I wonder when will this degenerate deck be fixed. Feels like be robbed a back-and-forth match with a worthy opponent deck. The text of Snip Snap should be added: "Cost cannot be reduced less than 1." so that it is still balanced and fun to play and the same time.
The thing the team have said they're looking at is generic cost reduction in general, like Mechwarper and Radiant Elemental, and whether that needs to be fixed. If it becomes that much of an issue for wild that SN1P-SN4P warlock runs rampant, I'm betting that a lot of OTK's like infinite Fireball or out of nowhere Divine SpiritInner Fire are going to get completely torn to shreds. ... And I'm okay with that.
When it gets to infinite like fireball or snip snap then the design of the cost reduction cards needs to be called into question and fixed. But that just goes along with any and all OTK decks. Weak or strong doesn't matter. Win rate doesn't matter. If all a player has to do is survive till he has all the pieces in his hand to win on one turn regardless of what the health of each hero is then it is a problem and highly un-interactive. Mecha-Thun is a bad card. That Pally hero power minion crap is a bad design.
Infinite anything is bad design as it eliminates the match as being a two player game. You work to get your opponent down to 1 health. Lethal is there in hand or on the board. You have full health. He dumps his combo and you're dead.
Same goes with cards that ramp up attack power in a turn. You feel safe as they just have a few weak minions on the board and then suddenly they are all doing 5 damage and whatever happened in the match means nothing.
They are all cheap wins. What I feel is the worst part of HS design. Only skill needed was getting combo pieces in hand.. that requires no skill at all.
Rollback Post to RevisionRollBack
To post a comment, please login or register a new account.
I wonder when will this degenerate deck be fixed. Feels like be robbed a back-and-forth match with a worthy opponent deck.
The text of Snip Snap should be added: "Cost cannot be reduced less than 1." so that it is still balanced and fun to play and the same time.
The thing the team have said they're looking at is generic cost reduction in general, like Mechwarper and Radiant Elemental, and whether that needs to be fixed.
If it becomes that much of an issue for wild that SN1P-SN4P warlock runs rampant, I'm betting that a lot of OTK's like infinite Fireball or out of nowhere Divine Spirit Inner Fire are going to get completely torn to shreds.
...
And I'm okay with that.
A likely fix is to restrict those "cost 1 less" cards to not less than 1
When it gets to infinite like fireball or snip snap then the design of the cost reduction cards needs to be called into question and fixed.
But that just goes along with any and all OTK decks.
Weak or strong doesn't matter. Win rate doesn't matter. If all a player has to do is survive till he has all the pieces in his hand to win on one turn regardless of what the health of each hero is then it is a problem and highly un-interactive.
Mecha-Thun is a bad card. That Pally hero power minion crap is a bad design.
Infinite anything is bad design as it eliminates the match as being a two player game. You work to get your opponent down to 1 health. Lethal is there in hand or on the board. You have full health. He dumps his combo and you're dead.
Same goes with cards that ramp up attack power in a turn. You feel safe as they just have a few weak minions on the board and then suddenly they are all doing 5 damage and whatever happened in the match means nothing.
They are all cheap wins. What I feel is the worst part of HS design. Only skill needed was getting combo pieces in hand.. that requires no skill at all.