Control Warriors is the class that I feel very bored to play against. They just straightforwardly keep clearing board and pumping armors. They have many removal cards (at least 12 cards including mech, rush, and spell). In addition, they still have Dr.Doom to generate infinity value, making the game ridiculously long. Each game can easily take up to 20-30 minutes and I found it is very time-consuming while other game takes only 7-10 minutes.
I honestly don't care if I lose but it is very time-consuming. The long game should be fun like the time when Hunterace vs Viper. That's why I want to ask for your opinion if anyone think Control Warrior should change somehow?
Actually, I believe hunter is the class that should be worried about, the control archetype is actually quite difficult in this archetype due to mage and hunter, so no. Just my opinion, I also am the biggest control warrior fan ever so a bit of a bias XD
There are only so many ways a control deck in HS can operate:
Have a fatigue win condition with lots of removal and board clears like current Control Warrior or FLJ Mage from last expansion.
Have a burst win condition like Control Dragon Priest from last expansion or old Wallet Warrior.
Have some crazy combo that generates lots of value or tempo quickly like Conjurer's Mage or Cubelock.
One thing all these decks have in common is that they all have generated a lot of hate posts and nerf requests. As much as HS community like to label control as skillful and other archetypes as "Braindead", "Uninteractive" or "Curvestone", they also don't like playing against a powerful control deck.
It’s personal preference. Some players find fast, aggressive decks boring to play against as well. Personally I enjoy long, resource focused games and quick, simple games equally. You have to appreciate that not everyone’s preferences are the same and particularly when you climb higher on the ladder, players are more and more inclined to enjoy optimising their play and winning games regardless of play style.
Whether or not control warrior is overpowered is a different conversation. Personally I feel it could be toned down a little but nothing excessive is needed as it’s win rate doesn’t far exceed 50%.
Yeah I also felt boring to play control warrior, I wanted to play my thief rogue deck but with the presence of hunter and mage (their immense face dmg), I just have to use warrior if I needed to have positive win rate.
I've been playing the deck even though I don't like it because my warrior win count is low. It's surprisingly vulnerable against good players, and I often feel like my opponent is in with a shout even when I'm the favoured player. But yeah, it can be frustrating to play against when everything clicks, sometimes I feel quite bad for my opponent. I walloped some wrath paladin yesterday with a hecklebot and he added me to tell me to quit the game.
A big part of people finding their CW matches “long and boring” is not understanding the win condition of the deck. If you’re playing an aggressive deck with no late game, it’s on you to realise when the control warrior has stabilised and your win% is 0. Once you can’t win, if you don’t feel like watching the 20 turn victory parade, just concede.
That said there are plenty of aggressive/midrange decks that have good lategame strategies that can beat warrior a decent amount of the time (mech and beast hunter variants, tempo rogues with togwaggle’s scheme or chef nomi, token druids, mech paladins, zoo warlocks with Rafaam, the list goes on). Some understanding of how your deck is supposed to handle control matchups is very important to finding these games enjoyable.
Perhaps, I still don't know how to fight properly. I like to play Mage such as Freeze Mage. Even I have the best hand and drop overpower minion every turn from turn 5 (After Coin + Pocket Galaxy) to turn 10+ in order to maintain my tempo, they were all cleared every turn!
Go wide? Brawl, Supercollider, Warpath Go tall? shield slam, Execute Want to maintain tempo? Militia commander, Dynomatic Late game? meet Dr. Doom and Omega
Basically, Control warrior is strong in early game since it has many cards to maintain tempo and remove opponent minions. And the late game is absurd with Dr.Boom and Omega. In my opinion, the only way to win is hoping they have a bad draw...
Control Warriors is the class that I feel very bored to play against. They just straightforwardly keep clearing board and pumping armors. They have many removal cards (at least 12 cards including mech, rush, and spell). In addition, they still have Dr.Doom to generate infinity value, making the game ridiculously long. Each game can easily take up to 20-30 minutes and I found it is very time-consuming while other game takes only 7-10 minutes.
I honestly don't care if I lose but it is very time-consuming. The long game should be fun like the time when Hunterace vs Viper. That's why I want to ask for your opinion if anyone think Control Warrior should change somehow?
Can you please elaborate? What do you suggest?
Dead but dreaming
Omega need to lose mech tag and Boom and all other heros send to Wild (or release heroes for everyone).
All other cards are fine
Actually, I believe hunter is the class that should be worried about, the control archetype is actually quite difficult in this archetype due to mage and hunter, so no. Just my opinion, I also am the biggest control warrior fan ever so a bit of a bias XD
Wait until Control Priest comback. They have the same playstyle, plus steal half of your deck in the process
There are only so many ways a control deck in HS can operate:
One thing all these decks have in common is that they all have generated a lot of hate posts and nerf requests. As much as HS community like to label control as skillful and other archetypes as "Braindead", "Uninteractive" or "Curvestone", they also don't like playing against a powerful control deck.
Take Brawl to HOF
It’s personal preference. Some players find fast, aggressive decks boring to play against as well. Personally I enjoy long, resource focused games and quick, simple games equally. You have to appreciate that not everyone’s preferences are the same and particularly when you climb higher on the ladder, players are more and more inclined to enjoy optimising their play and winning games regardless of play style.
Whether or not control warrior is overpowered is a different conversation. Personally I feel it could be toned down a little but nothing excessive is needed as it’s win rate doesn’t far exceed 50%.
Yeah I also felt boring to play control warrior, I wanted to play my thief rogue deck but with the presence of hunter and mage (their immense face dmg), I just have to use warrior if I needed to have positive win rate.
No.
I've been playing the deck even though I don't like it because my warrior win count is low. It's surprisingly vulnerable against good players, and I often feel like my opponent is in with a shout even when I'm the favoured player. But yeah, it can be frustrating to play against when everything clicks, sometimes I feel quite bad for my opponent. I walloped some wrath paladin yesterday with a hecklebot and he added me to tell me to quit the game.
A big part of people finding their CW matches “long and boring” is not understanding the win condition of the deck. If you’re playing an aggressive deck with no late game, it’s on you to realise when the control warrior has stabilised and your win% is 0. Once you can’t win, if you don’t feel like watching the 20 turn victory parade, just concede.
That said there are plenty of aggressive/midrange decks that have good lategame strategies that can beat warrior a decent amount of the time (mech and beast hunter variants, tempo rogues with togwaggle’s scheme or chef nomi, token druids, mech paladins, zoo warlocks with Rafaam, the list goes on). Some understanding of how your deck is supposed to handle control matchups is very important to finding these games enjoyable.
Perhaps, I still don't know how to fight properly. I like to play Mage such as Freeze Mage. Even I have the best hand and drop overpower minion every turn from turn 5 (After Coin + Pocket Galaxy) to turn 10+ in order to maintain my tempo, they were all cleared every turn!
Go wide? Brawl, Supercollider, Warpath
Go tall? shield slam, Execute
Want to maintain tempo? Militia commander, Dynomatic
Late game? meet Dr. Doom and Omega
Basically, Control warrior is strong in early game since it has many cards to maintain tempo and remove opponent minions. And the late game is absurd with Dr.Boom and Omega. In my opinion, the only way to win is hoping they have a bad draw...
If you can keep their armour values down, you can normally focus on going tall until the Warrior can't deal with the threats anymore.
This is why Conjurer's Mage seems to excel in this match up currently.
Worth a shot. Look at some other big-threat decks perhaps as well.