Warrior is not broken and Boom does not need a nerf.
I think we've become accustomed to aggro ruling the ladder, to control always getting shoved out of tier 1 by hyper aggro and combo/OTK decks that nullify control's whole archetype as effective. Now that control has solid tools in the warrior class to effectively counter aggro (and OTK isn't so easy anymore), the community is crying wolf over the "broken" Dr. Boom, Mad Genius. Comparisons to the original Death Knight cards are fairly common (and misguided imo, since the Frozen Throne hero cards were outrageously broken and designed without regard to how they'd age as standard progressed over two years). People often say he has 5 awesome hero powers (he has one great one, one good one, and 3 highly situational ones regarding their value and effectiveness).
I beat warriors all the time, both with and without their playing Dr. 7 hero card. It depends far more on the ability of the player, and Boom rng only really comes into play in mirror matches or specific situations, not as a general rule. I've gotten plenty of salt adds with people weeping about how lucky I was that their hero power wasn't armor for 3 turns in a row, not how badly they wasted their resources on boards of tokens while I built up a hand to kill them with regardless of the 21 armor they thought would save them. I've lost to lucky hero power rolls, sure, that's part of the Hearthstone experience, but that mechanic isn't broken, it's just effective. it's a control card and it controls very well.
This is how strong cards work: they perform their task well within the archetype they fit for that class. Overpowered cards like Conjurer's Calling and Luna's Pocket Galaxy offer a power spike much earlier or with a much greater force than other classes can attain. Turn 5 of any match is often either 2-4 Mountain Giants or mage reducing every minion in their deck to 1-mana with no additional debuff like Jepetto enforces (making them 1/1's as well), for example.
Control inherently plays against many players who don't appreciate or utilize the archetype because it doesn't feel good and isn't meant to. It's supposed to slow you down, to stop you, to nullify your aggro. They exist to stop you from reaching your goal of turn 5 lethal (or whatever your deck's goal is for lethal). It's slow, it's frustrating, and it's part of how the game balances out. Without slower, controlling decks, we would all simply face race each other or build hyper-streamlined combo deck with heavy reliance on draw mechanics. Matches would have no interaction - a common complaint against some of the most toxic decks in Hearthstone's history - and that is all control is about. Control exists because it has to interact with your cards. Everything it does loses value if it's played outside of the removal or disruption of your cards and gameplan. It's what makes control matches such lumbering, sloth-like grinds: both sides are trying to hoard resources for the most opportune moment in the match. First one to waste a card takes the biggest step toward defeat.
Warrior is a very strong control deck and powerful archetype right now, but it's not our biggest problem, let alone much of one at all. It's a class that has the tools and can use them effectively. Mage is broken. Hunter has multiple top tier decks, one of which is entirely unchanged from Rise of Shadows. Paladin currently board floods on turn 5 with murlocs and God help you if you don't have a lot of AoE.
We need to get over our piss baby crying about Dr. Boom and take a look at actual problems in Hearthstone.
Ok, send in the condescension and vitriol, people! Or if you have something constructive to say, I'd like that, too.
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Rage quitting: the best way to ensure your opponent knows they beat a giant baby.
Is the game perfectly balanced? No but that doesn't mean dr boom shouldn't be looked at. It shouldnt exist in its current state when all the dks holding it back are gone. Warrior has too many answers.
As I've noted in other threads, it's not about power level. It's about a single card creating a boring, repetitive experience.
Every single CW game that isn't a bad match-up for it comes down to the exact same drawn-out endgame that is simply not fun to play. This is not how other control games work. The goals of other control decks may be similar, but it's usually not this long, excruciating war of attrition against massive infinite value.
I fully agree that there are several strong decks that can beat Control Warrior, and I have no problem with a Control Warrior archetype existing in theory. But Dr. Boom, Mad Genius still needs to go.
Warrior is incredibly broken. In less than one month it's getting nerfed, hopefully to the ground.
Boom is broken, of course. But it's not just Boom. Warrior is stacked with broken cards.
Have you noticed that Control Warrior has the best two one drops in the game? Kind of ironic, isn't it? Most control decks don't have the luxury of running one drops.
Warpath, Brawl, and Dye-o-matic are good AOE's. And if that wasn't enough, they got another one.
Supercollider can kill two giants with one swing.
Shied Slam is an extremely efficient single target removal. And if it can be activated with no armor by Shield Block, and Boom.
Militia Commander was broken. Apparently Restless Mummy is even more broken.
There are two good mechs, Ziliax and Sn1p-Sn4p that go into a variety of decks. But they get far more value in Warrior than other classes.
One mana, draw three. What needs to be said?
As if all that wasn't enough, throw in a taunt package including a better Stonehill Defender.
But wait. I'm not done yet. I'm Saving the Best for Last. A four mana card that kills, among other things, Ysera, and leaves a body around.
No other class has access to this set of tools. That is why Control Warrior is the ONLY control deck in the game. We don't see Control Priest/Shaman/Warlock/Paladin. Their toolset is terribly flawed to begin with, and they can't beat Boom in the long run.
It doesn't take a statistical genius to see that the stats on Dr. Boom are ridiculous (around 70% when in mulligan, around 65% when drawn).
Not one card should generate this much power, and I'd wish for people to stop looking at their own skill and rank, and take into account the tens of thousands of players who play at lower ranks. These players are simply not as good at the game, specifically resource management. In those ranks, one card that controls the entire game, feels unfair and unjustified.
I love Control decks, but very little of them are viable against Warrior's Control deck. And it IS because of the Mad Genius, don't care what way you spin it.
Cards that rely on simply being drawn and played are bad for the game. Luna's Pocket Galaxy is another example. And it's also the main reason why high-ranked ladder is infested with Warriors and Mages. They're the only classes that can challenge each other. Coincidence? I think not.
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Dad, husband, gamer, fueled by coffee.
Currently playing Dragon Galakrond Priest, Dragon Galakrond Warrior and Highlander Dragon Hunter.
If you'd bothered to look at the stats before writing your rant, you'd know that DBMG is stupid broken. It's mulligan winrate is off the charts FOR A SEVEN MANA CARD.
Haven't you noticed there are no other viable control decks? Why is it ok for one of the most boring and repetitive decks to sit on a whole archetype?
Northshire Cleric w/ Extra Arms Package raises hand politely.
And of course the Extra Arms is relevant to the conversation, if you aren't taking into account additional cards in the meta, then Town Crier isn't even the 5th best one drop.
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For those who gripe that warrior is the only control game in town: I wholeheartedly agree!
Shaman and mage rely so heavily on RNG tools for control, and warrior at it's base is best geared for consistent control of the game. Priest could be incredible, but every time priest gets tools for control, they somehow end up as completely toxic decks and non-interactive OTK's instead (wild still has a big priest problem, and Frozen Throne had machine gun Anduin, wall priest was an atrocity, etc.).
Blizzard needs to figure out how to let other classes play control without making a joke of it or breaking the meta
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Rage quitting: the best way to ensure your opponent knows they beat a giant baby.
Hey, also, Luna's Pocket Galaxy has a played winrate of 62.5% and is played in 13% of decks.
Dr. Boom, Mad Genius has a winrate of 62.3% and is played in 10% of decks.
So Boom is mathematically less popular and less successful than Luna's, in a meta that favors control warrior, but Boom is the problem? Doesn't add up.
This is an issue of perception because people hate facing control and pros cried wolf over specialist format inherently sucking because of the warrior matches. Fibonacci is currently playing warrior decks (big surprise) with no Dr. Boom in them. He's at least 650 legend or so last I saw.
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Rage quitting: the best way to ensure your opponent knows they beat a giant baby.
You have to be either a shameless fanboy of the Warrior class, or a complete idiot, to not recognize the effect of Dr Boom on the game.
The Warrior class in general is not in a place where the HS community considers it "balanced".
So OP, which are you? Fanboy or...?
Thanks for the false dichotomy! But if you need an answer: me go face.
I love hunter and I farm warriors, especially the ones that like to play Boom and emote frequently until I win again and again. So that's where I'm at!
The HS community hates control decks for the most part, so it's natural that they'd target a strong card in warrior. It's a slow match, a boring thing to cast or stream, and feels bad when it stops you from doing what your deck wants to do. Add in salty pros that weep about how Boom is broken in specialist (not that the format was a dumpster fire from the start), and everyone who follows them treats their word as gospel instead of recognizing the tournament scene and the ranked scene as different metas.
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Rage quitting: the best way to ensure your opponent knows they beat a giant baby.
Hey, also, Luna's Pocket Galaxy has a played winrate of 62.5% and is played in 13% of decks.
Dr. Boom, Mad Genius has a winrate of 62.3% and is played in 10% of decks.
So Boom is mathematically less popular and less successful than Luna's, in a meta that favors control warrior, but Boom is the problem? Doesn't add up.
This is an issue of perception because people hate facing control and pros cried wolf over specialist format inherently sucking because of the warrior matches. Fibonacci is currently playing warrior decks (big surprise) with no Dr. Boom in them. He's at least 650 legend or so last I saw.
Galaxy might be a bad design. It might be broken at 5 mana. Regardless, CC is definitely broken.
The Warrior nerf is also going to include a nerf to Mage as well.
For those who gripe that warrior is the only control game in town: I wholeheartedly agree!
Shaman and mage rely so heavily on RNG tools for control, and warrior at it's base is best geared for consistent control of the game. Priest could be incredible, but every time priest gets tools for control, they somehow end up as completely toxic decks and non-interactive OTK's instead (wild still has a big priest problem, and Frozen Throne had machine gun Anduin, wall priest was an atrocity, etc.).
Blizzard needs to figure out how to let other classes play control without making a joke of it or breaking the meta.
You complain about RNG, yet you defend Dr. Boom and his wacky hero power?
Whatever, dude.
Anyone who actually understands Hearthstone knows that its most powerful random effects -- including Conjurer's Calling and most Shaman tools -- work because they are not actually all that random. CC on a 12-mana card is a coin toss, but both sides of the coin are heads. Dr. Boom is the same way -- several different random possibilities, all of which are OP. And when you discover a Mech, you pick from three random Mech cards, but whichever one you choose is going to be given Rush, so there's literally no way you'll fail to find something useful.
Dr. Boom is consistent not because he avoids using RNG -- on the contrary, he very clearly revels in it -- but because for him, every roll is a bonkers-OP high roll. Even if you don't get the exact result you wanted, all you have to do is wait a turn, and you'll get something better.
There are ways of designing a good control game, but truly infinite value isn't one of them.
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"Why, you never expected justice from a company, did you? They have neither a soul to lose nor a body to kick." -- Lady Saba Holland
For those who gripe that warrior is the only control game in town: I wholeheartedly agree!
Shaman and mage rely so heavily on RNG tools for control, and warrior at it's base is best geared for consistent control of the game. Priest could be incredible, but every time priest gets tools for control, they somehow end up as completely toxic decks and non-interactive OTK's instead (wild still has a big priest problem, and Frozen Throne had machine gun Anduin, wall priest was an atrocity, etc.).
Blizzard needs to figure out how to let other classes play control without making a joke of it or breaking the meta.
You complain about RNG, yet you defend Dr. Boom and his wacky hero power?
Whatever, dude.
Anyone who actually understands Hearthstone knows that its most powerful random effects -- including Conjurer's Calling and most Shaman tools -- work because they are not actually all that random. CC on a 12-mana card is a coin toss, but both sides of the coin are heads. Dr. Boom is the same way -- several different random possibilities, all of which are OP. And when you discover a Mech, you pick from three random Mech cards, but whichever one you choose is going to be given Rush, so there's literally no way you'll fail to find something useful.
Dr. Boom is consistent not because he avoids using RNG -- on the contrary, he very clearly revels in it -- but because for him, every roll is a bonkers-OP high roll. Even if you don't get the exact result you wanted, all you have to do is wait a turn, and you'll get something better.
There are ways of designing a good control game, but truly infinite value isn't one of them.
Boom's RNG power comes from his discover, which is a 1-in-5 chance to come up every turn. The mech pool is busted good and should have been diluted with this (and hopefully the next) expansion. That and 7 armor are his biggest advantages. The other three are just good and in control warrior sometimes not what you need. It's not a broken hero power, so it's not an RNG I fear.
I know that CC is busted because the pool is small for its best targets. My main concern for RNG in mage was the litany of random spells it can generate on the cheap to not only put out damage to board and face, but to then reload for 0 mana with Cyclone, retaining that large hand size while protecting their face and board, making Luna's on 5 (4 with coin) all the more appealing. Mage can pull way bigger rabits out of way smaller hats than warrior.
I would never say Dr. Boom is perfectly fine, but he is not as toxic to the game as mage, or even Hagatha, or Zul'jin in the hands of a competent player. If we took care of mage's insane and overpowered value cards, I'd be fine with addressing Boom. I think infinite value is the absolute worst for the game, but Boom has a 2/5 chance of doing that every turn, so it's a step away from a trash mechanic that I hope Blizzard has the good sense to never repeat. Deathstalker Rexxar was bad enough, and Boom isn't by any stretch leagues better, but he is nowhere near as limitless in resources. A few turns of unfavorable hero powers and Boom loses his luster right quick.
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Rage quitting: the best way to ensure your opponent knows they beat a giant baby.
Warrior is not broken and Boom does not need a nerf.
I think we've become accustomed to aggro ruling the ladder, to control always getting shoved out of tier 1 by hyper aggro and combo/OTK decks that nullify control's whole archetype as effective. Now that control has solid tools in the warrior class to effectively counter aggro (and OTK isn't so easy anymore), the community is crying wolf over the "broken" Dr. Boom, Mad Genius. Comparisons to the original Death Knight cards are fairly common (and misguided imo, since the Frozen Throne hero cards were outrageously broken and designed without regard to how they'd age as standard progressed over two years). People often say he has 5 awesome hero powers (he has one great one, one good one, and 3 highly situational ones regarding their value and effectiveness).
I beat warriors all the time, both with and without their playing Dr. 7 hero card. It depends far more on the ability of the player, and Boom rng only really comes into play in mirror matches or specific situations, not as a general rule. I've gotten plenty of salt adds with people weeping about how lucky I was that their hero power wasn't armor for 3 turns in a row, not how badly they wasted their resources on boards of tokens while I built up a hand to kill them with regardless of the 21 armor they thought would save them. I've lost to lucky hero power rolls, sure, that's part of the Hearthstone experience, but that mechanic isn't broken, it's just effective. it's a control card and it controls very well.
This is how strong cards work: they perform their task well within the archetype they fit for that class. Overpowered cards like Conjurer's Calling and Luna's Pocket Galaxy offer a power spike much earlier or with a much greater force than other classes can attain. Turn 5 of any match is often either 2-4 Mountain Giants or mage reducing every minion in their deck to 1-mana with no additional debuff like Jepetto enforces (making them 1/1's as well), for example.
Control inherently plays against many players who don't appreciate or utilize the archetype because it doesn't feel good and isn't meant to. It's supposed to slow you down, to stop you, to nullify your aggro. They exist to stop you from reaching your goal of turn 5 lethal (or whatever your deck's goal is for lethal). It's slow, it's frustrating, and it's part of how the game balances out. Without slower, controlling decks, we would all simply face race each other or build hyper-streamlined combo deck with heavy reliance on draw mechanics. Matches would have no interaction - a common complaint against some of the most toxic decks in Hearthstone's history - and that is all control is about. Control exists because it has to interact with your cards. Everything it does loses value if it's played outside of the removal or disruption of your cards and gameplan. It's what makes control matches such lumbering, sloth-like grinds: both sides are trying to hoard resources for the most opportune moment in the match. First one to waste a card takes the biggest step toward defeat.
Warrior is a very strong control deck and powerful archetype right now, but it's not our biggest problem, let alone much of one at all. It's a class that has the tools and can use them effectively. Mage is broken. Hunter has multiple top tier decks, one of which is entirely unchanged from Rise of Shadows. Paladin currently board floods on turn 5 with murlocs and God help you if you don't have a lot of AoE.
We need to get over our piss baby crying about Dr. Boom and take a look at actual problems in Hearthstone.
Ok, send in the condescension and vitriol, people! Or if you have something constructive to say, I'd like that, too.
You sound like someone who believes they invented control warrior but really you've just been net decking the best version you could find and are now defending because you know you'll just have to net deck again and again until you find something that is also broken. cheers douchebag.
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Warrior is not broken and Boom does not need a nerf.
I think we've become accustomed to aggro ruling the ladder, to control always getting shoved out of tier 1 by hyper aggro and combo/OTK decks that nullify control's whole archetype as effective. Now that control has solid tools in the warrior class to effectively counter aggro (and OTK isn't so easy anymore), the community is crying wolf over the "broken" Dr. Boom, Mad Genius. Comparisons to the original Death Knight cards are fairly common (and misguided imo, since the Frozen Throne hero cards were outrageously broken and designed without regard to how they'd age as standard progressed over two years). People often say he has 5 awesome hero powers (he has one great one, one good one, and 3 highly situational ones regarding their value and effectiveness).
I beat warriors all the time, both with and without their playing Dr. 7 hero card. It depends far more on the ability of the player, and Boom rng only really comes into play in mirror matches or specific situations, not as a general rule. I've gotten plenty of salt adds with people weeping about how lucky I was that their hero power wasn't armor for 3 turns in a row, not how badly they wasted their resources on boards of tokens while I built up a hand to kill them with regardless of the 21 armor they thought would save them. I've lost to lucky hero power rolls, sure, that's part of the Hearthstone experience, but that mechanic isn't broken, it's just effective. it's a control card and it controls very well.
This is how strong cards work: they perform their task well within the archetype they fit for that class. Overpowered cards like Conjurer's Calling and Luna's Pocket Galaxy offer a power spike much earlier or with a much greater force than other classes can attain. Turn 5 of any match is often either 2-4 Mountain Giants or mage reducing every minion in their deck to 1-mana with no additional debuff like Jepetto enforces (making them 1/1's as well), for example.
Control inherently plays against many players who don't appreciate or utilize the archetype because it doesn't feel good and isn't meant to. It's supposed to slow you down, to stop you, to nullify your aggro. They exist to stop you from reaching your goal of turn 5 lethal (or whatever your deck's goal is for lethal). It's slow, it's frustrating, and it's part of how the game balances out. Without slower, controlling decks, we would all simply face race each other or build hyper-streamlined combo deck with heavy reliance on draw mechanics. Matches would have no interaction - a common complaint against some of the most toxic decks in Hearthstone's history - and that is all control is about. Control exists because it has to interact with your cards. Everything it does loses value if it's played outside of the removal or disruption of your cards and gameplan. It's what makes control matches such lumbering, sloth-like grinds: both sides are trying to hoard resources for the most opportune moment in the match. First one to waste a card takes the biggest step toward defeat.
Warrior is a very strong control deck and powerful archetype right now, but it's not our biggest problem, let alone much of one at all. It's a class that has the tools and can use them effectively. Mage is broken. Hunter has multiple top tier decks, one of which is entirely unchanged from Rise of Shadows. Paladin currently board floods on turn 5 with murlocs and God help you if you don't have a lot of AoE.
We need to get over our piss baby crying about Dr. Boom and take a look at actual problems in Hearthstone.
Ok, send in the condescension and vitriol, people! Or if you have something constructive to say, I'd like that, too.
Rage quitting: the best way to ensure your opponent knows they beat a giant baby.
Is the game perfectly balanced? No but that doesn't mean dr boom shouldn't be looked at. It shouldnt exist in its current state when all the dks holding it back are gone. Warrior has too many answers.
Damn you warriors, I am not willing to play a 40 minutes game and I am not going to read a 40 minute wall of text either.
Found the two aggro players!
Get rekt by Boom until he rotates you filthy animals! 🤪
As I've noted in other threads, it's not about power level. It's about a single card creating a boring, repetitive experience.
Every single CW game that isn't a bad match-up for it comes down to the exact same drawn-out endgame that is simply not fun to play. This is not how other control games work. The goals of other control decks may be similar, but it's usually not this long, excruciating war of attrition against massive infinite value.
I fully agree that there are several strong decks that can beat Control Warrior, and I have no problem with a Control Warrior archetype existing in theory. But Dr. Boom, Mad Genius still needs to go.
"Why, you never expected justice from a company, did you? They have neither a soul to lose nor a body to kick." -- Lady Saba Holland
Warrior is incredibly broken. In less than one month it's getting nerfed, hopefully to the ground.
Boom is broken, of course. But it's not just Boom. Warrior is stacked with broken cards.
Have you noticed that Control Warrior has the best two one drops in the game? Kind of ironic, isn't it? Most control decks don't have the luxury of running one drops.
Warpath, Brawl, and Dye-o-matic are good AOE's. And if that wasn't enough, they got another one.
Supercollider can kill two giants with one swing.
Shied Slam is an extremely efficient single target removal. And if it can be activated with no armor by Shield Block, and Boom.
Militia Commander was broken. Apparently Restless Mummy is even more broken.
There are two good mechs, Ziliax and Sn1p-Sn4p that go into a variety of decks. But they get far more value in Warrior than other classes.
One mana, draw three. What needs to be said?
As if all that wasn't enough, throw in a taunt package including a better Stonehill Defender.
But wait. I'm not done yet. I'm Saving the Best for Last. A four mana card that kills, among other things, Ysera, and leaves a body around.
No other class has access to this set of tools. That is why Control Warrior is the ONLY control deck in the game. We don't see Control Priest/Shaman/Warlock/Paladin. Their toolset is terribly flawed to begin with, and they can't beat Boom in the long run.
Like I said, it's incredibly broken.
It doesn't take a statistical genius to see that the stats on Dr. Boom are ridiculous (around 70% when in mulligan, around 65% when drawn).
Not one card should generate this much power, and I'd wish for people to stop looking at their own skill and rank, and take into account the tens of thousands of players who play at lower ranks. These players are simply not as good at the game, specifically resource management. In those ranks, one card that controls the entire game, feels unfair and unjustified.
I love Control decks, but very little of them are viable against Warrior's Control deck. And it IS because of the Mad Genius, don't care what way you spin it.
Cards that rely on simply being drawn and played are bad for the game. Luna's Pocket Galaxy is another example. And it's also the main reason why high-ranked ladder is infested with Warriors and Mages. They're the only classes that can challenge each other. Coincidence? I think not.
Dad, husband, gamer, fueled by coffee.
Currently playing Dragon Galakrond Priest, Dragon Galakrond Warrior and Highlander Dragon Hunter.
If you'd bothered to look at the stats before writing your rant, you'd know that DBMG is stupid broken. It's mulligan winrate is off the charts FOR A SEVEN MANA CARD.
Haven't you noticed there are no other viable control decks? Why is it ok for one of the most boring and repetitive decks to sit on a whole archetype?
"Warrior has the best TWO one drops in the game"
Northshire Cleric w/ Extra Arms Package raises hand politely.
And of course the Extra Arms is relevant to the conversation, if you aren't taking into account additional cards in the meta, then Town Crier isn't even the 5th best one drop.
Helpful Clarification on Forbidden Topics for Hearthstone Forums:
Enjoying Americans winning in the Olympics is forbidden because it is political. A 14 plus page discussion of state-sponsored lawsuits against a multi-national corporation based on harassment, discrimination, and wrongful death allegations is apparently not political enough to raise an issue.
For those who gripe that warrior is the only control game in town: I wholeheartedly agree!
Shaman and mage rely so heavily on RNG tools for control, and warrior at it's base is best geared for consistent control of the game. Priest could be incredible, but every time priest gets tools for control, they somehow end up as completely toxic decks and non-interactive OTK's instead (wild still has a big priest problem, and Frozen Throne had machine gun Anduin, wall priest was an atrocity, etc.).
Blizzard needs to figure out how to let other classes play control without making a joke of it or breaking the meta
Rage quitting: the best way to ensure your opponent knows they beat a giant baby.
You have to be either a shameless fanboy of the Warrior class, or a complete idiot, to not recognize the effect of Dr Boom on the game.
The Warrior class in general is not in a place where the HS community considers it "balanced".
So OP, which are you? Fanboy or...?
I dislike Brawl more than Dr.7. HOF that thing.
Hey, also, Luna's Pocket Galaxy has a played winrate of 62.5% and is played in 13% of decks.
Dr. Boom, Mad Genius has a winrate of 62.3% and is played in 10% of decks.
So Boom is mathematically less popular and less successful than Luna's, in a meta that favors control warrior, but Boom is the problem? Doesn't add up.
This is an issue of perception because people hate facing control and pros cried wolf over specialist format inherently sucking because of the warrior matches. Fibonacci is currently playing warrior decks (big surprise) with no Dr. Boom in them. He's at least 650 legend or so last I saw.
Rage quitting: the best way to ensure your opponent knows they beat a giant baby.
Thanks for the false dichotomy! But if you need an answer: me go face.
I love hunter and I farm warriors, especially the ones that like to play Boom and emote frequently until I win again and again. So that's where I'm at!
The HS community hates control decks for the most part, so it's natural that they'd target a strong card in warrior. It's a slow match, a boring thing to cast or stream, and feels bad when it stops you from doing what your deck wants to do. Add in salty pros that weep about how Boom is broken in specialist (not that the format was a dumpster fire from the start), and everyone who follows them treats their word as gospel instead of recognizing the tournament scene and the ranked scene as different metas.
Rage quitting: the best way to ensure your opponent knows they beat a giant baby.
Galaxy might be a bad design. It might be broken at 5 mana. Regardless, CC is definitely broken.
The Warrior nerf is also going to include a nerf to Mage as well.
You complain about RNG, yet you defend Dr. Boom and his wacky hero power?
Whatever, dude.
Anyone who actually understands Hearthstone knows that its most powerful random effects -- including Conjurer's Calling and most Shaman tools -- work because they are not actually all that random. CC on a 12-mana card is a coin toss, but both sides of the coin are heads. Dr. Boom is the same way -- several different random possibilities, all of which are OP. And when you discover a Mech, you pick from three random Mech cards, but whichever one you choose is going to be given Rush, so there's literally no way you'll fail to find something useful.
Dr. Boom is consistent not because he avoids using RNG -- on the contrary, he very clearly revels in it -- but because for him, every roll is a bonkers-OP high roll. Even if you don't get the exact result you wanted, all you have to do is wait a turn, and you'll get something better.
There are ways of designing a good control game, but truly infinite value isn't one of them.
"Why, you never expected justice from a company, did you? They have neither a soul to lose nor a body to kick." -- Lady Saba Holland
*fart noise*
Is it "truly infinite value" if you lose and even so then what good is " truly infinite value" if you lost the game anyways?
Asking for a friend...
I only play control, so lucky 4 me being its really the only 1 ;)
Boom's RNG power comes from his discover, which is a 1-in-5 chance to come up every turn. The mech pool is busted good and should have been diluted with this (and hopefully the next) expansion. That and 7 armor are his biggest advantages. The other three are just good and in control warrior sometimes not what you need. It's not a broken hero power, so it's not an RNG I fear.
I know that CC is busted because the pool is small for its best targets. My main concern for RNG in mage was the litany of random spells it can generate on the cheap to not only put out damage to board and face, but to then reload for 0 mana with Cyclone, retaining that large hand size while protecting their face and board, making Luna's on 5 (4 with coin) all the more appealing. Mage can pull way bigger rabits out of way smaller hats than warrior.
I would never say Dr. Boom is perfectly fine, but he is not as toxic to the game as mage, or even Hagatha, or Zul'jin in the hands of a competent player. If we took care of mage's insane and overpowered value cards, I'd be fine with addressing Boom. I think infinite value is the absolute worst for the game, but Boom has a 2/5 chance of doing that every turn, so it's a step away from a trash mechanic that I hope Blizzard has the good sense to never repeat. Deathstalker Rexxar was bad enough, and Boom isn't by any stretch leagues better, but he is nowhere near as limitless in resources. A few turns of unfavorable hero powers and Boom loses his luster right quick.
Rage quitting: the best way to ensure your opponent knows they beat a giant baby.
You sound like someone who believes they invented control warrior but really you've just been net decking the best version you could find and are now defending because you know you'll just have to net deck again and again until you find something that is also broken. cheers douchebag.
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