I can't say I'm unhappy either, even though I've always played some combo decks (I like to play everything, even aggro if its the more complex sort). The problem was new combo decks compared with old ones...
Old Malygos decks with multiple spells, finding a balance bwteen survival and still having a combo left - fine.
Patron warrior - knowing when to use combo pieces to apply pressure and win without comboing at all, and when to hold out - fine.
New combo design like MechaC'thun/Horseman Paladin/endless armor druids - not fine. I win cards actually suck from a gameplay perspective IMO.
I am glad we got all these combo disruptors, but mainly because I think Blizzard lost it's way on what actually makes combo decks fun to play and play against - resource management and continual tough decisions. Stall, stall, stall, win.....nah. That sucks, I welcome our new dirty rat like overlords.
As someone who plays stupid gimmik decks that result in mostly losses. I dont like the cards. I understand they are important but i still hate them. If they become popular it will massivly hurt my interest in the game
Rollback Post to RevisionRollBack
If you have a deck idea might as well go full ham on it.
Inevitable combo decks are the worst thing. It effectively kills control. Giving tech options against them is a really good way tp get rid of the inevitable part and still let combo cards be possible. Combo is still a thing in wild...even though deathlord and rat are there.
Real control is here and it's good that the combo decks have actual threats incoming outside of aggro
Speaking of which, we haven't seen anything truly new and aggressive yet in the new set outside of a few new zoolock pieces. A healthy meta needs some fresh aggro, too. Once we balance out between control and aggro, decks like combo, midrange, and everything else in between will help flesh out a healthy meta game.
Rollback Post to RevisionRollBack
Rage quitting: the best way to ensure your opponent knows they beat a giant baby.
Only combo decks that are "one trick pony" eg Mecha'thun Warlock/Druid, Maly Rogue, Hakkar Druid etc got screwed. Combo decks like Gallery Priest that can win even if they lose/burn their big combo minions (Velen, Malygos in case of Gallery Priest) can still be viable after rotation.
Only combo decks that are "one trick pony" eg Mecha'thun Warlock/Druid, Maly Rogue, Hakkar Druid etc got screwed. Combo decks like Gallery Priest that can win even if they lose their big combo minions (Velen, maly in case of Gallery Priest) can still be viable after rotation.
Only combo decks that are "one trick pony" eg Mecha'thun Warlock/Druid, Maly Rogue, Hakkar Druid etc got screwed. Combo decks like Gallery Priest that can win even if they lose their big combo minions (Velen, maly in case of Gallery Priest) can still be viable after rotation.
Uncalled for!
lol
Rollback Post to RevisionRollBack
To post a comment, please login or register a new account.
I can't say I'm unhappy either, even though I've always played some combo decks (I like to play everything, even aggro if its the more complex sort). The problem was new combo decks compared with old ones...
Old Malygos decks with multiple spells, finding a balance bwteen survival and still having a combo left - fine.
Patron warrior - knowing when to use combo pieces to apply pressure and win without comboing at all, and when to hold out - fine.
New combo design like MechaC'thun/Horseman Paladin/endless armor druids - not fine. I win cards actually suck from a gameplay perspective IMO.
I am glad we got all these combo disruptors, but mainly because I think Blizzard lost it's way on what actually makes combo decks fun to play and play against - resource management and continual tough decisions. Stall, stall, stall, win.....nah. That sucks, I welcome our new dirty rat like overlords.
As someone who plays stupid gimmik decks that result in mostly losses. I dont like the cards. I understand they are important but i still hate them. If they become popular it will massivly hurt my interest in the game
If you have a deck idea might as well go full ham on it.
https://www.hearthpwn.com/forums/hearthstone-game-modes/standard-format/231589-combos-dead
Also, no reason to insinuate language like that in a thread name.
Editor of the Heartpwn Legendary Crafting Guide:
https://www.hearthpwn.com/forums/hearthstone-general/card-discussion/205920-legendary-tier-list-crafting-guide
Inevitable combo decks are the worst thing. It effectively kills control. Giving tech options against them is a really good way tp get rid of the inevitable part and still let combo cards be possible. Combo is still a thing in wild...even though deathlord and rat are there.
Occasionally gives helpful advice.
Real control is here and it's good that the combo decks have actual threats incoming outside of aggro
Speaking of which, we haven't seen anything truly new and aggressive yet in the new set outside of a few new zoolock pieces. A healthy meta needs some fresh aggro, too. Once we balance out between control and aggro, decks like combo, midrange, and everything else in between will help flesh out a healthy meta game.
Rage quitting: the best way to ensure your opponent knows they beat a giant baby.
Only combo decks that are "one trick pony" eg Mecha'thun Warlock/Druid, Maly Rogue, Hakkar Druid etc got screwed. Combo decks like Gallery Priest that can win even if they lose/burn their big combo minions (Velen, Malygos in case of Gallery Priest) can still be viable after rotation.
Uncalled for!
Occasionally gives helpful advice.
lol