Not that it's hard to play against. Because of that the majority play quick decks. It's so boring facing quick deck, after quick deck, after quick deck, after quick deck.
I'm so tired of playing against decks that either win or lose before turn 10. HS has always been like this, which is natural since gaining ranks is quicker that way.
What can Blizzard do to encourage slower decks? I'm thinking stuff like increased rewards. I have some ideas; If a game goes on longer than 10 turns, a win automatically puts you on a bonus streak, you get bonus gold (like 500%), and accelerated quest progress.
Do you have any other ideas to encourage people to play other decks than aggro and tempo?
Aggro-control-combo is a balanced triangle. You can’t simply remove one of them. It would completely disrupt the natural flow of the things. The principle exists in all type of strategy games for over 30 years. Unless you want to kill hearthstone, don’t change something that works.
If you want to remove aggro, add to every card ‘when you play this card, deal damage to each minion equal to this cards cost’. There, aggro just died. Oh, fun fun fun.
Traditionally, control decks are much more expensive, and aggro decks are cheaper yet competitive options for F2P and and close to F2P players.
So, in your scheme, the rich get richer?
I agree with one of the posts above mine that there always has to be a balance, and depending on the meta, it's going to feel out of balance slightly one way or the other.
I don't think there is an aggro problem and I don't want average game length to increase to 40+ minutes. If I wanted to spend that much time on a single match I would go and play Dota 2.
Aggro is healthy for the meta and stops control decks from becoming obscenely greedy. Nothing will match Undertaker Hunter and Pre-nerfs Pirate Warrior. Any Aggro decks after those pale in comparison.
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I think the best way to address the natural 'regression' to too many aggro decks is to overhaul how the ladder works. It's just human nature that if you want to grind your way through the ladder, economically speaking the meta will trend towards fast decks w/ a positive winning percentage. I have absolutely no idea what the right answer is - to me it would be to open a proper tournament mode as a new option for players looking for competition and to then segregate the existing ladder in a different way. Who knows though... But as long as the ladder takes a few hundred wins, the incentive will always trend towards faster decks.
I'm so tired of playing against decks that either win or lose before turn 10. HS has always been like this, which is natural since gaining ranks is quicker that way
Aggro paladin is the only real aggro deck atm, they usually curve out on turn 5. Slow, fat priest and warlock decks dominate. The powerplays of the "aggro" decks you complain about is usually Bonemare.
Hearthstone is simply designed that way, a general length around 10 turns is perfectly fine by me! Two heavy, greedy control decks heropowering every turn is not inspiring gameplay either imo.
it remains more viable to ladder up to a point with aggro or tempo based decks, then switch to control later. I play both, and it takes forever to get anywhere when games take like 30 and 40 mins to finish as it's a drawn out war of attrition.
also you have the dilemma of the game needing to stay viable for people with less in general. having decks that can be built relatively cheap and still do well is key to the business model, considering how the cards work in the game.
to do cool and exciting things, you mostly need more expensive cards.
I seriously do not think aggro is a problem. Just counter whatever you face the most, and know you can't counter everything 100% of the time. Even if you hard a counter a deck, RNG can still defeat you.
Aggro is ubiquitous because the archetype is designed to be both the most cost efficient for new players and the most time efficient to climb ladder, and thank god it is because playing control mirrors all day would mean the game was completely unbearable as a mobile experience. You have no idea how bad this game would be without aggro to take into consideration, be careful what you wish for.
There is only one truly aggro deck in ladder right now, paladin.
All other are tempo decks and is good because without them we only see warlock vs priest matchs.
there is even at least 1 tempo version of that aggroadin deck as well. in fact there are more as i've been playing a keleseth version and a one that cheats out taunts with call to arms that are pretty good.
Never actually played the full blown aggro version, although tbh it does look good if you wanted to blast through ranks.
Aggro exists because big priest, razakus or exodia exist. Which one do you play?
lol no it doesn't. If these decks didn't exist, do you really think aggro would go away?
Aggro exists because it's easy, cheap, fast games, and gets wins.
Aggro now has cards that negate one of traditional downsides, which is losing card advantage. Normally when you play out a bunch of cheap minions, you give up having cards in hand in the mid game for hopefully a board your opponent can't deal with. Well, in addition to Divine Favor, Paladin can now put three minions on board with just a single card. No penalty in card disadvantage anymore.
What Control then needs is something on equal ground. Something that summons a minion every time you draw a card.
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Aggro exists because big priest, razakus or exodia exist. Which one do you play?
lol no it doesn't. If these decks didn't exist, do you really think aggro would go away?
Aggro exists because it's easy, cheap, fast games, and gets wins.
Aggro now has cards that negate one of traditional downsides, which is losing card advantage. Normally when you play out a bunch of cheap minions, you give up having cards in hand in the mid game for hopefully a board your opponent can't deal with. Well, in addition to Divine Favor, Paladin can now put three minions on board with just a single card. No penalty in card disadvantage anymore.
What Control then needs is something on equal ground. Something that summons a minion every time you draw a card.
In all fairness control has been out pacing aggro for awhile now, control keeps gaining more removal, healing and taunts while aggro only gains power creep on new minions while getting old minions nerfed - I mean Call to Arms only seems OP until you realize Warlock has Hellfire AND Defile now. In the aggro vs control arms race, control always come out on top until in the end until the next set rotation.
Not that it's hard to play against. Because of that the majority play quick decks. It's so boring facing quick deck, after quick deck, after quick deck, after quick deck.
I'm so tired of playing against decks that either win or lose before turn 10. HS has always been like this, which is natural since gaining ranks is quicker that way.
What can Blizzard do to encourage slower decks? I'm thinking stuff like increased rewards.
I have some ideas; If a game goes on longer than 10 turns, a win automatically puts you on a bonus streak, you get bonus gold (like 500%), and accelerated quest progress.
Do you have any other ideas to encourage people to play other decks than aggro and tempo?
Aggro-control-combo is a balanced triangle. You can’t simply remove one of them. It would completely disrupt the natural flow of the things. The principle exists in all type of strategy games for over 30 years. Unless you want to kill hearthstone, don’t change something that works.
If you want to remove aggro, add to every card ‘when you play this card, deal damage to each minion equal to this cards cost’. There, aggro just died. Oh, fun fun fun.
Aggro is boring but control vs control isn't boring? Lol
Aggro exists because big priest, razakus or exodia exist. Which one do you play?
Traditionally, control decks are much more expensive, and aggro decks are cheaper yet competitive options for F2P and and close to F2P players.
So, in your scheme, the rich get richer?
I agree with one of the posts above mine that there always has to be a balance, and depending on the meta, it's going to feel out of balance slightly one way or the other.
There is only one truly aggro deck in ladder right now, paladin.
All other are tempo decks and is good because without them we only see warlock vs priest matchs.
Here is your fix: Aggro is not a problem.
It is a part of the game, and you do have means to deal with it, at least since Ungoro.
I don't think there is an aggro problem and I don't want average game length to increase to 40+ minutes. If I wanted to spend that much time on a single match I would go and play Dota 2.
Aggro is healthy for the meta and stops control decks from becoming obscenely greedy. Nothing will match Undertaker Hunter and Pre-nerfs Pirate Warrior. Any Aggro decks after those pale in comparison.
I think the best way to address the natural 'regression' to too many aggro decks is to overhaul how the ladder works. It's just human nature that if you want to grind your way through the ladder, economically speaking the meta will trend towards fast decks w/ a positive winning percentage. I have absolutely no idea what the right answer is - to me it would be to open a proper tournament mode as a new option for players looking for competition and to then segregate the existing ladder in a different way. Who knows though... But as long as the ladder takes a few hundred wins, the incentive will always trend towards faster decks.
This xpac is the worst in terms of balancing. I mean, the worst of all , but then again .. aggro's will be "aggro" ..
Aggro paladin is the only real aggro deck atm, they usually curve out on turn 5. Slow, fat priest and warlock decks dominate. The powerplays of the "aggro" decks you complain about is usually Bonemare.
Hearthstone is simply designed that way, a general length around 10 turns is perfectly fine by me! Two heavy, greedy control decks heropowering every turn is not inspiring gameplay either imo.
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it remains more viable to ladder up to a point with aggro or tempo based decks, then switch to control later. I play both, and it takes forever to get anywhere when games take like 30 and 40 mins to finish as it's a drawn out war of attrition.
also you have the dilemma of the game needing to stay viable for people with less in general. having decks that can be built relatively cheap and still do well is key to the business model, considering how the cards work in the game.
to do cool and exciting things, you mostly need more expensive cards.
I seriously do not think aggro is a problem. Just counter whatever you face the most, and know you can't counter everything 100% of the time. Even if you hard a counter a deck, RNG can still defeat you.
Aggro is ubiquitous because the archetype is designed to be both the most cost efficient for new players and the most time efficient to climb ladder, and thank god it is because playing control mirrors all day would mean the game was completely unbearable as a mobile experience. You have no idea how bad this game would be without aggro to take into consideration, be careful what you wish for.
Never actually played the full blown aggro version, although tbh it does look good if you wanted to blast through ranks.
Aggro exists because it's easy, cheap, fast games, and gets wins.
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Uninstall the game. Solved the problem for me a number of times.
I don't think i would want a Hearthstone universe where every game goes to turn 20 and takes 30 minutes...
Sorry, no problem to fix. Agro keeps control honest. If you get rid of aggro, it will just be greedy deck A against greedy deck B.
Edit: read the first post again - they don't want midrange either lol. Just uninstall the game and play something else (and not another CCG)
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As long as blizzard will help these nobrain players, there is nothing to do ! :(