The issue is that they push the power level of cards and then pretend it won't be a problem. Anyone could see that double invoke for Shaman is powerful, but then combine that with an already powerful battlecry deck and you have yourself an overpowered card that needed to be nerfed to 6 mana.
The other issue, which someone alluded to is the power level is heightened by on curve AND synergistic plays. I play something on turn 3, then follow it up on turn 4 and finish with a nice turn 5 play. That alone creates scenarios that are completely unfun to play against and while that might be a 'high roll' situation, it still makes things unfun because there is very little interaction that opponents can do.
You have high value cards that generate more cards. One of the largest weaknesses in the past to mid range or aggro decks was the fact that they would run out of resources and have to top deck. How many of these decks are in 'top deck' mode these days? And even if they are, the card they find helps them get more resources anyhow.
This game feels like it has degenerated to the point that the game is no longer about trading minions efficiently, saving resources and making smart plays. It feels like even if you make mistakes or over extend, you can refill your hand, refill the board and never get punished. Does everyone find that sort of gameplay fun?
You may joke about it, but playing a vanilla 4/5 Yeti on turn 4 was considered a good play. Now that's not even good to do in Arena. Now on turn 4 you can generate a 2/5 minion that when it dies, generates a 7/7 and also generate a 7/7 with a deathrattle weapon. Turn 4, you get a 7/7 and a 2/5 with a 7/7 waiting in the shadows. Tell me again how this isn't powercreep to the extreme?
Or how about Shudderwock. Remember all those battlecry effects that are now long gone and I FINALLY have the board clear and your hand is mostly empty. Remember how I have started to turn the game around and finally have some minions on board? Remember how none of that matters and you simply playing Shudderwock fills your hand up with more resources, clears the board and keeps minions behind?
So Blizzard is now stuck in a rut. If they don't produce overpowered cards each expansion, then no one will buy the cards. But then these new over powered cards make an oppressive meta game and they have to nerf some of them. Then the decks that were held in check by these tier crazy decks creep up and then they cause problems. Now they are going to nerf some more cards.
You might seem to think the issue is they need to stop printing over powered stuff, but instead, print it anyhow, get people to buy the new cards and then nerf them later if and when they become a problem. Doesn't seem to be a good business strategy because people will eventually get fed up and leave the game permanently.
And class identity has gone out the window now. You have a shell of what classes used to be, because classes now can do whatever they want. Archetypes no longer have weaknesses. Aggro runs out of cards? Nah, not anymore. Mid-range has no big I win cards? Nah, we got those too. Combo decks are hard to pull off? Nah, let's make it easier and on curve.
So you have class and archetype identity no longer having any meaning. Everything about this game is about cards that generate more and more value. And power creep is so insane that if you even compare cards from 2 expansions ago, you would laugh at the joke.
4 drop 3/2 minion with rush and reborn. Nah, let's make something that summons an EXTRA 3/2 now. BTW if you manage to buff the minion in your hand, you can actually make it do more stupid stuff like Galakrond battlecry for warrior turning them all into 7/6 minions instead.
Drawing 4 cards used to cost 7 mana with no other benefit. Now....well, Sprint is a complete joke of a card. If you spend 7 mana to ONLY draw 4 cards then you will lose all of your games.
The problem with Galakrond is the Arcanite Reaper. The third form is so insanely superior to the second form because of the weapon that you just slap every parasitic card in the deck, flesh out the rest with class-specific card draw, and call it a day.
I think you could probably fix this by doing a few things: (a) reduce the overall atk of the 3rd form's claw. (b) reduce the overall atk of the 3rd form's claw, and give the other forms smaller claws as well. (c) create a 4th form that has the fully powered claw.
But instead, they're going to do shit like nerf Scion of Ruin or Galakrond's Might, killing the deck.
The problem with Galakrond is the Arcanite Reaper. The third form is so insanely superior to the second form because of the weapon that you just slap every parasitic card in the deck, flesh out the rest with class-specific card draw, and call it a day.
I think you could probably fix this by doing a few things: (a) reduce the overall atk of the 3rd form's claw. (b) reduce the overall atk of the 3rd form's claw, and give the other forms smaller claws as well. (c) create a 4th form that has the fully powered claw.
But instead, they're going to do shit like nerf Scion of Ruin or Galakrond's Might, killing the deck.
Yep. This is how they do things. Make something crazy powerful and then nerf it instead of modifying it. I would love if the team tackled the fact that they made a huge mistake with Galakrond and weaken the cards slightly. You can do that by making it harder to reach the final form OR you can reduce the powerlevel of the last stage.
The weapon is fair on it's own, but the fact that it enables the hero card later and the hero power from Galakrond makes the weapon stupidly powerful when you top deck it, means that your life total has to be above 15 AND the warrior has to have no minions on board.
Also, I think everyone agrees that Leeroy is still a HUGE problem for Standard.
The issue is that they push the power level of cards and then pretend it won't be a problem. Anyone could see that double invoke for Shaman is powerful, but then combine that with an already powerful battlecry deck and you have yourself an overpowered card that needed to be nerfed to 6 mana.
The other issue, which someone alluded to is the power level is heightened by on curve AND synergistic plays. I play something on turn 3, then follow it up on turn 4 and finish with a nice turn 5 play. That alone creates scenarios that are completely unfun to play against and while that might be a 'high roll' situation, it still makes things unfun because there is very little interaction that opponents can do.
You have high value cards that generate more cards. One of the largest weaknesses in the past to mid range or aggro decks was the fact that they would run out of resources and have to top deck. How many of these decks are in 'top deck' mode these days? And even if they are, the card they find helps them get more resources anyhow.
This game feels like it has degenerated to the point that the game is no longer about trading minions efficiently, saving resources and making smart plays. It feels like even if you make mistakes or over extend, you can refill your hand, refill the board and never get punished. Does everyone find that sort of gameplay fun?
You may joke about it, but playing a vanilla 4/5 Yeti on turn 4 was considered a good play. Now that's not even good to do in Arena. Now on turn 4 you can generate a 2/5 minion that when it dies, generates a 7/7 and also generate a 7/7 with a deathrattle weapon. Turn 4, you get a 7/7 and a 2/5 with a 7/7 waiting in the shadows. Tell me again how this isn't powercreep to the extreme?
Or how about Shudderwock. Remember all those battlecry effects that are now long gone and I FINALLY have the board clear and your hand is mostly empty. Remember how I have started to turn the game around and finally have some minions on board? Remember how none of that matters and you simply playing Shudderwock fills your hand up with more resources, clears the board and keeps minions behind?
So Blizzard is now stuck in a rut. If they don't produce overpowered cards each expansion, then no one will buy the cards. But then these new over powered cards make an oppressive meta game and they have to nerf some of them. Then the decks that were held in check by these tier crazy decks creep up and then they cause problems. Now they are going to nerf some more cards.
You might seem to think the issue is they need to stop printing over powered stuff, but instead, print it anyhow, get people to buy the new cards and then nerf them later if and when they become a problem. Doesn't seem to be a good business strategy because people will eventually get fed up and leave the game permanently.
And class identity has gone out the window now. You have a shell of what classes used to be, because classes now can do whatever they want. Archetypes no longer have weaknesses. Aggro runs out of cards? Nah, not anymore. Mid-range has no big I win cards? Nah, we got those too. Combo decks are hard to pull off? Nah, let's make it easier and on curve.
So you have class and archetype identity no longer having any meaning. Everything about this game is about cards that generate more and more value. And power creep is so insane that if you even compare cards from 2 expansions ago, you would laugh at the joke.
4 drop 3/2 minion with rush and reborn. Nah, let's make something that summons an EXTRA 3/2 now. BTW if you manage to buff the minion in your hand, you can actually make it do more stupid stuff like Galakrond battlecry for warrior turning them all into 7/6 minions instead.
Drawing 4 cards used to cost 7 mana with no other benefit. Now....well, Sprint is a complete joke of a card. If you spend 7 mana to ONLY draw 4 cards then you will lose all of your games.
The problem with Galakrond is the Arcanite Reaper. The third form is so insanely superior to the second form because of the weapon that you just slap every parasitic card in the deck, flesh out the rest with class-specific card draw, and call it a day.
I think you could probably fix this by doing a few things:
(a) reduce the overall atk of the 3rd form's claw.
(b) reduce the overall atk of the 3rd form's claw, and give the other forms smaller claws as well.
(c) create a 4th form that has the fully powered claw.
But instead, they're going to do shit like nerf Scion of Ruin or Galakrond's Might, killing the deck.
Yep. This is how they do things. Make something crazy powerful and then nerf it instead of modifying it. I would love if the team tackled the fact that they made a huge mistake with Galakrond and weaken the cards slightly. You can do that by making it harder to reach the final form OR you can reduce the powerlevel of the last stage.
The weapon is fair on it's own, but the fact that it enables the hero card later and the hero power from Galakrond makes the weapon stupidly powerful when you top deck it, means that your life total has to be above 15 AND the warrior has to have no minions on board.
Also, I think everyone agrees that Leeroy is still a HUGE problem for Standard.
This was the first expansion I decided not to push the DE button (even after last nerfs) because it was so obvious there would be multiple nerfs.