions are being made at all. In reality, it's just a completely different set of decisions.
It's kind of like the new player who always chalks up his losses to bad luck. In fact, he had many opportunities to win those games, but he just didn't understand the game well enough to see his own mistakes.
"Why, you never expected justice from a company, did you? They have neither a soul to lose nor a body to kick." -- Lady Saba Holland
Anyone who says mid-range and aggro aren't as easy as control is just lying to themselves. Any time I do quests with classes like warrior or hunter that I don't particularly like to play I just sit there tapping my desk waiting for my opponent to move because I already know what I'm gonna do and very few plays change that decision. Even secret mage can be a little braindead at times depending on your draws. On the flip side when I play any of the controlish type decks I like I'm much more engaged with the game. This isn't to say people play aggro because they're dumb, it's probably a lack of patience mixed with a need to just win a lot in a short period of time. On the flip side playing control doesn't mean you're smarter. None of this changes the fact that aggro and mid-range type decks are incredibly linear by nature and therefore easier to play.