I think these decks don't match with the spirit of hearthstone, which was around long time ago, also the actual state does not fit.
Fighting for board, keeping it, playin around AoE etc. and win, because your trades and decisions etc. were good. Nowadays it depends, if certain cards were drawn/ played in time to decide the winner.
Playin against Shudderwock always felt like playin against Priest... taunt, removal, heal, taunt, taunt, AoE, heal, AoE... WTF... please cut my veins
I also played QR (after 1st + 2nd nerf) and Giggling made it fun for me, never was this good at mirrors, but I get it why people are hating this deck. Also had a lot of fun wielding a 12/4 weapon with lifesteal, but better ask the taunt druid, if it was fun or not...
I am glad, if the whole mana-cheat-cards are leaving the standard-meta (Skull, Oakheart, Call to arms), even if Oondasta will be around, which is kind of false from my perspective, but I crafted it immediatly, because it's FUN to mana-cheat King Krush or Devilsaur!
I'm looking forward to the rotation mainly because everything currently popular is pretty much going away and wiping the slate clean. The sad thing is every single good card Mage has is going away and the class is in the trash tiers for another expansion. Druid is also losing all of the cards that pulled it out of the trash tiers AND it just got nerfed back down there AGAIN. This next expansion is gonna have to be good for those 2 classes though specifically given the nerfs and rotations they've suffered of late.
I actually think that Odd Mage is going to be bananas after rotation. Druid is going to be interesting for sure, probably trash tier unless it's helped out a lot by the next expansion.
On topic I probably would have quit by now if the power creep had kept going. I hate having most of my old decks made unplayable. Further since the power level caps so high with consistent decks in the old model there was no room for fun decks. Playing Meme style decks loses something when you can never pull it off. I'm not looking for a solid 60% win rate but I shouldn't be doomed to a sub 30% win rate for not following the meta.
With the latest round of nerfs I really feel like if they hit hunter a bit too then the meta would be incredibly fun. Unfortunately everything except control style decks or something with a solid turn 5 board wipe feels not great right now. I'm seeing a hunter every other game so in order to win anything I have to build a deck around the idea I'll run into them a lot.
I dunno, I just feel like Odd Mage is missing something. To make matters worse we're losing Dragon's Fury, Frost Lich Jaina, tar creeper, stonehill defender, fire fly, and arcane tyrant. I really hope Mage gets the hero card next expansion because they really need something to fill the voids in their decks that keep them from being competitive.
Decks like Shudderwock and Quest Rogue weren't nerfed because they were "too powerful". It's not like they had super high winrates. They were nerfed because of their effect on the meta which suppressed certain deck types because of their highly polarized matchups. Don't worry, there will always be cards that are a higher power level than the rest. If you like high power level cards there will always be a deck for you.
Non-infinite Shudderwock is still powerful. It's like a little mini-Yogg Saron, or like a juiced Tess Greymane, or Zul'jin. Sometimes they'll have enough immediate damage to end a game, but mostly it's about creating a strong board and generating some nice effects. That's big and powerful stuff that is fun.
There's a difference between powerful, and "this just wins the game, and there's no real way to stop it." That second one isn't fun.
A card like Mecha'thun? That shouldn't even exist, that kind of "assemble and win" stuff.
Going infinite is fun at times, but the infinite or "I win" combos have to be made of several parts that are fairly difficult to line up. Decks that are more like Malygos Druid/Priest, OG C'thun, or Kingsbane Rogue where it took almost the entire game to make sure you were setting up the combo and also not dying.
But when you have infinite combos that work around one or two cards, then its an issue. Jade Idol was horrendous because that one card won most control match ups when Jade Druid was geared more as a midrange deck. Way back when Naxx was just released, Undertaker was awful because it was the ultimate snowball. Stuff like this when you only need one card to win most games is not how any game should work.
Shudderwock is annoying for a different reason, that being simply that Hearthstone is an online game that has animations when things happen. Because of this, you would play Shudderwock decks like you would old C'thun, playing some cards for a big payoff in the end. And when you did the Shudderwock combo, you knew that you won and your opponent knew that you won. I play paper Magic a lot and I see infinite combos similar to it all the time. But the difference is that with some of these multi-step combos that repeat infinitely, in paper card games, you just demonstrate the loop and explain how you win, then pick up your cards and play another game. With Hearthstone, you are usually stuck waiting for the animations to kill you or your opponent. And since Shudderwock took so long to finish the animations, they nerfed his deck to put an end to these crazy long games, kinda like how they nerfed Nozdormu when he could shut out people from taking their turns. Its not that Shudderwock's combo was oppressive, it was his animations that were.
And stuff like Quest Rogue and Face Hunter were annoying because it made it so that people couldn't play certain decks because these dominated the meta and crushed certain styles of decks. A general rule of thumb for card game design is that you want a wide variety of decks and deck types battling on a relatively equal ground. When one consumes or limits the rest of the meta, it becomes an issue that needs to be addressed.
Some people really like installing aimbots for their multiplayer shooters. Those douchebags should not be allowed to make decisions about the future of those games, though.
Imbalance is always what attracts people to certain cards, but imbalance should not exist. Even if something is purposefully imbalanced in certain situations, it should also have severe drawbacks in other situations, bringing it back into a kind of balance.
Some parts are true. I loved playing mech hunter and Paladin but the giggles nerf killed the already low win rate deck. Good cards that are in fun decks are inadvertently killed because of one broken interaction and this should have some other solution.
I really think buffs would be better than nerfs. I enjoy higher power gameplay, it feels much more intense. It’d be way cooler imo if every class had stupidly OP stuff because then nothing is OP, just intense. Maybe it’s just a play style preference but to me I like it way more when each player can do something extremely strong turn after turn, rather than the very slow gameplay we have right now.
I say keep the power level high. I like it there. Powerful cards are fun. Going infinite is fun.
We have a lot of examples where keeping the increase in power level of cards nearly killed games:
MTG: black summer, Urza's block, Mirrodin (1st block), Zendikar (1st block), Innistrad (2nd block). YUGIOH: still ongoing. Basically decks win on turn 1 or they're tier 4. Game is killing itself atm.
In MTG's case by lowering the power level, they improved the R&D creation of new cards, mechanics, and after 25 years the game is still strong.
If HS keeps the yugi trend of increasing power level, we will get to a 20/20 common minion with 0 mana cost, battlecry "win the game", and you can have any number of copies of this card in your deck. This kind of crap.
A lot of theses problems are not just with the cards but how the game is played. If I could play the game in a best of three setting with a sideboard I wouldn't play it any other way. Except for that tournament mode we got cheated out of.
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I think these decks don't match with the spirit of hearthstone, which was around long time ago, also the actual state does not fit.
Fighting for board, keeping it, playin around AoE etc. and win, because your trades and decisions etc. were good. Nowadays it depends, if certain cards were drawn/ played in time to decide the winner.
Playin against Shudderwock always felt like playin against Priest... taunt, removal, heal, taunt, taunt, AoE, heal, AoE... WTF... please cut my veins
I also played QR (after 1st + 2nd nerf) and Giggling made it fun for me, never was this good at mirrors, but I get it why people are hating this deck. Also had a lot of fun wielding a 12/4 weapon with lifesteal, but better ask the taunt druid, if it was fun or not...
I am glad, if the whole mana-cheat-cards are leaving the standard-meta (Skull, Oakheart, Call to arms), even if Oondasta will be around, which is kind of false from my perspective, but I crafted it immediatly, because it's FUN to mana-cheat King Krush or Devilsaur!
You sound like you would enjoy wild ladder. Lots of turn 4 kills or going infinite.
I dunno, I just feel like Odd Mage is missing something. To make matters worse we're losing Dragon's Fury, Frost Lich Jaina, tar creeper, stonehill defender, fire fly, and arcane tyrant. I really hope Mage gets the hero card next expansion because they really need something to fill the voids in their decks that keep them from being competitive.
Decks like Shudderwock and Quest Rogue weren't nerfed because they were "too powerful". It's not like they had super high winrates. They were nerfed because of their effect on the meta which suppressed certain deck types because of their highly polarized matchups. Don't worry, there will always be cards that are a higher power level than the rest. If you like high power level cards there will always be a deck for you.
Non-infinite Shudderwock is still powerful. It's like a little mini-Yogg Saron, or like a juiced Tess Greymane, or Zul'jin. Sometimes they'll have enough immediate damage to end a game, but mostly it's about creating a strong board and generating some nice effects. That's big and powerful stuff that is fun.
There's a difference between powerful, and "this just wins the game, and there's no real way to stop it." That second one isn't fun.
A card like Mecha'thun? That shouldn't even exist, that kind of "assemble and win" stuff.
Going infinite is fun at times, but the infinite or "I win" combos have to be made of several parts that are fairly difficult to line up. Decks that are more like Malygos Druid/Priest, OG C'thun, or Kingsbane Rogue where it took almost the entire game to make sure you were setting up the combo and also not dying.
But when you have infinite combos that work around one or two cards, then its an issue. Jade Idol was horrendous because that one card won most control match ups when Jade Druid was geared more as a midrange deck. Way back when Naxx was just released, Undertaker was awful because it was the ultimate snowball. Stuff like this when you only need one card to win most games is not how any game should work.
Shudderwock is annoying for a different reason, that being simply that Hearthstone is an online game that has animations when things happen. Because of this, you would play Shudderwock decks like you would old C'thun, playing some cards for a big payoff in the end. And when you did the Shudderwock combo, you knew that you won and your opponent knew that you won. I play paper Magic a lot and I see infinite combos similar to it all the time. But the difference is that with some of these multi-step combos that repeat infinitely, in paper card games, you just demonstrate the loop and explain how you win, then pick up your cards and play another game. With Hearthstone, you are usually stuck waiting for the animations to kill you or your opponent. And since Shudderwock took so long to finish the animations, they nerfed his deck to put an end to these crazy long games, kinda like how they nerfed Nozdormu when he could shut out people from taking their turns. Its not that Shudderwock's combo was oppressive, it was his animations that were.
And stuff like Quest Rogue and Face Hunter were annoying because it made it so that people couldn't play certain decks because these dominated the meta and crushed certain styles of decks. A general rule of thumb for card game design is that you want a wide variety of decks and deck types battling on a relatively equal ground. When one consumes or limits the rest of the meta, it becomes an issue that needs to be addressed.
Some people really like installing aimbots for their multiplayer shooters. Those douchebags should not be allowed to make decisions about the future of those games, though.
Imbalance is always what attracts people to certain cards, but imbalance should not exist. Even if something is purposefully imbalanced in certain situations, it should also have severe drawbacks in other situations, bringing it back into a kind of balance.
Some parts are true. I loved playing mech hunter and Paladin but the giggles nerf killed the already low win rate deck. Good cards that are in fun decks are inadvertently killed because of one broken interaction and this should have some other solution.
I really think buffs would be better than nerfs. I enjoy higher power gameplay, it feels much more intense. It’d be way cooler imo if every class had stupidly OP stuff because then nothing is OP, just intense. Maybe it’s just a play style preference but to me I like it way more when each player can do something extremely strong turn after turn, rather than the very slow gameplay we have right now.
We have a lot of examples where keeping the increase in power level of cards nearly killed games:
MTG: black summer, Urza's block, Mirrodin (1st block), Zendikar (1st block), Innistrad (2nd block).
YUGIOH: still ongoing. Basically decks win on turn 1 or they're tier 4. Game is killing itself atm.
In MTG's case by lowering the power level, they improved the R&D creation of new cards, mechanics, and after 25 years the game is still strong.
If HS keeps the yugi trend of increasing power level, we will get to a 20/20 common minion with 0 mana cost, battlecry "win the game", and you can have any number of copies of this card in your deck. This kind of crap.
A lot of theses problems are not just with the cards but how the game is played. If I could play the game in a best of three setting with a sideboard I wouldn't play it any other way. Except for that tournament mode we got cheated out of.