I remember reading a few years ago that the Hearthstone team was unhappy with the lack of interaction on the game board and wanted to see more trading instead of decks that focused on going face. I wonder if one of their guiding philosophies more recently is to have more swings in momentum and seemingly impossible come-from-behind victories. I've been on both sides of that type of match-up recently and it got me wondering. Probably just a small-sample-size coincidence.
You're right, to a degree. Interestingly, this isn't so much the case in standard as it is in arena. There is very little comeback potential in standard right now - if your opponent drops a Priestess of Fury or a Scalelord and is already ahead on board, there's really nothing you can do in most situations. However, in arena, it's a different story. Value rules arena - quality currently outvalues tempo for the reason you stated. Cards like Twin Tyrant, Burly Shovelfist, Troll Batrider, and other similar cards rule arena.
To me Mage is exactly this, but I have been only playing 9 months so don't have the historical view. People complain about the big Mage RNG swings late game because they had the game in the bag up until then. But the game was only in the bag because Mage is so deficient early game and always has to climb out of a hole. Late game Mage comes out swinging with big punches like the Amazing Reno... if it survives that long. It definitely seems designed into Mage that you must struggle early and then get rewarded later with some massive plays with some variance which balances out in the end. And that this is intentional by the Devs to make outcomes less determined by early play.
To me Mage is exactly this, but I have been only playing 9 months so don't have the historical view. People complain about the big Mage RNG swings late game because they had the game in the bag up until then. But the game was only in the bag because Mage is so deficient early game and always has to climb out of a hole. Late game Mage comes out swinging with big punches like the Amazing Reno... if it survives that long. It definitely seems designed into Mage that you must struggle early and then get rewarded later with some massive plays with some variance which balances out in the end. And that this is intentional by the Devs to make outcomes less determined by early play.
Shhhhh... You can't make reasonable comments... Now they're going to attack your intelligence, because that would mean they lost fairly, and weren't "punished by pure RnG""
To me Mage is exactly this, but I have been only playing 9 months so don't have the historical view. People complain about the big Mage RNG swings late game because they had the game in the bag up until then. But the game was only in the bag because Mage is so deficient early game and always has to climb out of a hole. Late game Mage comes out swinging with big punches like the Amazing Reno... if it survives that long. It definitely seems designed into Mage that you must struggle early and then get rewarded later with some massive plays with some variance which balances out in the end. And that this is intentional by the Devs to make outcomes less determined by early play.
The problem is, that it's still very one-sided match. Either Mage will draw (or generate) on time his stale cards and removals, either he won't. Enemy can just play his cards and cross fingers, because there's not much to play around. Here is good (and disgusting) example of RNG Fiesta Spell & Stale Mage:
Yes, things don't always go as the Mage would like, but even then you get the impression that you did not win the match, but rather Mage lost it ...
To me Mage is exactly this, but I have been only playing 9 months so don't have the historical view. People complain about the big Mage RNG swings late game because they had the game in the bag up until then. But the game was only in the bag because Mage is so deficient early game and always has to climb out of a hole. Late game Mage comes out swinging with big punches like the Amazing Reno... if it survives that long. It definitely seems designed into Mage that you must struggle early and then get rewarded later with some massive plays with some variance which balances out in the end. And that this is intentional by the Devs to make outcomes less determined by early play.
The problem is, that it's still very one-sided match. Either Mage will draw (or generate) on time his stale cards and removals, either he won't. Enemy can just play his cards and cross fingers, because there's not much to play around. Here is good (and disgusting) example of RNG Fiesta Spell & Stale Mage:
Yes, things don't always go as the Mage would like, but even then you get the impression that you did not win the match, but rather Mage lost it ...
Yeah to decide the winner of a game based on how good a Puzzle box or Solarian you get just cannot be good game design. Thats not how games are supposed to be decided.
In current Tempostone Momentum means proceeding to winning most of the times, except when facing your ocasional topdecking Priest.
Real TURNING cards like the good ole Reno Jackson or Kazakus have rotated out long ago, and are still very much going WILD...literally.
Would love to see a new Full heal printed for Standart, as well as OTK Shenanigans that reward successful stalling. (Mech C'Thun etc)
Yes most of players hate those long games, but if there would be ANY way to establish a Top tier controlish OTK deck which translates into a 55+ % winrate, then that'd be all worthy the long grind for me, as you could take a bit more control over nasty Variance streaks and win more games purely by hard work.
Maybe and most likely I'll be keep dreaming about "taking control" in HS forever... :-(
In current Tempostone Momentum means proceeding to winning most of the times, except when facing your ocasional topdecking Priest.
Real TURNING cards like the good ole Reno Jackson or Kazakus have rotated out long ago, and are still very much going WILD...literally.
Would love to see a new Full heal printed for Standart, as well as OTK Shenanigans that reward successful stalling. (Mech C'Thun etc)
Yes most of players hate those long games, but if there would be ANY way to establish a Top tier controlish OTK deck which translates into a 55+ % winrate, then that'd be all worthy the long grind for me, as you could take a bit more control over nasty Variance streaks and win more games purely by hard work.
Maybe and most likely I'll be keep dreaming about "taking control" in HS forever... :-(
People complain about the big Mage RNG swings late game because they had the game in the bag up until then. But the game was only in the bag because Mage is so deficient early game and always has to climb out of a hole. Late game Mage comes out swinging with big punches like the Amazing Reno... if it survives that long. It definitely seems designed into Mage that you must struggle early and then get rewarded later with some massive plays with some variance which balances out in the end.
I remember reading a few years ago that the Hearthstone team was unhappy with the lack of interaction on the game board and wanted to see more trading instead of decks that focused on going face. I wonder if one of their guiding philosophies more recently is to have more swings in momentum and seemingly impossible come-from-behind victories. I've been on both sides of that type of match-up recently and it got me wondering. Probably just a small-sample-size coincidence.
When they said that they were joking cause their card design since then has largely proven otherwise. There are no board based midrange decks in the meta because even the aggro decks have more removal than control decks of the past, nothing ever sticks on the board.
To me Mage is exactly this, but I have been only playing 9 months so don't have the historical view. People complain about the big Mage RNG swings late game because they had the game in the bag up until then. But the game was only in the bag because Mage is so deficient early game and always has to climb out of a hole. Late game Mage comes out swinging with big punches like the Amazing Reno... if it survives that long. It definitely seems designed into Mage that you must struggle early and then get rewarded later with some massive plays with some variance which balances out in the end. And that this is intentional by the Devs to make outcomes less determined by early play.
Not true though. Many time throug the history mage had very strong tempo decks, on of the most prevalent deck right now in wild is secret tempo mage. When they had decent control decks true they had to climb out of a hole but t least then you knew what to expect, like a reno for full heal or alana for a full big board, now they just play lots of random stuff and hope for the best outcome, that is simply bullshit
No idea what people are talking about, there is a huge amount of trade and board removal an interaction. It's the main way to beat demon hunter, It's easy to take out their boards and then you often just snow ball a board. either with Demon hunter, Warrior or hunter.
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I remember reading a few years ago that the Hearthstone team was unhappy with the lack of interaction on the game board and wanted to see more trading instead of decks that focused on going face. I wonder if one of their guiding philosophies more recently is to have more swings in momentum and seemingly impossible come-from-behind victories. I've been on both sides of that type of match-up recently and it got me wondering. Probably just a small-sample-size coincidence.
You're right, to a degree. Interestingly, this isn't so much the case in standard as it is in arena. There is very little comeback potential in standard right now - if your opponent drops a Priestess of Fury or a Scalelord and is already ahead on board, there's really nothing you can do in most situations. However, in arena, it's a different story. Value rules arena - quality currently outvalues tempo for the reason you stated. Cards like Twin Tyrant, Burly Shovelfist, Troll Batrider, and other similar cards rule arena.
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Check out some of my decks:
To me Mage is exactly this, but I have been only playing 9 months so don't have the historical view. People complain about the big Mage RNG swings late game because they had the game in the bag up until then. But the game was only in the bag because Mage is so deficient early game and always has to climb out of a hole. Late game Mage comes out swinging with big punches like the Amazing Reno... if it survives that long. It definitely seems designed into Mage that you must struggle early and then get rewarded later with some massive plays with some variance which balances out in the end. And that this is intentional by the Devs to make outcomes less determined by early play.
Shhhhh... You can't make reasonable comments... Now they're going to attack your intelligence, because that would mean they lost fairly, and weren't "punished by pure RnG""
The problem is, that it's still very one-sided match. Either Mage will draw (or generate) on time his stale cards and removals, either he won't. Enemy can just play his cards and cross fingers, because there's not much to play around. Here is good (and disgusting) example of RNG Fiesta Spell & Stale Mage:
Yes, things don't always go as the Mage would like, but even then you get the impression that you did not win the match, but rather Mage lost it ...
Yeah to decide the winner of a game based on how good a Puzzle box or Solarian you get just cannot be good game design. Thats not how games are supposed to be decided.
Just read the topic.
In current Tempostone Momentum means proceeding to winning most of the times, except when facing your ocasional topdecking Priest.
Real TURNING cards like the good ole Reno Jackson or Kazakus have rotated out long ago, and are still very much going WILD...literally.
Would love to see a new Full heal printed for Standart, as well as OTK Shenanigans that reward successful stalling. (Mech C'Thun etc)
Yes most of players hate those long games, but if there would be ANY way to establish a Top tier controlish OTK deck which translates into a 55+ % winrate, then that'd be all worthy the long grind for me, as you could take a bit more control over nasty Variance streaks and win more games purely by hard work.
Maybe and most likely I'll be keep dreaming about "taking control" in HS forever... :-(
People complain about the big Mage RNG swings late game because they had the game in the bag up until then. But the game was only in the bag because Mage is so deficient early game and always has to climb out of a hole. Late game Mage comes out swinging with big punches like the Amazing Reno... if it survives that long. It definitely seems designed into Mage that you must struggle early and then get rewarded later with some massive plays with some variance which balances out in the end.
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Can anyone remember a card called MISTRESS OF MIXTURES. Need one of those cards.
When they said that they were joking cause their card design since then has largely proven otherwise. There are no board based midrange decks in the meta because even the aggro decks have more removal than control decks of the past, nothing ever sticks on the board.
Not true though. Many time throug the history mage had very strong tempo decks, on of the most prevalent deck right now in wild is secret tempo mage. When they had decent control decks true they had to climb out of a hole but t least then you knew what to expect, like a reno for full heal or alana for a full big board, now they just play lots of random stuff and hope for the best outcome, that is simply bullshit
No idea what people are talking about, there is a huge amount of trade and board removal an interaction. It's the main way to beat demon hunter, It's easy to take out their boards and then you often just snow ball a board. either with Demon hunter, Warrior or hunter.