Not making some huge post, just curious how other people feel about the amount of removal in the game. just feels like minions no matter the HP have 0 staying power against 70% of classes. Its not that I can’t win I just feel like I could fill a board with 8/8 minions 3 turns in a row and get no where.
The true problem of Hearthatone: 30 cards per deck are not enough. Maybe it was , for Old school Hesrthstone. In this powercreep era, it is not. 40 cards will much better and ppl will have much more options in deckbuilding wise.
They have too much removals? How about have 8 more threats? They have so much threats? How about have 9 more removals?
I played magic for a very long time, would still play if I didn’t have to lug all my cards around. And I feel like I’m already in so deep with magic in physical cards that switching to online would be insane.
I know priest is a bit of an outlier right now but even Paladin can have like 6 board destroyers. I just feel like the minion on minion fighting has been over shadowed, but as a game where you don’t declare blockers I get why it feels that way. I Just think that some minions should be stickier.even though it may seem detrimental to the game I think some more, “can’t be targeted by spells or abilities” minions wouldn’t be a bad idea. Not monster 15/15’s or anything but some legit taunt minions with some sticking power.
What, i feel the other way around. People are spamming minions you gain stuff by spamming minions now. You need to play minions to get good stuff. You have minions who remove other minions. I feel its way to little spells/removals.
I feel the opposite. I guess it depends ur aggro or control player.
I support this opinion. I'm a pure control player and if you see how aggressive the aggro decks are. And even the midrange decks nowadays. It's insane. There are often not enough options for control players to clear boards. And even if you've cleared a board, your opponent has a full board again in 1 or 2 turns.
I mainly play control decks and I can really say this isn’t the case. Most times I feel like I’m digging for answers in my decks. This is especially the case with lackey decks which just sit and RNG endless hordes of win conditions where you can remove the board and they just replace it and somehow still have a full hand of nonsense.
It's all about timing. Twisting Nether or Plague of Death for example would be terrible cards on paper but if your opponent is extended 2 or more cards it more than breaks even since it is one card. In their Alextraza turn it breaks even. The goal of any single target removal is to destroy a target that cost more to put you ahead. Deathrattles and Battlecries counter this because your Assassinte cannot completely counter their value.
Removal is in a pretty good place. Very slightly weaker than minions all in all but that is a good thing.
Many people in Wild are finding that they're having the opposite problem: not enough removal.
I wouldn't know what people you are talking about.
I've been grinding Wild ladder yesterday, and I actually wondered why to add much removal in the first place. I've seen a Mech Paladin, Hunter, Pirate Warrior or something comparable once in 5-10 games maybe. The rest was Highlander Priest, Mecha'thun or Cube Warlock, and a LOT of Mage, with maybe a quarter of them being Quest Mages, and the rest an equal amount of Highlander and Secret Mages. Aside from Secret Mage, they all care very little about playing minions proactively. And the few minions that Secret Mage does play are less trouble on their own, it's just the burst potential of the deck that makes them scary.
If the vast majority of your opponents plays combo decks that try to clean the board as frequently as possible, you actually start to wonder how much you even need to bother with removal yourself.