Blizzard, please remove all game mechanics and make all minions 1/1. Losing hurts my feelings.
Don't overexaggarate, you got my point. There is nothing wrong with losing, what is oppressing though is losing to a card which didn't even start in the opponents deck. If Hearthstone developers had wanted the game to be taken seriously as an esports discipline, they wouldn't have introduced discover mechanics at all. But if it's already in the game, at least limit its significance in deciding games.
P.S. MxFagz, what kind of name is that? :-\
edit: Oh, sorry, it's Fragz. Misread.
I'm exaggerating in the context of this post. But really, is it exaggerating that much on a more general context?
As soon as one particular mechanic / minion / spell / DK gets to shine in a specific (or a few) archetypes, people start crying for nerfs.
You don't have to be so dense about it. The point isn't that the issues happen in wild/last year standard, those are just examples of how strong discover can be and how they limit the power level of cards you can have. There's a reason you can only have one copy of a legendary per deck, discovering one or two extra during a game can be very toxic to the game. Now imagine if next expansion blizzard goes again with "we want to make an overpowered card on purpose to push an archetype into the meta", say another strong mage secret or powerful taunt, and you had discover in lots of other cards, suddenly that card becomes a problem.
Don't you think there's a reason for them to drastically cut out the amount of discover cards? Mean Streets had 6, with Drakonid Operative and Kabal Courier being played in almost every deck that could run it, Journey to Un'Goro had 11 and very problematic ones like Stonehill Defender and Primordial Glyph. Knights of the Frozen throne only had 2, Stitched Tracker which is generally balanced, and Eternal Servitude which brought us the infamous Big Priest, Kobolds and Catacombs only gave us Runespear, which is mostly unplayable, and Witchwood only had two, Arcane Keysmith which is clearly the reason why Ice Block had to be rotated, and Blazing Invocation that also barely sees any play.
And please, not because a format isn't "competitive" it means it has to be an unbalanced shitfest. Even if you don't care about those, blizzard has come long ways trying to make them more competitive (lots of efforts around balancing arena and making the arena leaderboard, nerfs and balance changes for cards in wilds plus more support in general for wild), so pretending they don't exist in terms of balancing for blizzard is just a bad scapegoat argument.
Blizzard, please remove all game mechanics and make all minions 1/1. Losing hurts my feelings.
Don't overexaggarate, you got my point. There is nothing wrong with losing, what is oppressing though is losing to a card which didn't even start in the opponents deck. If Hearthstone developers had wanted the game to be taken seriously as an esports discipline, they wouldn't have introduced discover mechanics at all. But if it's already in the game, at least limit its significance in deciding games.
P.S. MxFagz, what kind of name is that? :-\
edit: Oh, sorry, it's Fragz. Misread.
I'm exaggerating in the context of this post. But really, is it exaggerating that much on a more general context?
As soon as one particular mechanic / minion / spell / DK gets to shine in a specific (or a few) archetypes, people start crying for nerfs.
Every. Single. Time.
Let's have a look at some Discover cards that were played eversince the keyword's inclusion.
Mage:
Ethereal Conjurer was deemed garbage at his introduction due to only having 3 health, but eventually people realize he's still very good because Mage spell are the most powerful ones in the game. I will also put Primordial Glyph here since it's played for same reason except it's even better. Arcane Keysmith was also played because mage secret is v.strong too.
Priest:
Museum Curator was created at the era where Priest is utter garbage, but he still sees some play because Priest doesn't have good 2 drop and Shifting Shade is okayish. Why do priest play Netherspite Historian instead? Because they have OP dragon cards such as Duskbreaker and Dr. OP
Free From Amber also sees play, getting 10 mana worth of stats for 8 is good, and it can reliably summon you the Taunt and Lifesteal you need to save yourself due to Obsidian Statue.
Warlock:
Dark Peddler has the honor of being played in EVERY warlock deck back then, Handlock, Zoolock, Renolock, you name it, he's in it. Chittering Tunneler was not played because Warlock spells in general are bad, but 1 mana Warlock cards are very good (Power Overwhelming, Soulfire, heck even the Imp)
The problem with discover is that it consistently breaks the game's natural restriction about being able to use more than 2 copies of a card. Granted, there are other cards that can do this as well, but many of those cards require at least a little more set-up. Additionally, discover is much much better for some classes than other ones and so the consistency of using more than 2 copies of a good card go way up.
It seems a little silly to have a restriction that you can only use 2 copies of something and then allow 2-3 classes the option of often being able to break that rule and win many games as a result of that cheese.
Rules are important in a game, and setting a precedent that the rules are consistently broken due to a mechanic doesn't bode well for the consistency of the game.
It's powerful and probably needs to be understatted accordingly. A bigger pool helps, as well. Cards like Kabal Courierand Grimestreet Informant haven't really been an issue, for instance. But then; Netherspite Historian was still a decent 2-mana body (justified by a fairly easy-to-trigger condition, I suppose). Stonehill Defender gets its discover on top of already being a Silverback Patriarch. Primordial Glyph has practically zero drawback (often the opposite, in fact, as it allows combos and big spells to be played earlier in the game). And of course, we need not talk about the horrors of Drakonid OP.
It's been hit or miss since they introduced it, but I think they're starting to understand how to implement it. Arcane Keysmith is probably the best designed discover card they've released yet, imo.
Something you didn’t write, but should be addressed is Discovering a copy of the card you’re playing, like Glyph into Glyph or Stonehill into Stonehill. That shouldn’t be able to happen imo.
I think the fairest "nerf" to discover is to tweak the preferential to class cards... Probably still have class cards slightly more, but not at the rate we are seeing it at the moment.
I like the idea of getting to choose one of the three quasi-random cards. As a mechanic it is very nice, and adds almost a "Tech" layer. However I do agree with most peoples idea that at the moment it (Stonehill seems to be the most usually target) can get some quite strong cards (tarim and tirion) a bit too frequently.
I like the fact that it can grab legendaries and it shouldn't restrict this aspect, but I think the issue here is it (Stonehill) is grabbing class cards too frequently. I am pretty sure it is common to get a choice between righteous protector, tarim and tirion for example.
Instead of this occuring, what if we had only slightly more chance of seeing tarim as say Lich King, this wouldn't be that op then...
Anyway that is my two cents about this, let me know if anyone agrees, or if this too drastic in one direction or the other.
Something you didn’t write, but should be addressed is Discovering a copy of the card you’re playing, like Glyph into Glyph or Stonehill into Stonehill. That shouldn’t be able to happen imo.
I wouldn't see why this should be a problem? honestly I don't think anyone really ever complains about this,
ehh discover isn't problematic, you wanna kno what's problematic tho?: charge and don't tell me that "there are no relevant charge minions rn" because as soon as a cool card that interacts with charge minions comes out it will be nerfed into the ground because "lol" charge.
Discover is a strong mechanic that I think it is fine for the most part. The problem right now is the small card pool. Of course, there is the issue with the Stonehill Defender--> Tairm but the issue is more so with Tairm.
Discover is the best mechanic in the game. It's probably the closest thing to a side-board we'll ever get.
Against Control? Discover a beefy/high-value minion or a hard removal. Against aggro? Discover a defensive minion or a board clear.
The mechanic is flexible, not blatantly over-powered, and is skill-testing. Of all the problematic mechanics to call for nerfs (charge, jades) discover is probably the 2nd lowest on the list, right above Inspire (which probably could have used a buff).
I think discover is a great mechanic and doesn't need a direct nerf. The cards that are broken with discover are the cards that are not understatted like they should be. Any discover card that had proper drawbacks has not been an issue.
Discover works like the tides, the ebb and flow based on the card pool will either make or break certain decks. Class preferential draws from the mechanic is not a problem just annoying for specific match-ups. The ability to re-discover the same card is also not an issue, if you think about it, it just stalls the player another turn from playing an actual win / upset card.
Getting upset and calling for the nerf bat because of RNG is way too common. This is a medium skill, RNG, the flavor of the month game. Discover has been around for quite a while now and this is the first really lengthy salt post about the mechanic that I have seen. This far out from its release I don't see a nerf coming any time soon.
I don't disagree, it is very annoying to lose the match due to epic RNG from discover. The same can be said from any mechanic that can give an RNG advantage, Cheating in minions with Spiteful Summoner, random death from Deck of Wonders, or the perfect minion kill from Deadly Shot. If you want to nerf one RNG mechanic, then ask to nerf them all (another over the top answer).
It was jokingly said earlier but has quite a bit of truth to Hearthstone: 'Nerf all minions to be 1/1 with no abilities' - this would be the only way people wouldn't be upset about mechanics in the game. It is an exaggeration that point out specifically that this game relies on mechanics, and if a player finds out how to empower the mechanic to a win condition, someone will eventually call for a nerf.
@The_Edal_Bernal: Besides using the arena change to discover, perhaps providing another option for change that would fit wild and standard would benefit this issue of yours. WIld and standard do have a large difference from arena as you well know, find and idea specific to those formats. You will come out as thoughtful rather then looking salty, which I presume was your intent. (my ideas would be to drop the pool to 2 cards or to limit the chance for legendary class cards to a 10% chance)
You don't have to be so dense about it. The point isn't that the issues happen in wild/last year standard, those are just examples of how strong discover can be and how they limit the power level of cards you can have. There's a reason you can only have one copy of a legendary per deck, discovering one or two extra during a game can be very toxic to the game. Now imagine if next expansion blizzard goes again with "we want to make an overpowered card on purpose to push an archetype into the meta", say another strong mage secret or powerful taunt, and you had discover in lots of other cards, suddenly that card becomes a problem.
Don't you think there's a reason for them to drastically cut out the amount of discover cards? Mean Streets had 6, with Drakonid Operative and Kabal Courier being played in almost every deck that could run it, Journey to Un'Goro had 11 and very problematic ones like Stonehill Defender and Primordial Glyph. Knights of the Frozen throne only had 2, Stitched Tracker which is generally balanced, and Eternal Servitude which brought us the infamous Big Priest, Kobolds and Catacombs only gave us Runespear, which is mostly unplayable, and Witchwood only had two, Arcane Keysmith which is clearly the reason why Ice Block had to be rotated, and Blazing Invocation that also barely sees any play.
And please, not because a format isn't "competitive" it means it has to be an unbalanced shitfest. Even if you don't care about those, blizzard has come long ways trying to make them more competitive (lots of efforts around balancing arena and making the arena leaderboard, nerfs and balance changes for cards in wilds plus more support in general for wild), so pretending they don't exist in terms of balancing for blizzard is just a bad scapegoat argument.
Obviously the point was that the discover mechanic is broken, and I stated as much, that it's not. The only reason why discover is even an issue to some, is because the randomness that people lose to. Right now standard has a much smaller card pool, and with Witchwood being underpowered, it's not hard for discover to grab something good. Spiteful Summoner for example, the pool is small for 10 mana, making it OP. Nerfing it didn't really do anything, and people have complained as such. Cost was never the problem. The general pool is. Yes obviously there's a reason to having only one of each legendary per deck. Obviously. But, at times, even when discovering a legendary, sometimes isn't even the best choice.
They drastically cut the amount of discover cards more than likely for other reasons, such as, thematically, they're trying other mechanics out to fit the themes. Such as Echo and rush(although we've had rush, in a sense). If discover is part of the next theme, then we just may see more of it. Stonehill Defender is an issue yet again apparently (in standard) due to the small card pool. Just like when Journey to Un'Goro was first released. It sure wasn't an issue afterwards now was it? Was anyone really complaining about Stonehill during Knights of the Frozen Throne or Kobolds and Catacombs? No. Primordial Glyph is an issue due to the discount it gives while already being a cheap mana cost. Arcane Keysmith was CLEARLYnot the reason why Ice Block had to be rotated. It's more like because Ice Block was rotated, they can make other cards such as keysmith. Please educate yourself on Freeze Mage even before Primordial Glyph was a thing. Blazing Invocation doesn't see play for two reasons, A.) It's not attached to a body and B.) Battlecry minions aren't that OP and generally you pull something you don't need and isn't specific enough (IE: elemental battecry minions, etc.)
More like because standard is a competitive format and holds things such as tournaments, that it withholds from being limited like other game modes it has. Balancing arena was an obvious thing for Blizzard to do. Due to the obvious low power levels of decks built, but when someone rngs a (for example, not literally) fledgling into the deck, it's harder to deal with. Leader boards were added because people wanted to see their progress, and that their money spent to even play arena, is going towards a goal of some sort. Balance changes for wild was obviously needed considering Naga Sea Witch was horribly OP and they ignored it for too long as it was. But, still, neither arena or wild are competitive formats that are held on a tournament plateau that involves winning money and such. There are problems with standard, don't get me wrong, but discover isn't one of them. No one is pretending anything. If we didn't have either arena or wild, standard would be the same.
I think the fairest "nerf" to discover is to tweak the preferential to class cards... Probably still have class cards slightly more, but not at the rate we are seeing it at the moment.
I like the idea of getting to choose one of the three quasi-random cards. As a mechanic it is very nice, and adds almost a "Tech" layer. However I do agree with most peoples idea that at the moment it (Stonehill seems to be the most usually target) can get some quite strong cards (tarim and tirion) a bit too frequently.
I like the fact that it can grab legendaries and it shouldn't restrict this aspect, but I think the issue here is it (Stonehill) is grabbing class cards too frequently. I am pretty sure it is common to get a choice between righteous protector, tarim and tirion for example.
Instead of this occuring, what if we had only slightly more chance of seeing tarim as say Lich King, this wouldn't be that op then...
Anyway that is my two cents about this, let me know if anyone agrees, or if this too drastic in one direction or the other.
I agree to an extent. Class card pull should be more normalized to have an even percentage of what it pulls from other classes as well as neutral cards. We're yet again at a time where Stonehill Defender's taunt pool is small, and grabbing multiple Tarims is possible, just like when Un'Goro first launched.
Adding standard and wild made standard discover a lot better. But there is a difference between discover from a small pool of decent to good cards. (Taunt) and discover from your opponents class ( thief rogue) and discover from your opponents deck ( priest bs). I play thief rogue a lot because it’s fun until you have a life steal weapon equipped and and get offered 3 garbage weapons as a choice. Yay makes Tess really fun to play. Plus the the Tess card text say “replay every card from another class you have played this game” should that not mean battlecries happen as well. Sorry just venting. So close to deleting this game for good lol
Rollback Post to RevisionRollBack
such salt much BM.
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I'm exaggerating in the context of this post. But really, is it exaggerating that much on a more general context?
As soon as one particular mechanic / minion / spell / DK gets to shine in a specific (or a few) archetypes, people start crying for nerfs.
Every. Single. Time.
You don't have to be so dense about it. The point isn't that the issues happen in wild/last year standard, those are just examples of how strong discover can be and how they limit the power level of cards you can have. There's a reason you can only have one copy of a legendary per deck, discovering one or two extra during a game can be very toxic to the game. Now imagine if next expansion blizzard goes again with "we want to make an overpowered card on purpose to push an archetype into the meta", say another strong mage secret or powerful taunt, and you had discover in lots of other cards, suddenly that card becomes a problem.
Don't you think there's a reason for them to drastically cut out the amount of discover cards? Mean Streets had 6, with Drakonid Operative and Kabal Courier being played in almost every deck that could run it, Journey to Un'Goro had 11 and very problematic ones like Stonehill Defender and Primordial Glyph. Knights of the Frozen throne only had 2, Stitched Tracker which is generally balanced, and Eternal Servitude which brought us the infamous Big Priest, Kobolds and Catacombs only gave us Runespear, which is mostly unplayable, and Witchwood only had two, Arcane Keysmith which is clearly the reason why Ice Block had to be rotated, and Blazing Invocation that also barely sees any play.
And please, not because a format isn't "competitive" it means it has to be an unbalanced shitfest. Even if you don't care about those, blizzard has come long ways trying to make them more competitive (lots of efforts around balancing arena and making the arena leaderboard, nerfs and balance changes for cards in wilds plus more support in general for wild), so pretending they don't exist in terms of balancing for blizzard is just a bad scapegoat argument.
Let's have a look at some Discover cards that were played eversince the keyword's inclusion.
Mage:
Ethereal Conjurer was deemed garbage at his introduction due to only having 3 health, but eventually people realize he's still very good because Mage spell are the most powerful ones in the game. I will also put Primordial Glyph here since it's played for same reason except it's even better. Arcane Keysmith was also played because mage secret is v.strong too.
Priest:
Museum Curator was created at the era where Priest is utter garbage, but he still sees some play because Priest doesn't have good 2 drop and Shifting Shade is okayish. Why do priest play Netherspite Historian instead? Because they have OP dragon cards such as Duskbreaker and Dr. OP
Free From Amber also sees play, getting 10 mana worth of stats for 8 is good, and it can reliably summon you the Taunt and Lifesteal you need to save yourself due to Obsidian Statue.
Warlock:
Dark Peddler has the honor of being played in EVERY warlock deck back then, Handlock, Zoolock, Renolock, you name it, he's in it. Chittering Tunneler was not played because Warlock spells in general are bad, but 1 mana Warlock cards are very good (Power Overwhelming, Soulfire, heck even the Imp)
Warrior:
I Know a Guy was not played because Warrior's taunt minion is subpar, Explore Un'Goro is a meme card.
Druid:
Raven Idol was played a lot, especially in Yogg Druid due to its flexibility and counting as two spells.
More and more...will continue after I finish my work.
Hmmm I wonder what deck you are playing when your favourite class is paladin
But yes, I agree, discover is slightly too op. Besides, discover was already a thing before a lot of those cards.
Skidaddle skidoodle your Milhouse manastorm is now a noodle
Should be nerf to : Discover a card. Your opponent get 1 of the other option ( at random)
The problem with discover is that it consistently breaks the game's natural restriction about being able to use more than 2 copies of a card. Granted, there are other cards that can do this as well, but many of those cards require at least a little more set-up. Additionally, discover is much much better for some classes than other ones and so the consistency of using more than 2 copies of a good card go way up.
It seems a little silly to have a restriction that you can only use 2 copies of something and then allow 2-3 classes the option of often being able to break that rule and win many games as a result of that cheese.
Rules are important in a game, and setting a precedent that the rules are consistently broken due to a mechanic doesn't bode well for the consistency of the game.
It's powerful and probably needs to be understatted accordingly. A bigger pool helps, as well. Cards like Kabal Courierand Grimestreet Informant haven't really been an issue, for instance. But then; Netherspite Historian was still a decent 2-mana body (justified by a fairly easy-to-trigger condition, I suppose). Stonehill Defender gets its discover on top of already being a Silverback Patriarch. Primordial Glyph has practically zero drawback (often the opposite, in fact, as it allows combos and big spells to be played earlier in the game). And of course, we need not talk about the horrors of Drakonid OP.
It's been hit or miss since they introduced it, but I think they're starting to understand how to implement it. Arcane Keysmith is probably the best designed discover card they've released yet, imo.
Something you didn’t write, but should be addressed is Discovering a copy of the card you’re playing, like Glyph into Glyph or Stonehill into Stonehill. That shouldn’t be able to happen imo.
I think the fairest "nerf" to discover is to tweak the preferential to class cards... Probably still have class cards slightly more, but not at the rate we are seeing it at the moment.
I like the idea of getting to choose one of the three quasi-random cards. As a mechanic it is very nice, and adds almost a "Tech" layer. However I do agree with most peoples idea that at the moment it (Stonehill seems to be the most usually target) can get some quite strong cards (tarim and tirion) a bit too frequently.
I like the fact that it can grab legendaries and it shouldn't restrict this aspect, but I think the issue here is it (Stonehill) is grabbing class cards too frequently. I am pretty sure it is common to get a choice between righteous protector, tarim and tirion for example.
Instead of this occuring, what if we had only slightly more chance of seeing tarim as say Lich King, this wouldn't be that op then...
Anyway that is my two cents about this, let me know if anyone agrees, or if this too drastic in one direction or the other.
I wouldn't see why this should be a problem? honestly I don't think anyone really ever complains about this,
Nah, I love me some Hallucination.
ehh discover isn't problematic, you wanna kno what's problematic tho?: charge and don't tell me that "there are no relevant charge minions rn" because as soon as a cool card that interacts with charge minions comes out it will be nerfed into the ground because "lol" charge.
Discover is a strong mechanic that I think it is fine for the most part. The problem right now is the small card pool. Of course, there is the issue with the Stonehill Defender--> Tairm but the issue is more so with Tairm.
I think discover is fine - it reduces the RNG of getting a random card.
Discover is the best mechanic in the game. It's probably the closest thing to a side-board we'll ever get.
Against Control? Discover a beefy/high-value minion or a hard removal. Against aggro? Discover a defensive minion or a board clear.
The mechanic is flexible, not blatantly over-powered, and is skill-testing. Of all the problematic mechanics to call for nerfs (charge, jades) discover is probably the 2nd lowest on the list, right above Inspire (which probably could have used a buff).
I think discover is a great mechanic and doesn't need a direct nerf. The cards that are broken with discover are the cards that are not understatted like they should be. Any discover card that had proper drawbacks has not been an issue.
Long post ahead.
Discover works like the tides, the ebb and flow based on the card pool will either make or break certain decks. Class preferential draws from the mechanic is not a problem just annoying for specific match-ups. The ability to re-discover the same card is also not an issue, if you think about it, it just stalls the player another turn from playing an actual win / upset card.
Getting upset and calling for the nerf bat because of RNG is way too common. This is a medium skill, RNG, the flavor of the month game. Discover has been around for quite a while now and this is the first really lengthy salt post about the mechanic that I have seen. This far out from its release I don't see a nerf coming any time soon.
I don't disagree, it is very annoying to lose the match due to epic RNG from discover. The same can be said from any mechanic that can give an RNG advantage, Cheating in minions with Spiteful Summoner, random death from Deck of Wonders, or the perfect minion kill from Deadly Shot. If you want to nerf one RNG mechanic, then ask to nerf them all (another over the top answer).
It was jokingly said earlier but has quite a bit of truth to Hearthstone: 'Nerf all minions to be 1/1 with no abilities' - this would be the only way people wouldn't be upset about mechanics in the game. It is an exaggeration that point out specifically that this game relies on mechanics, and if a player finds out how to empower the mechanic to a win condition, someone will eventually call for a nerf.
@The_Edal_Bernal: Besides using the arena change to discover, perhaps providing another option for change that would fit wild and standard would benefit this issue of yours. WIld and standard do have a large difference from arena as you well know, find and idea specific to those formats. You will come out as thoughtful rather then looking salty, which I presume was your intent. (my ideas would be to drop the pool to 2 cards or to limit the chance for legendary class cards to a 10% chance)
Cute, ineffective, but cute.
Discover is one of the best mechanics in the Hearthstone - it adds skill to the game.
Some players are just gonna whine. What else is new?
Obviously the point was that the discover mechanic is broken, and I stated as much, that it's not. The only reason why discover is even an issue to some, is because the randomness that people lose to. Right now standard has a much smaller card pool, and with Witchwood being underpowered, it's not hard for discover to grab something good. Spiteful Summoner for example, the pool is small for 10 mana, making it OP. Nerfing it didn't really do anything, and people have complained as such. Cost was never the problem. The general pool is. Yes obviously there's a reason to having only one of each legendary per deck. Obviously. But, at times, even when discovering a legendary, sometimes isn't even the best choice.
They drastically cut the amount of discover cards more than likely for other reasons, such as, thematically, they're trying other mechanics out to fit the themes. Such as Echo and rush(although we've had rush, in a sense). If discover is part of the next theme, then we just may see more of it. Stonehill Defender is an issue yet again apparently (in standard) due to the small card pool. Just like when Journey to Un'Goro was first released. It sure wasn't an issue afterwards now was it? Was anyone really complaining about Stonehill during Knights of the Frozen Throne or Kobolds and Catacombs? No. Primordial Glyph is an issue due to the discount it gives while already being a cheap mana cost. Arcane Keysmith was CLEARLY not the reason why Ice Block had to be rotated. It's more like because Ice Block was rotated, they can make other cards such as keysmith. Please educate yourself on Freeze Mage even before Primordial Glyph was a thing. Blazing Invocation doesn't see play for two reasons, A.) It's not attached to a body and B.) Battlecry minions aren't that OP and generally you pull something you don't need and isn't specific enough (IE: elemental battecry minions, etc.)
More like because standard is a competitive format and holds things such as tournaments, that it withholds from being limited like other game modes it has. Balancing arena was an obvious thing for Blizzard to do. Due to the obvious low power levels of decks built, but when someone rngs a (for example, not literally) fledgling into the deck, it's harder to deal with. Leader boards were added because people wanted to see their progress, and that their money spent to even play arena, is going towards a goal of some sort. Balance changes for wild was obviously needed considering Naga Sea Witch was horribly OP and they ignored it for too long as it was. But, still, neither arena or wild are competitive formats that are held on a tournament plateau that involves winning money and such. There are problems with standard, don't get me wrong, but discover isn't one of them. No one is pretending anything. If we didn't have either arena or wild, standard would be the same.
I agree to an extent. Class card pull should be more normalized to have an even percentage of what it pulls from other classes as well as neutral cards. We're yet again at a time where Stonehill Defender's taunt pool is small, and grabbing multiple Tarims is possible, just like when Un'Goro first launched.
Adding standard and wild made standard discover a lot better. But there is a difference between discover from a small pool of decent to good cards. (Taunt) and discover from your opponents class ( thief rogue) and discover from your opponents deck ( priest bs). I play thief rogue a lot because it’s fun until you have a life steal weapon equipped and and get offered 3 garbage weapons as a choice. Yay makes Tess really fun to play. Plus the the Tess card text say “replay every card from another class you have played this game” should that not mean battlecries happen as well. Sorry just venting. So close to deleting this game for good lol
such salt much BM.