Least impactful ever? Is that true? Because I remember skipping The Grand Tournament completely and when I came back for Whispers it was honestly like I didn't even miss an expansion.
#41 should win some sort of award for being an utterly unreadable text wall. Paragraphs, they work wonders. Didn't Bob Marley say meaning/words = power? Anyway, not all players want death knights and 4 mana 7/7s. Glad to see thing going the right way and if you are in the powercreep camp, feel free to quit, you won't be missed.
Rollback Post to RevisionRollBack
Free to try and find a game, dealing cards for sorrow, cards for pain.
Hunter, mage and rogue have something to use in this expansion. Warlock, warrior and druid maybe have one card can be useful.
Shaman, paladin and priest can skip completely, more than 20 games vs shaman after the release and always is shudder or even with 0 new cards, I start playing before Nax, never see something like this before, TGT have a least some common neutrals here and there.
Shudder never will be a no brainer choice instead the new cards if only a tech vs this kind of deck exists.
4 manas 1/2, look the opponent hand, choose a card from there and the opponent discard and all problems will be solved but no, Blizzard prefer a single card kill an entire expansion, place all cards of the class in garbage than make a single reliable tech vs decks put all your condition in a single card and the opponent can't do anything about it, this is what I call a terrible design.
Hunter, mage and rogue have something to use in this expansion. Warlock, warrior and druid maybe have one card can be useful.
Shaman, paladin and priest can skip completely, more than 20 games vs shaman after the release and always is shudder or even with 0 new cards, I start playing before Nax, never see something like this before, TGT have a least some common neutrals here and there.
Shudder never will be a no brainer choice instead the new cards if only a tech vs this kind of deck exists.
4 manas 1/2, look the opponent hand, choose a card from there and the opponent discard and all problems will be solved but no, Blizzard prefer a single card kill an entire expansion, place all cards of the class in garbage than make a single reliable tech vs decks put all your condition in a single card and the opponent can't do anything about it, this is what I call a terrible design.
Ironically that 4 mana 1/2 HS version of Delinquent Duo tech would be that exact type of "opponent can't do anything about... terrible design" tech. If you can do nothing to stop your opponent from cherry-picking your cards to remove or play around your counter that isn't anymore interactive than what they're using against you.
Hunter, mage and rogue have something to use in this expansion. Warlock, warrior and druid maybe have one card can be useful.
Shaman, paladin and priest can skip completely, more than 20 games vs shaman after the release and always is shudder or even with 0 new cards, I start playing before Nax, never see something like this before, TGT have a least some common neutrals here and there.
Shudder never will be a no brainer choice instead the new cards if only a tech vs this kind of deck exists.
4 manas 1/2, look the opponent hand, choose a card from there and the opponent discard and all problems will be solved but no, Blizzard prefer a single card kill an entire expansion, place all cards of the class in garbage than make a single reliable tech vs decks put all your condition in a single card and the opponent can't do anything about it, this is what I call a terrible design.
Ironically that 4 mana 1/2 HS version of Delinquent Duo tech would be that exact type of "opponent can't do anything about... terrible design" tech. If you can do nothing to stop your opponent from cherry-picking your cards to remove or play around your counter that isn't anymore interactive than what they're using against you.
Magic The Gathering have much better and mana efficient cards doing that and the game is not black vs black with anything else, just put combo and control decks in check but is weak vs aggro and burn decks.
No strategy, card or archetype in this kind of game should be uncheck, impossible to answer.
DK's, Shudder, Kingsbane, everything should have something the opponent can do to remove the treat, just make the techs terrible tempo plays, like the 1/2 for 4 manas (or even more if necessary) to be weak vs decks don't have the "supreme invencible win condition my opponent can't do anything about it".
Sorry, but theres a lot of blubber in this thread:
"It's better that it's weak, next year the game will be in a much better place"
Sorry, but making a weak set is in general stupid: weak cards lead that standard-set matters more, people are not getting exited about an expansion where you know that many cards might only be viable after an rotation. Also blizzard still didn't understand that an virtual card game does not need pack filler. This time too; there are simply too many cards that are simply pack-filler. Should the expansion be as insane as Kobolts and Catacombs? Not sure, but what's true is that both Knights and Kobolts were pretty impactful expansions: some cards are very strong, but they had also many new mechanics, for example: Carnivous Cube. It's cards like this that creates completely new archetypes.
A weak expansion might be better in an surrealistic picture that a general low power level is better for the game in a grand picture, but in reality it isn't.
"It's only 2 weeks"
Another blubbering; sorry, but this is not a brand new game; hearthstone exist very long, and people are getting faster and faster creating decks. I really doubt that we see something extraordinary with this very much ordinary cards in the future anymore; at least in standard. Also with tools we have like hsreplay that didn't exist before, it's now much more easier to find out what cards impact the game the most. This does not mean that from now on there will be now new decks, but i pretty much doubt that there will be a new tier 1 deck after 1-2 weeks, created from ground up. At least not until a balance-change.
That's above for standard: wild might actually take longer for this to happen; and there are also far less players there; so finding out all new decks is much more work, since there are now too many cards now. Surprises are far more common in this kind of environment.
But what makes this expansion so... mediocre is the absolute blantness of it. It's just a new expansion with a new pve-mode. Now new game mode like tournament mode; no new event, simply nothing really exciting happening at all. It's just new card packs to open and new pve-modes to do.
Rastakhan's Rumble would have been the best expansion to bring out tournament-mode (and i think they probably planned it this way); but they didn't.
I never said that and in fact, I've played since closed beta and up until this xpansion, I had a complete collection with 150+ golden legendaries. I made legend when people complained about hunter and starving buzzard refilling your hand with hounds. I wasted so many people with leeroy combo warlock and annihilated people with patron warrior(a deck I made solid gold on release day). I have seen every card, nerf and problem this game has ever had up until this point. I have completed every daily quest without fail since I have played. I have 9 golden heroes, 22k+ wins and every cardback in the game except the dumb esports ones I will never participate in to get. The game used to be fun but sadly it's not anymore. The rumble rip-off pve content is nothing but using the existing code from the past and tossing some new skins on things. The devs are not even trying or simply do not have enough brain power to figure it out. Why should they? Honestly, they have players who don't care what they produce but keep buying it. Well sorry, Blizzard I'm done supporting your company and your game. The artwork is still really good, the voice acting is great and the overall look of the game is super......BUT when you take off the rose-colored glasses you see Hearthstone for what it is, a repeated and failed attempt at changing anything. The game has hundreds upon hundreds of cards that are not even USED. The whole "bend the mana curve" game has been stale for a long time. How much thinking do you really need to do in constructed ladder with 30 card decks,30 health, 2 max copies of a non-legendary and 1 copy of any legendary? Nobody plays anything but the best-synergized decks because there really is no point in playing anything else if you are laddering. I took so many aggro decks to legend because that's the best and fastest way to do it. The decks are very consistent and let's face it there is no penalty for losing. Legend is nothing more than a brute force GRIND and for what? Look I got my cardback!....ok now let's do that again next month and next month and next month...ah NO. I did the rumble run and got the cardback in 20 minutes while eating lunch today and talking on the phone, so much for CONTENT. There is no reason to play a brawl past the free pack unless you have the brawl quest and even if that quest was 100g for completing I would reroll it because brawls are just plain bad. Has anyone noticed the frequency of 60g and above quests being reduced? I have had 3- 60g quests in the last three weeks and that's re-rolling every day. I guess Blizzard is sick of giving me 100+ free packs everytime an xpans hits. I don't play arena because..WHY I have every card in the game and arena is such a bore. I got the 12 wins key in just over a hundred games and never played it again. I could go on and on about the same things everyone like me doesn't like that has played as long as I have. What sucks is that I'm not sitting here being an F2P. I support the game by spending plenty of money on it hoping that one day I might finally see GOLD GAMBLING MODE or TOURNAMENT MODE or USE X CARD 500 TIMES FOR ALTERNATE CARD ART.....ECT ECT ECT. No, we haven't gotten this and frankly never will. I am just done. I don't care if the players who are new haven't gotten bored of the game yet but that will only happen in time. Hence why Blizzard caters to the NPE. They don't care about people who actually supported the game since the initial stages but rather they need fresh wallets to milk for a couple hundred til they see the writing on the wall and then bring in some more fresh wallets. This is why the game is "dead" for people like me and eventually, the fresh faces will say the same thing. I can finally see the MATRIX that Blizzard is and always will be. Wow, my shiny new rumble run cardback.......WOW so amazing! I can hardly contain my kudos for the devs. I should have left when LifeCoach did but no. Hey q up for that awesome laddering! and those AWESOME RANK REWARDS! Holy crap look I got a golden epic I had already from opening free packs....look at that 400 dust! I can make a common card from classic gold that I will never play with because really that's all thats left for me to do. The devs cant even make special avatars for collecting all the cards in a set....wow that would be a massive undertaking BUT THEY SURE CAN SELL YOU ONE!
every single word is true, man!! you should make a post of this!!
Blizz makes it so easy to not spend anymore money. I have been with the game since closed beta and spent hundreds. I already have a solid collection and can enjoy wild forever.
This expact there are only 2 tier 1 legendaries. Dont really feel incentivized to spend money. Also, why does Blizz insist on making garbage filler legendaries like Griftah? Legendaries should have really cool and powerful effects to make people want them like pre-nerf Yogg.
The problem isn't in the expansion, it's in their slow responses or complete refusals to swing the nerf bat around.
Previous expansions have cards that are too strong? "Oh, the community will be fine playing the same decks for the next year, no problem there. "
Nerf the cards warping the meta and "design space"? "Are you batshit crazy? We can't just REFUND our fake in-game semi-currency!"
If nothing else, they should nerf their strong cards so people might actually consider using their crappy pack filler cards. If the expansion doesn't shake things up then the nerfs certainly will.
or you could excercise your brain a little and realize that many decks aren't discovered in the first two weeks of an expansion...
Or u can agree with the guy and realise that lick blizzard's balls will not make u better than anyone. There's no more than a few broken decks and other meme ones and that's all. Bad expansion, maybe not, but bad design sure it is.
Sorry, but theres a lot of blubber in this thread:
"It's better that it's weak, next year the game will be in a much better place"
Sorry, but making a weak set is in general stupid: weak cards lead that standard-set matters more, people are not getting exited about an expansion where you know that many cards might only be viable after an rotation. Also blizzard still didn't understand that an virtual card game does not need pack filler. This time too; there are simply too many cards that are simply pack-filler. Should the expansion be as insane as Kobolts and Catacombs? Not sure, but what's true is that both Knights and Kobolts were pretty impactful expansions: some cards are very strong, but they had also many new mechanics, for example: Carnivous Cube. It's cards like this that creates completely new archetypes.
A weak expansion might be better in an surrealistic picture that a general low power level is better for the game in a grand picture, but in reality it isn't.
"It's only 2 weeks"
Another blubbering; sorry, but this is not a brand new game; hearthstone exist very long, and people are getting faster and faster creating decks. I really doubt that we see something extraordinary with this very much ordinary cards in the future anymore; at least in standard. Also with tools we have like hsreplay that didn't exist before, it's now much more easier to find out what cards impact the game the most. This does not mean that from now on there will be now new decks, but i pretty much doubt that there will be a new tier 1 deck after 1-2 weeks, created from ground up. At least not until a balance-change.
That's above for standard: wild might actually take longer for this to happen; and there are also far less players there; so finding out all new decks is much more work, since there are now too many cards now. Surprises are far more common in this kind of environment.
But what makes this expansion so... mediocre is the absolute blantness of it. It's just a new expansion with a new pve-mode. Now new game mode like tournament mode; no new event, simply nothing really exciting happening at all. It's just new card packs to open and new pve-modes to do.
Rastakhan's Rumble would have been the best expansion to bring out tournament-mode (and i think they probably planned it this way); but they didn't.
your talking is realy blubbler
Stop being toxic dude...u didn't even read what the guy said. I agree 80% with him. Nothing bubbler here. They need to print better design mechanics and strategies, not broken ones every damn expansion to bait bad players with the free wins promise untill they nerf the shit out of them making half of the expansion season bad and the other half less bad. Like Cubelock all overagain with this Kingsbane bullshit and other decks full of stuff. Too much braindead plays and same old bad strategy dead decks. Nevermore I spend a penny in this game.
Hunter, mage and rogue have something to use in this expansion. Warlock, warrior and druid maybe have one card can be useful.
Shaman, paladin and priest can skip completely, more than 20 games vs shaman after the release and always is shudder or even with 0 new cards, I start playing before Nax, never see something like this before, TGT have a least some common neutrals here and there.
Shudder never will be a no brainer choice instead the new cards if only a tech vs this kind of deck exists.
4 manas 1/2, look the opponent hand, choose a card from there and the opponent discard and all problems will be solved but no, Blizzard prefer a single card kill an entire expansion, place all cards of the class in garbage than make a single reliable tech vs decks put all your condition in a single card and the opponent can't do anything about it, this is what I call a terrible design.
Ironically that 4 mana 1/2 HS version of Delinquent Duo tech would be that exact type of "opponent can't do anything about... terrible design" tech. If you can do nothing to stop your opponent from cherry-picking your cards to remove or play around your counter that isn't anymore interactive than what they're using against you.
Magic The Gathering have much better and mana efficient cards doing that and the game is not black vs black with anything else, just put combo and control decks in check but is weak vs aggro and burn decks.
No strategy, card or archetype in this kind of game should be uncheck, impossible to answer.
DK's, Shudder, Kingsbane, everything should have something the opponent can do to remove the treat, just make the techs terrible tempo plays, like the 1/2 for 4 manas (or even more if necessary) to be weak vs decks don't have the "supreme invencible win condition my opponent can't do anything about it".
Magic the Gathering is also a very different game from HS, it isn't always a smooth comparison with HS. In Yu-Gi-Oh the card I referenced in my first post, "Delinquent Duo", was this "Pay 1000 life, discard two cards randomly from your opponent's hand." was one of the first cards banned in the game when the very first banned list game into effect. And this card was banned in a game that absolutely hated on most consistent and non-super memey OTK/TTK decks. Even when used by and against control decks such a mechanic was absolutely wrecking the game. In HS there would be little to prevent your own invented card from instantly winning matches in control mirrors if the opponent had drawn a key card.
As for the point about non-counterable win conditions that you can't do anything about, this isn't always true and is just an over exaggeration. For example, in standard you can still run the old anti-meta lock with demonic projects and gnomeferatus to spit on Shudderwok decks (with even more hate when used in wild), ooze + gnomeferatu for Kingsbane when they have no cards, wide board clears against Gul'Dan boards via Nether, Equality, Dragon's Fury, Brawl, or Psychic Scream (if playing Mecha'Thun), and against Jaina you could often force them into proactive plays by not playing anything to allow them to manipulate health into water eles. Just because every class doesn't have a Broken I-Win Button for everything doesn't mean a particular strategy can't be countered by something. It's just that you don't get your cake and eat it too when it comes to every strategy/deck for every class.
Hunter, mage and rogue have something to use in this expansion. Warlock, warrior and druid maybe have one card can be useful.
Shaman, paladin and priest can skip completely, more than 20 games vs shaman after the release and always is shudder or even with 0 new cards, I start playing before Nax, never see something like this before, TGT have a least some common neutrals here and there.
Shudder never will be a no brainer choice instead the new cards if only a tech vs this kind of deck exists.
4 manas 1/2, look the opponent hand, choose a card from there and the opponent discard and all problems will be solved but no, Blizzard prefer a single card kill an entire expansion, place all cards of the class in garbage than make a single reliable tech vs decks put all your condition in a single card and the opponent can't do anything about it, this is what I call a terrible design.
Ironically that 4 mana 1/2 HS version of Delinquent Duo tech would be that exact type of "opponent can't do anything about... terrible design" tech. If you can do nothing to stop your opponent from cherry-picking your cards to remove or play around your counter that isn't anymore interactive than what they're using against you.
Magic The Gathering have much better and mana efficient cards doing that and the game is not black vs black with anything else, just put combo and control decks in check but is weak vs aggro and burn decks.
No strategy, card or archetype in this kind of game should be uncheck, impossible to answer.
DK's, Shudder, Kingsbane, everything should have something the opponent can do to remove the treat, just make the techs terrible tempo plays, like the 1/2 for 4 manas (or even more if necessary) to be weak vs decks don't have the "supreme invencible win condition my opponent can't do anything about it".
Magic the Gathering is also a very different game from HS, it isn't always a smooth comparison with HS. In Yu-Gi-Oh the card I referenced in my first post, "Delinquent Duo", was this "Pay 1000 life, discard two cards randomly from your opponent's hand." was one of the first cards banned in the game when the very first banned list game into effect. And this card was banned in a game that absolutely hated on most consistent and non-super memey OTK/TTK decks. Even when used by and against control decks such a mechanic was absolutely wrecking the game. In HS there would be little to prevent your own invented card from instantly winning matches in control mirrors if the opponent had drawn a key card.
As for the point about non-counterable win conditions that you can't do anything about, this isn't always true and is just an over exaggeration. For example, in standard you can still run the old anti-meta lock with demonic projects and gnomeferatus to spit on Shudderwok decks (with even more hate when used in wild), ooze + gnomeferatu for Kingsbane when they have no cards, wide board clears against Gul'Dan boards via Nether, Equality, Dragon's Fury, Brawl, or Psychic Scream (if playing Mecha'Thun), and against Jaina you could often force them into proactive plays by not playing anything to allow them to manipulate health into water eles. Just because every class doesn't have a Broken I-Win Button for everything doesn't mean a particular strategy can't be countered by something. It's just that you don't get your cake and eat it too when it comes to every strategy/deck for every class.
If Gnomeferatu was neutral the situation will be a lot better.
I don't care about bad matchs but want a chance for win in every game even if is a small chance.
People also need to stop bashing on people who play old decks...They are not all rich to pre order and get the legendaries they want..
But people keep on harashing them so what can you say hmm...
Blizzard gives us all a free Loa with its two totems. You can literally buy 0 new packs and you will still have a direction to go towards with a random buildaround legendary. Sure, it will be a bad deck, completely unrefined and if it does take off it will probably need more new cards. But this whole excuse of being poor to play old, safe, boring decks no longer works now.
People like you contribute to the toxicity of the community. People need no excuses to play whatever deck they want. And everyone is too hurt byvthe reality check that their janky homebrew cannot compete with the tiered meta.
People need no excuses, but they sputter them anyway. I wonder why that is... Maybe it's because they have a notion that an expansion bombs when people don't play the new cards... Maybe it's because the "tiered meta" doesn't exist immediately when a new expansion hits... Hmm... Deep deep deep!
I didn't and don't ask for an excuse. People spit one out by themselves because they have a very faint notion that they are actually damaging the game they like so much by ruining an expansion so early. Be it "muh freedom" (See: TardGreen before his limited vocab stopped him) or "poorness", they came to those excuses by themselves. I asked no one to justify their actions.
TL;DR: People just love to act like "janky homebrew players" (whatever that entity is) morally condemn their srs business netdecking, but they are the ones who try to justify themselves beforehand.
All I did was point out that this course of action damages an expansion's value greatly, which is true. If that's being toxic, I'm sorry, but I cannot alter my initial statement until it becomes false.
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Start of Year: Provoke the failure of 3 expansions, force nerfs on otherwise balanced cards, bring deckbuilding to an all-time low and get rotated one year earlier for being such a threat to the game's health. - Genn and Baku's historical entry on the White Book of Shit Design, shortly before retiring unpunished
Stop being toxic dude...u didn't even read what the guy said. I agree 80% with him. Nothing bubbler here. They need to print better design mechanics and strategies, not broken ones every damn expansion to bait bad players with the free wins promise untill they nerf the shit out of them making half of the expansion season bad and the other half less bad. Like Cubelock all overagain with this Kingsbane bullshit and other decks full of stuff. Too much braindead plays and same old bad strategy dead decks. Nevermore I spend a penny in this game.
Thanks for reading the text. While i also am not a fan of cubelock and especially NOT of Kingsbane, i still think that at least this kind of cards are somehow interresting. But here in RR this is not the case.
The main issue of this expansion is simply one thing: PACK FILLER. And there are in this expansions too many of them.
With this many uninterresting cards and their desire that you ALWAYS NEED A NEW KEYWORD EVERY EXPANSION and not work with older keywords at all (except discover), this actually makes the expansions unimpactful after all.
Instead of boring pack fillers, why nod simply add a new Inspire-Card (the issue with TgT and inspire was simply that blizzard miscounted the power level of inspire-cards and make all of them around 1 mana too expensive) or a new echo-card or recruit (they even go so far and don't even add recruit to a minion that actually recruits minions like the rogue-legendary in this xpack). And what's with some minions that counters other things like a weapon-silence or transform-effect for kingsbane to counter it for example in wild and standard. Especially good counters like Dirty Rat is clearly lacking in this game.
Blizzard should finally go away with this crap that they use a keyword in an expansion only and never again, and get rid of the ridiculous pack-fillers, instead add new and interresting new cards. They can't naturally not all be competitive, but there's a big difference between not competitive or absolute crap. And most of the cards this expansions were simply absolute crap. Don't misunderstand me, there are good cards in this xpack that are probably not too competitive, but makes it quite unique like Hakkar (interresting mechanic, sometimes quite strong in some matchups, yet not totally overpowered or extremely strong and counterable) or mecha'thun.
Let's the expansions that we got: i don't think that people will really think a lot of expansions like Rastakhan's rumble like nearly nobody thinks about Karazhan anymore; yet Knights of the Frozen Throne or League of Explorers are still some of the best expansions we had.
One other thing is the removal of adventures: fewer cards, but easier to get them all and they nearly all had an big impact on the meta except Karazhan. And why Karazhan did not: because of PACK FILLERS. Instead of spicing up the cards, make them somehow shuffle up the meta, they gave out cards like Purify and other cards that i don't even remember because they are never used. Yet it also had some strong cards. But here's the issue: they did the same as they did with RR: Adding a few strong cards and then fill up the rest with pack fillers. And another issue was it that blizzard add too many class cards in an Adventure with such few cards. But the main issue, pack fillers, as we saw it with cards like Purify. (and yes, it was later useful, but only because blizzard added support especially for it; since it was 2 expansions later, they began working on it directly after karazhan, since blizzard already worked on un'goro when karazhan was released)
And yes, the last 3 xpacks had around 5% good cards and the rest was pack filler. This year the excitement-level and power-level of cards went downhill. And the talk about a "rosy future" when the games rotate is blubber, because not only is the damage then done; why should i be excited of playing crappy old cards from the last 3 xpacks that weren't fun in the first place. Just because the power level is now lower? No thanks; because then i want to see the new cards of future xpacks that i want to play, not the old stuff. (not that i as mostly a wild-player would care about rotations)
I think this has been one of the worst years for Hearthstone. Since K&K, the meta has been so stale. clearly the power level of cards is much lower in the last three expansions. I'm really looking forward for next rotation.
Speaking of which, personally I would prefer a rotation with each expansion instead of every year. This way more decks will have chance to show up, the meta won't feel as stale, and every expansion will have its fair share of standard play. Thoughts?
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^ That
#41 should win some sort of award for being an utterly unreadable text wall. Paragraphs, they work wonders. Didn't Bob Marley say meaning/words = power? Anyway, not all players want death knights and 4 mana 7/7s. Glad to see thing going the right way and if you are in the powercreep camp, feel free to quit, you won't be missed.
Free to try and find a game, dealing cards for sorrow, cards for pain.
I've no problem with people playing older decks. But does it have to be Odd Paladin? There are plenty more options.
Always expect the unexpectable!
Hunter, mage and rogue have something to use in this expansion. Warlock, warrior and druid maybe have one card can be useful.
Shaman, paladin and priest can skip completely, more than 20 games vs shaman after the release and always is shudder or even with 0 new cards, I start playing before Nax, never see something like this before, TGT have a least some common neutrals here and there.
Shudder never will be a no brainer choice instead the new cards if only a tech vs this kind of deck exists.
4 manas 1/2, look the opponent hand, choose a card from there and the opponent discard and all problems will be solved but no, Blizzard prefer a single card kill an entire expansion, place all cards of the class in garbage than make a single reliable tech vs decks put all your condition in a single card and the opponent can't do anything about it, this is what I call a terrible design.
Ironically that 4 mana 1/2 HS version of Delinquent Duo tech would be that exact type of "opponent can't do anything about... terrible design" tech. If you can do nothing to stop your opponent from cherry-picking your cards to remove or play around your counter that isn't anymore interactive than what they're using against you.
Magic The Gathering have much better and mana efficient cards doing that and the game is not black vs black with anything else, just put combo and control decks in check but is weak vs aggro and burn decks.
No strategy, card or archetype in this kind of game should be uncheck, impossible to answer.
DK's, Shudder, Kingsbane, everything should have something the opponent can do to remove the treat, just make the techs terrible tempo plays, like the 1/2 for 4 manas (or even more if necessary) to be weak vs decks don't have the "supreme invencible win condition my opponent can't do anything about it".
your talking is realy blubbler
every single word is true, man!! you should make a post of this!!
Blizz makes it so easy to not spend anymore money. I have been with the game since closed beta and spent hundreds. I already have a solid collection and can enjoy wild forever.
This expact there are only 2 tier 1 legendaries. Dont really feel incentivized to spend money. Also, why does Blizz insist on making garbage filler legendaries like Griftah? Legendaries should have really cool and powerful effects to make people want them like pre-nerf Yogg.
The article i was talking about in my previous posts
https://old.reddit.com/r/hearthstone/comments/a6m0z7/what_lessons_can_be_learned_from_the_years_of_the/
The problem isn't in the expansion, it's in their slow responses or complete refusals to swing the nerf bat around.
Previous expansions have cards that are too strong? "Oh, the community will be fine playing the same decks for the next year, no problem there. "
Nerf the cards warping the meta and "design space"? "Are you batshit crazy? We can't just REFUND our fake in-game semi-currency!"
If nothing else, they should nerf their strong cards so people might actually consider using their crappy pack filler cards. If the expansion doesn't shake things up then the nerfs certainly will.
Or u can agree with the guy and realise that lick blizzard's balls will not make u better than anyone. There's no more than a few broken decks and other meme ones and that's all. Bad expansion, maybe not, but bad design sure it is.
Stop being toxic dude...u didn't even read what the guy said.
I agree 80% with him. Nothing bubbler here. They need to print better design mechanics and strategies, not broken ones every damn expansion to bait bad players with the free wins promise untill they nerf the shit out of them making half of the expansion season bad and the other half less bad. Like Cubelock all overagain with this Kingsbane bullshit and other decks full of stuff. Too much braindead plays and same old bad strategy dead decks. Nevermore I spend a penny in this game.
Magic the Gathering is also a very different game from HS, it isn't always a smooth comparison with HS. In Yu-Gi-Oh the card I referenced in my first post, "Delinquent Duo", was this "Pay 1000 life, discard two cards randomly from your opponent's hand." was one of the first cards banned in the game when the very first banned list game into effect. And this card was banned in a game that absolutely hated on most consistent and non-super memey OTK/TTK decks. Even when used by and against control decks such a mechanic was absolutely wrecking the game. In HS there would be little to prevent your own invented card from instantly winning matches in control mirrors if the opponent had drawn a key card.
As for the point about non-counterable win conditions that you can't do anything about, this isn't always true and is just an over exaggeration. For example, in standard you can still run the old anti-meta lock with demonic projects and gnomeferatus to spit on Shudderwok decks (with even more hate when used in wild), ooze + gnomeferatu for Kingsbane when they have no cards, wide board clears against Gul'Dan boards via Nether, Equality, Dragon's Fury, Brawl, or Psychic Scream (if playing Mecha'Thun), and against Jaina you could often force them into proactive plays by not playing anything to allow them to manipulate health into water eles. Just because every class doesn't have a Broken I-Win Button for everything doesn't mean a particular strategy can't be countered by something. It's just that you don't get your cake and eat it too when it comes to every strategy/deck for every class.
If Gnomeferatu was neutral the situation will be a lot better.
I don't care about bad matchs but want a chance for win in every game even if is a small chance.
People need no excuses, but they sputter them anyway. I wonder why that is... Maybe it's because they have a notion that an expansion bombs when people don't play the new cards... Maybe it's because the "tiered meta" doesn't exist immediately when a new expansion hits... Hmm... Deep deep deep!
I didn't and don't ask for an excuse. People spit one out by themselves because they have a very faint notion that they are actually damaging the game they like so much by ruining an expansion so early. Be it "muh freedom" (See: TardGreen before his limited vocab stopped him) or "poorness", they came to those excuses by themselves. I asked no one to justify their actions.
TL;DR: People just love to act like "janky homebrew players" (whatever that entity is) morally condemn their srs business netdecking, but they are the ones who try to justify themselves beforehand.
All I did was point out that this course of action damages an expansion's value greatly, which is true. If that's being toxic, I'm sorry, but I cannot alter my initial statement until it becomes false.
Start of Year: Provoke the failure of 3 expansions, force nerfs on otherwise balanced cards, bring deckbuilding to an all-time low and get rotated one year earlier for being such a threat to the game's health.
- Genn and Baku's historical entry on the White Book of Shit Design, shortly before retiring unpunished
Thanks for reading the text. While i also am not a fan of cubelock and especially NOT of Kingsbane, i still think that at least this kind of cards are somehow interresting. But here in RR this is not the case.
The main issue of this expansion is simply one thing: PACK FILLER. And there are in this expansions too many of them.
With this many uninterresting cards and their desire that you ALWAYS NEED A NEW KEYWORD EVERY EXPANSION and not work with older keywords at all (except discover), this actually makes the expansions unimpactful after all.
Instead of boring pack fillers, why nod simply add a new Inspire-Card (the issue with TgT and inspire was simply that blizzard miscounted the power level of inspire-cards and make all of them around 1 mana too expensive) or a new echo-card or recruit (they even go so far and don't even add recruit to a minion that actually recruits minions like the rogue-legendary in this xpack).
And what's with some minions that counters other things like a weapon-silence or transform-effect for kingsbane to counter it for example in wild and standard. Especially good counters like Dirty Rat is clearly lacking in this game.
Blizzard should finally go away with this crap that they use a keyword in an expansion only and never again, and get rid of the ridiculous pack-fillers, instead add new and interresting new cards. They can't naturally not all be competitive, but there's a big difference between not competitive or absolute crap. And most of the cards this expansions were simply absolute crap. Don't misunderstand me, there are good cards in this xpack that are probably not too competitive, but makes it quite unique like Hakkar (interresting mechanic, sometimes quite strong in some matchups, yet not totally overpowered or extremely strong and counterable) or mecha'thun.
Let's the expansions that we got: i don't think that people will really think a lot of expansions like Rastakhan's rumble like nearly nobody thinks about Karazhan anymore; yet Knights of the Frozen Throne or League of Explorers are still some of the best expansions we had.
One other thing is the removal of adventures: fewer cards, but easier to get them all and they nearly all had an big impact on the meta except Karazhan. And why Karazhan did not: because of PACK FILLERS. Instead of spicing up the cards, make them somehow shuffle up the meta, they gave out cards like Purify and other cards that i don't even remember because they are never used. Yet it also had some strong cards. But here's the issue: they did the same as they did with RR: Adding a few strong cards and then fill up the rest with pack fillers. And another issue was it that blizzard add too many class cards in an Adventure with such few cards. But the main issue, pack fillers, as we saw it with cards like Purify. (and yes, it was later useful, but only because blizzard added support especially for it; since it was 2 expansions later, they began working on it directly after karazhan, since blizzard already worked on un'goro when karazhan was released)
And yes, the last 3 xpacks had around 5% good cards and the rest was pack filler. This year the excitement-level and power-level of cards went downhill. And the talk about a "rosy future" when the games rotate is blubber, because not only is the damage then done; why should i be excited of playing crappy old cards from the last 3 xpacks that weren't fun in the first place. Just because the power level is now lower? No thanks; because then i want to see the new cards of future xpacks that i want to play, not the old stuff. (not that i as mostly a wild-player would care about rotations)
I think this has been one of the worst years for Hearthstone. Since K&K, the meta has been so stale. clearly the power level of cards is much lower in the last three expansions. I'm really looking forward for next rotation.
Speaking of which, personally I would prefer a rotation with each expansion instead of every year. This way more decks will have chance to show up, the meta won't feel as stale, and every expansion will have its fair share of standard play. Thoughts?