Is it the current one, with so many stall-draw-win decks? Both priest archetypes seem to be that way. Plus all the Mechthun decks, and both types of OTK paladin. It seems like as good as clone priest is against control it should be weaker to aggro.
I realize lots of players love these decks but I think they're dramatically more fun for the player than the opponent. Maybe pre-nerf Raza machine gun priest was a more uninteractive meta, I don't know.
I realize lots of players love these decks but I think they're dramatically more fun for the player than the opponent.
I'm not much of an OTK deck player myself, but why do I need to worry if my opponent is having fun or not as long as I am? If my opponent is losing it is likely they will be rarely having fun regardless of the deck I am playing. on the rare occasion they might be enjoying the RnG-fest that Hearthstone provides, but it's a pretty rare occurrence you'll agree. :-)
I guess I was thinking it was Blizzard who should care that both players have fun most of the time, for the sake of business.
I've tried to make this point earlier this week on these forums...and there's something people just don't understand about it...
I can understand business, sure. But the correlation between both players having fun being good for the business doesn't necessarily work that way. If both players are having fun, then neither player feels they need to change their decks to have abetter chance to win. If they don't want to change their decks, they wont need extra cards. If they don't need extra cards, they wont buy packs. If they don't buy packs, the business fails.
So by that logic, you can see it is actually in Blizzard's invested interest to make sure that at least one of the players is unhappy, because this breeds competitive spirit and remaining competitive is what drives players to buy packs and fund the game.
I guess I was thinking it was Blizzard who should care that both players have fun most of the time, for the sake of business.
I've tried to make this point earlier this week on these forums...and there's something people just don't understand about it...
I can understand business, sure. But the correlation between both players having fun being good for the business doesn't necessarily work that way. If both players are having fun, then neither player feels they need to change their decks to have abetter chance to win. If they don't want to change their decks, they wont need extra cards. If they don't need extra cards, they wont buy packs. If they don't buy packs, the business fails.
So by that logic, you can see it is actually in Blizzard's invested interest to make sure that at least one of the players is unhappy, because this breeds competitive spirit and remaining competitive is what drives players to buy packs and fund the game.
I dunno man, after coming back to hearthstone after missing a few expacs and deciding not to really invest money past buying the welcome back thing and the 40 old packs for 21 euro. I just used what dust I had in the pile to make an odd pala(had prince liam+baku already) and crafted rexxar to have a non spell focused midrange hunter and find its actually more fun just playing "competitive" HS on budget friendly but effective aggro decks. I think the people that are gonna open packs are gonna open packs regardless of the fun factor because opening packs is fun in itself really.
I think my thing about having every card before standard was introduced was so i could counter deck whatever was beating me at the time but now that im back i just kinda wanna play 1-2 competitive decks for cheap and if I lose, I lose, queue up and hope the next 7 turns are in my scumbag aggro favour :D I dunno, the rotation seems to have taken the fun out of having all the cards but I do think the rotation is very good for the game at the same time.
If not now, when both jade druid and quest rogue were active. aggro druid didnt really pay attention to what you were playing either but if it was a taunt deck they may have a hard time.
I consider quest rogue the first true masturbation because you could literally cover your half of the board on the opponents screen and they wouldn't play any different. Druid's obscene armor generation makes it easy to do the same thing. Having to do 90+ dmg to someone is going to take a lot longer than it would 30. Warlock's recent new healing options make it a nuisance but no where near as obnoxious as druid. I feel like there is at least a little more decision when use certain removals.
I dont feel paladin is in the same league at all. Bouncing back riders requires some chance and the holy wrath combo can be strong but a lot easier to outrace than a 60+ armor druid.
Combo, Tempo, Control and??? What is the fourth then? Do you consider aggro and midrange(both Tempo imo) do be seperate archtypes or did I miss the rise of a new one?
Combo, Tempo, Control and??? What is the fourth then? Do you consider aggro and midrange(both Tempo imo) do be seperate archtypes or did I miss the rise of a new one?
I do/ did consider midrange to be different to tempo/aggro yes as its a different play style but I could be wrong.
Combo, Tempo, Control and??? What is the fourth then? Do you consider aggro and midrange(both Tempo imo) do be seperate archtypes or did I miss the rise of a new one?
I do/ did consider midrange to be different to tempo/aggro yes as its a different play style but I could be wrong.
Well I am no expert so I am not sure, but either way, it is either seen 5% more or 3% less than the perfect distribution would want it to(according to OPs 30% claim), so I don't see a problem here. Seems like another "I don't like OTK decks"-thread. Skip!
Combo, Tempo, Control and??? What is the fourth then? Do you consider aggro and midrange(both Tempo imo) do be seperate archtypes or did I miss the rise of a new one?
I do/ did consider midrange to be different to tempo/aggro yes as its a different play style but I could be wrong.
Well I am no expert so I am not sure, but either way, it is either seen 5% more or 3% less than the perfect distribution would want it to(according to OPs 30% claim), so I don't see a problem here. Seems like another "I don't like OTK decks"-thread. Skip!
Is it the current one, with so many stall-draw-win decks? Both priest archetypes seem to be that way. Plus all the Mechthun decks, and both types of OTK paladin. It seems like as good as clone priest is against control it should be weaker to aggro.
I realize lots of players love these decks but I think they're dramatically more fun for the player than the opponent. Maybe pre-nerf Raza machine gun priest was a more uninteractive meta, I don't know.
How is Control Priest "stall-draw-win" ?
Control Priest plays like any other control or midrange decks. So it is as "stall" as any other control or midrange deck.
The deck is not full of draw like "stall-draw-win" decks. Acolyte of Pain and Northshire are the only draw cards, compare this with Mecha'thun Warlock/ Druid, Topsy Priest or OTK Holy Wrath Paladin.
The deck does not auto win if you draw all the right cards. The burst is generally 16, sometimes 19 and rarely 22. Again compare this with Mecha'thun decks or Topsy Priest where you actually win if you draw all right cards.
>>The deck does not auto win if you draw all the right cards. The burst is generally 16, sometimes 19 and rarely 22. Again compare this with Mecha'thun decks or Topsy Priest where you actually win if you draw all right cards.
Fair enough, I would call control priest "OTK-light." It's quite a strong counter to the mid-range decks that I like to play, though. I am always at a complete loss as to how to beat control priest - I either get too much stuff screamed or hold back too much and he draws his full burst; can never find that right balance.
In my mind, beginning of kobolds and catacombs. You had paladins playing old cta and 0 mana 5/5s, warlock summoning their 4th voidlord on turn 8, and priest killing you from 30 on turn 10. Ah, memories.
As I've discussed in other threads, I think the bigger issue is how little minions matter right now. Because minion trading is a less frequent occurrence in a number of games, it leads to the game feeling increasingly uninteractive. If it's not an "AFK until OTK" type of deck, it's a deck where you're basically just battling someone's hero power.
There are exceptions, of course. The most notable being Hunter. But hunter has a host of it's own issues. (The main one IMO being that Rexxar gives Hunter incredible game at times when it has no business having any game).
Is it the current one, with so many stall-draw-win decks? Both priest archetypes seem to be that way. Plus all the Mechthun decks, and both types of OTK paladin. It seems like as good as clone priest is against control it should be weaker to aggro.
I realize lots of players love these decks but I think they're dramatically more fun for the player than the opponent. Maybe pre-nerf Raza machine gun priest was a more uninteractive meta, I don't know.
I'm not much of an OTK deck player myself, but why do I need to worry if my opponent is having fun or not as long as I am?
If my opponent is losing it is likely they will be rarely having fun regardless of the deck I am playing. on the rare occasion they might be enjoying the RnG-fest that Hearthstone provides, but it's a pretty rare occurrence you'll agree. :-)
I guess I was thinking it was Blizzard who should care that both players have fun most of the time, for the sake of business.
I've tried to make this point earlier this week on these forums...and there's something people just don't understand about it...
I can understand business, sure. But the correlation between both players having fun being good for the business doesn't necessarily work that way.
If both players are having fun, then neither player feels they need to change their decks to have abetter chance to win.
If they don't want to change their decks, they wont need extra cards.
If they don't need extra cards, they wont buy packs.
If they don't buy packs, the business fails.
So by that logic, you can see it is actually in Blizzard's invested interest to make sure that at least one of the players is unhappy, because this breeds competitive spirit and remaining competitive is what drives players to buy packs and fund the game.
Starting to get a little off topic here. My opinion is, while OTK should have its place, close to 30% of the meta is way too much.
I dunno man, after coming back to hearthstone after missing a few expacs and deciding not to really invest money past buying the welcome back thing and the 40 old packs for 21 euro. I just used what dust I had in the pile to make an odd pala(had prince liam+baku already) and crafted rexxar to have a non spell focused midrange hunter and find its actually more fun just playing "competitive" HS on budget friendly but effective aggro decks.
I think the people that are gonna open packs are gonna open packs regardless of the fun factor because opening packs is fun in itself really.
I think my thing about having every card before standard was introduced was so i could counter deck whatever was beating me at the time but now that im back i just kinda wanna play 1-2 competitive decks for cheap and if I lose, I lose, queue up and hope the next 7 turns are in my scumbag aggro favour :D
I dunno, the rotation seems to have taken the fun out of having all the cards but I do think the rotation is very good for the game at the same time.
Is it, though? With combo being one of the three main archtypes, isn't 30% pretty much the distribution you'd expect?
I would say we have 4 so it should be 25%
If not now, when both jade druid and quest rogue were active. aggro druid didnt really pay attention to what you were playing either but if it was a taunt deck they may have a hard time.
I consider quest rogue the first true masturbation because you could literally cover your half of the board on the opponents screen and they wouldn't play any different. Druid's obscene armor generation makes it easy to do the same thing. Having to do 90+ dmg to someone is going to take a lot longer than it would 30. Warlock's recent new healing options make it a nuisance but no where near as obnoxious as druid. I feel like there is at least a little more decision when use certain removals.
I dont feel paladin is in the same league at all. Bouncing back riders requires some chance and the holy wrath combo can be strong but a lot easier to outrace than a 60+ armor druid.
Fun > Meta
Combo, Tempo, Control and??? What is the fourth then? Do you consider aggro and midrange(both Tempo imo) do be seperate archtypes or did I miss the rise of a new one?
I do/ did consider midrange to be different to tempo/aggro yes as its a different play style but I could be wrong.
Well I am no expert so I am not sure, but either way, it is either seen 5% more or 3% less than the perfect distribution would want it to(according to OPs 30% claim), so I don't see a problem here. Seems like another "I don't like OTK decks"-thread. Skip!
Oh yea totally agree there lol.
The most OTK-dominant meta was Wild Star Aligner Druid from a few months ago
You're right - I think I derailed the thread slightly. Sorry about that.
How is Control Priest "stall-draw-win" ?
Control Priest plays like any other control or midrange decks. So it is as "stall" as any other control or midrange deck.
The deck is not full of draw like "stall-draw-win" decks. Acolyte of Pain and Northshire are the only draw cards, compare this with Mecha'thun Warlock/ Druid, Topsy Priest or OTK Holy Wrath Paladin.
The deck does not auto win if you draw all the right cards. The burst is generally 16, sometimes 19 and rarely 22. Again compare this with Mecha'thun decks or Topsy Priest where you actually win if you draw all right cards.
Fair enough, I would call control priest "OTK-light." It's quite a strong counter to the mid-range decks that I like to play, though. I am always at a complete loss as to how to beat control priest - I either get too much stuff screamed or hold back too much and he draws his full burst; can never find that right balance.
In my mind, beginning of kobolds and catacombs. You had paladins playing old cta and 0 mana 5/5s, warlock summoning their 4th voidlord on turn 8, and priest killing you from 30 on turn 10. Ah, memories.
As I've discussed in other threads, I think the bigger issue is how little minions matter right now. Because minion trading is a less frequent occurrence in a number of games, it leads to the game feeling increasingly uninteractive. If it's not an "AFK until OTK" type of deck, it's a deck where you're basically just battling someone's hero power.
There are exceptions, of course. The most notable being Hunter. But hunter has a host of it's own issues. (The main one IMO being that Rexxar gives Hunter incredible game at times when it has no business having any game).