i still remember back in 2017 when everyone was asking for a control meta... and now in the hunter meta people are complaining that it is to slow...
i will never understand the hearthstone community.
vocal inconformism, people tend to externalize negative feelings way easilier than positive feelings, and externalizing positive feelings is often seen like redundant and is usually mocked. People like Op or wursfet never complained when "lol kill you by turn 5 decks" were a thing because they like those things, they only started complaining now because t5 took standard in a different direction during this particular format, honestly aggro stone was something that happenned from 2013ish until un'goro, and that's more than 2 years it got really old, so i wouldnt mind another 4 months with the current meta's speed, it's back to aggro stone in april once DKS, boardclears and control wincons rotate out with frozen throne anyways.
Honestly, felt the same at first. After raging against a few Hunter matches I calmed down and just accepted that the game is a tad slower than it was in the past. It is a good thing though. I'll take longer control match-ups where I have a chance versus aggro mirrors all day where top decking wins the game and the opponent emotes to all end.
Im getting real tired of super long ass games , my favorite meta was back when egg druid was a thing , mainly because how you played early was super important, and the death rattles made it impossible for the opponent to just AOE spell to win. I guess board control doesn't matter anymore in this game
Yeah! Bring back Pirate Warrior! Fast games were so enjoyable!
Id honestly be fine with meta if they cut the damn turn timers into a quarter of what they are currently
Some decks need that entire turn timer (I can think of at least two decks atm).
However, even without any specific decks taken into consideration shorter turn timers will generally decrease the claim of a skill ceiling for the game at some point. Sure there is skill for making snap decisions in the moment but not every aspect of skill is determined by that. There's a reason many strategies games give you plenty of time to think before having to make a move (I'd also like to point out that the overwhelming amount of plays in HS tournaments at HCTs and worlds go to almost the turn timers, there's a reason for that).
chess is the ultimate strategy game and it have a timer.
i know some turns need a extra time but most ones dont need 1:30. let's say every turn lasts 1 minute and you have 3 extra minutes you can spend whenever you want and if you end your turn faster the unused time add to the extra you have.
Yeah but in a game like Hearthstone you can't easily implement a system that correctly decides which turn you really are going to need extra time and which turn(s) you aren't (aside from the obvious reducing of the first two turns of course). In fact the only good idea I've ever seen mentioned is that every turn you might be given a form of 'extra time currency' that you are granted with each turn of the game that you can somehow spend for that many more seconds, but even then that wouldn't be especially easy to code I'd imagine, nor would it be a perfect middle ground.
Id honestly be fine with meta if they cut the damn turn timers into a quarter of what they are currently
Some decks need that entire turn timer (I can think of at least two decks atm).
However, even without any specific decks taken into consideration shorter turn timers will generally decrease the claim of a skill ceiling for the game at some point. Sure there is skill for making snap decisions in the moment but not every aspect of skill is determined by that. There's a reason many strategies games give you plenty of time to think before having to make a move (I'd also like to point out that the overwhelming amount of plays in HS tournaments at HCTs and worlds go to almost the turn timers, there's a reason for that).
chess is the ultimate strategy game and it have a timer.
i know some turns need a extra time but most ones dont need 1:30. let's say every turn lasts 1 minute and you have 3 extra minutes you can spend whenever you want and if you end your turn faster the unused time add to the extra you have.
Yeah but in a game like Hearthstone you can't easily implement a system that correctly decides which turn you really are going to need extra time and which turn(s) you aren't (aside from the obvious reducing of the first two turns of course). In fact the only good idea I've ever seen mentioned is that every turn you might be given a form of 'extra time currency' that you are granted with each turn of the game that you can somehow spend for that many more seconds, but even then that wouldn't be especially easy to code I'd imagine, nor would it be a perfect middle ground.
as a matter of fact i'm a programmer. they could do it in 20 lines of code. would take longer to create the design textures for the extra timer display.
I agree with the OP, and it's literally because of one card: Deathstalker Rexxar. With half my games being against Hunter these days, its super annoying when this card comes out on turn 5 or 6 and the opponent is then discovering 2 cards every turn. It takes FOREVER. This card is one of the worst cards ever printed, IMO, not only because of its insane power level, but because every game slows to a snail's pace once its played.
Rotation 2019 can't come soon enough. Sayonara DKs.
Id honestly be fine with meta if they cut the damn turn timers into a quarter of what they are currently
Some decks need that entire turn timer (I can think of at least two decks atm).
However, even without any specific decks taken into consideration shorter turn timers will generally decrease the claim of a skill ceiling for the game at some point. Sure there is skill for making snap decisions in the moment but not every aspect of skill is determined by that. There's a reason many strategies games give you plenty of time to think before having to make a move (I'd also like to point out that the overwhelming amount of plays in HS tournaments at HCTs and worlds go to almost the turn timers, there's a reason for that).
chess is the ultimate strategy game and it have a timer.
i know some turns need a extra time but most ones dont need 1:30. let's say every turn lasts 1 minute and you have 3 extra minutes you can spend whenever you want and if you end your turn faster the unused time add to the extra you have.
that would allow aggro decks to bm you so hard on their last turn, i think it is fine as it is because worst case scenario, you have to wait 90 seconds.
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Rejoice, for even in death, you have become children of Thanos.
This is by far the worst meta of all time. Give me undertaker days back. The deck variety is laughable, all hunter decks play the same way except Deathrattle, Odd decks that run identical neutral minions, broken hybrid combo/control decks with ridiculous defensive options and comeback mechanics. Rock paper scissor meta all over again.
The real and only problem is not the lenght, but the uncounterability of some "win out of nowhere" decks. Priest first of all, followed by otk Pala and Mecha'tun, or Cube decks. Luckly, ALL these decks will lose their pieces after rotation. My only hope is Blizzard will not make shit like that again.
Aggro is fine if is not too extreme, true control decks are dead and have to rely on shit like Hakkar to win.
That would make for a very boring game. If every matchup is aggro vs aggro the game gets stale after a day or two, just like the game would get stale if only control existed and every matchup was control vs control.
No it wouldn't? Aggro vs Aggro is the only matchup that isn't a foregone conclusion.
Flipping a coin isn't a forgone conclusion, that doesn't make it fun to do over and over and over again. The gameplay matters a lot more than the conclusion to most people.
The real and only problem is not the lenght, but the uncounterability of some "win out of nowhere" decks. Priest first of all, followed by otk Pala and Mecha'tun, or Cube decks. Luckly, ALL these decks will lose their pieces after rotation. My only hope is Blizzard will not make shit like that again.
Aggro is fine if is not too extreme, true control decks are dead and have to rely on shit like Hakkar to win.
True control decks stopped existing the moment things like Gul'Dan allowed the deck to create removal out of nowhere. "Back in my day..." we had to actually be restricted by the exact removal included in our card slots. Control has turned into an infinite value clown fiesta that beats people down & grinds them out with things not actually in your deck, just as much if not more than the cards in your deck.
Some of those decks are actually counterable, even in wild. People just don't think creatively because *somethingsomethingtechcards&othermatch-upsomethingsomething*. For example, as a control mage you could actually tech in a copy of Explosive Runes to ever prevent Mecha'Thun Priest from killing you with the combo. When timed right it could also work against the horsemen variant of OTK Pally too. Control Lock or "Anti-meta Lock" should also never lose to these decks, ever.
vocal inconformism, people tend to externalize negative feelings way easilier than positive feelings, and externalizing positive feelings is often seen like redundant and is usually mocked. People like Op or wursfet never complained when "lol kill you by turn 5 decks" were a thing because they like those things, they only started complaining now because t5 took standard in a different direction during this particular format, honestly aggro stone was something that happenned from 2013ish until un'goro, and that's more than 2 years it got really old, so i wouldnt mind another 4 months with the current meta's speed, it's back to aggro stone in april once DKS, boardclears and control wincons rotate out with frozen throne anyways.
i play mostly odd rogue last season and probably this season too
if you think the game is too long just concede, sometimes i concede on turn 6 vs odd warrior or big spell mage. but that's fine
as an aggressive deck user, you should know whether you can still win or not on turn 6
peace :)
I was in charge!! - Patches the Pirate
good meme, and agro mage is met and other jokes to tell your friends
It's DINNER TIME
Honestly, felt the same at first. After raging against a few Hunter matches I calmed down and just accepted that the game is a tad slower than it was in the past. It is a good thing though. I'll take longer control match-ups where I have a chance versus aggro mirrors all day where top decking wins the game and the opponent emotes to all end.
Do you have anything to substantiate "Fatigue Priest is a thing" other than 1 post on this forum?
For me there is nothing more satisfying than winning a long af game. Losing at turn 5 by a baku deck is what destroys my fun
Yeah! Bring back Pirate Warrior!
Fast games were so enjoyable!
Yeah but in a game like Hearthstone you can't easily implement a system that correctly decides which turn you really are going to need extra time and which turn(s) you aren't (aside from the obvious reducing of the first two turns of course). In fact the only good idea I've ever seen mentioned is that every turn you might be given a form of 'extra time currency' that you are granted with each turn of the game that you can somehow spend for that many more seconds, but even then that wouldn't be especially easy to code I'd imagine, nor would it be a perfect middle ground.
This game is not for you, buddy.
as a matter of fact i'm a programmer.
they could do it in 20 lines of code.
would take longer to create the design textures for the extra timer display.
its not hard they dont want to do
I agree with the OP, and it's literally because of one card: Deathstalker Rexxar. With half my games being against Hunter these days, its super annoying when this card comes out on turn 5 or 6 and the opponent is then discovering 2 cards every turn. It takes FOREVER. This card is one of the worst cards ever printed, IMO, not only because of its insane power level, but because every game slows to a snail's pace once its played.
Rotation 2019 can't come soon enough. Sayonara DKs.
that would allow aggro decks to bm you so hard on their last turn, i think it is fine as it is because worst case scenario, you have to wait 90 seconds.
Rejoice, for even in death, you have become children of Thanos.
And what is the problem here, OP?
Where shall I start...
This is by far the worst meta of all time. Give me undertaker days back. The deck variety is laughable, all hunter decks play the same way except Deathrattle, Odd decks that run identical neutral minions, broken hybrid combo/control decks with ridiculous defensive options and comeback mechanics. Rock paper scissor meta all over again.
Wow I don't think I've heard that before the last time there was an expansion/nerfs/rotation.
C'mon guys its a balanced meta
People usually complain about aggro metas, but this is the first time I see someone complain about a slow meta LOL
The real and only problem is not the lenght, but the uncounterability of some "win out of nowhere" decks. Priest first of all, followed by otk Pala and Mecha'tun, or Cube decks. Luckly, ALL these decks will lose their pieces after rotation. My only hope is Blizzard will not make shit like that again.
Aggro is fine if is not too extreme, true control decks are dead and have to rely on shit like Hakkar to win.
Flipping a coin isn't a forgone conclusion, that doesn't make it fun to do over and over and over again. The gameplay matters a lot more than the conclusion to most people.
True control decks stopped existing the moment things like Gul'Dan allowed the deck to create removal out of nowhere. "Back in my day..." we had to actually be restricted by the exact removal included in our card slots. Control has turned into an infinite value clown fiesta that beats people down & grinds them out with things not actually in your deck, just as much if not more than the cards in your deck.
Some of those decks are actually counterable, even in wild. People just don't think creatively because *somethingsomethingtechcards&othermatch-upsomethingsomething*. For example, as a control mage you could actually tech in a copy of Explosive Runes to ever prevent Mecha'Thun Priest from killing you with the combo. When timed right it could also work against the horsemen variant of OTK Pally too. Control Lock or "Anti-meta Lock" should also never lose to these decks, ever.