Wild is a shit show no doubt. But you could argue standard is worse. Wild it’s the same bs over and over with all the most op cards in the game. But standard honestly feels worse to me at least personally. I think if Bli$$ doesn’t fix their shit instead of these wannabe nerfs that don’t do shit except elevate strictly rng decks then I think overall people will say they’ve had enough. Least that’s my hope. Because seems like the only way they’ll genuinely give a fuck and change course is a mass exodus.
Blizzard's problem is they planned to essentially ignore Wild - they were never going to bring back the old sets to the shop, never going to nerf anything there....it was destined to become the dumping ground of broken, unplayable shite. They actually planned it that way.
...Then the Chinese market penetration happened. And guess what - they like Wild. Suddenly Blizzard is seeing growth (and massive further potential growth) in the mode they'd just put out in the cold. Fucking lol.
Honestly where wild goes from here is anyone's guess. I don't think Blizzard knows, they had a plan but now they are making it up as they go along.
silencing mech does remove option to play magnetic minions on top. spawn of shadows reworked into generator for cards instead of face dmg provision. velen reworded so he doesnt boost face dmg. vargoth has to be reworked as well - he is useless or broken same for kaelthas based on class. mana giant, arcane giant, and flamewaker(all dmg done to single enemy at the end of turn- dmg unchanged) reworked. quest progress only for spending mana on spells. cataclysm + dollmaster dorian 3 mana cards. cannon cant attack. soutsea captain gives only +1 attack. savage roar + bloodust + everyfin is awesome nerfed. (bloodlust 2 mana give your minions +1 attack and rush. they deal +3 dmg when attacking minions this turn and can bypass taunt to do so- might be battlecry from 5 mana legendary to ignore taunt to remove minion for rest of the game- neutral). avenge after friendly minion dies equip 3/2 weapon. righteus cause triggers after playing 5 minions. quartermaster 3 mana +1/+1. coldlight seer +1 health.
Like any company they don’t continue if they don’t make money. The first thing you point out is your a F2P player, but Blizz wants you to be frustrated and subsequently buy something.... The idea is that after playing Wild long enough you’ll either 1) Invest enough money to have a couple decent standard decks or 2) Play a different game (may we suggest one of our many Activision titles...). My point is just that if you’re looking for Blizzard to “fix” Wild, you’ve basically made the case for them as to why they won’t... it’s not a very good financial decision to invest that effort so you continue to bot pay for anything... originally the idea was to keep Wild “fixed” but get you to buy things by offering cards with adventures that you’d hate to play without... they switched more to a “let it go to Hell and they’ll play standard” philosophy, but I have a feeling they’re going to switch back to what you’re more accustomed to which is a more balanced Wild, but cards on adventures that you basically have to buy the adventure or you’re missing the key component to several top tier decks... either way though they’ll get you to eventually pay. And we can’t hate them for that... if they didn’t make money the games we know and love like WoW, HS and even CoD wouldn’t continue on... and a world without some of our favorite games would be awful. WoW specifically has gotten me and many others through some tough times by being able to disconnect to a fantasy world for awhile. IRL I may need heart surgery and my dad passed away but in the game I’m a Holy Paladin. I can survive anything , I can rez... I think those things are more important than ppl think. Haven’t we all had dreams of being our character at night...? That’s worth a few bucks if you ask me.
The wild problem is the permanent meta that gets worse with each new expansion. I would like them to adjust the wild system. It is not very healthy as is the highroll in wild.
Shudderwock makes wild unplayable. I've attached an image of a match where it was literally impossible to do anything. Once the combo was done, there is too much value created and becomes unbeatable.
Shudderwock should have never been introduced to the game - it breaks any reality of a competitiveness.
Shudderwock makes wild unplayable. I've attached an image of a match where it was literally impossible to do anything. Once the combo was done, there is too much value created and becomes unbeatable.
Shudderwock should have never been introduced to the game - it breaks any reality of a competitiveness.
Shudderwock isnt the problem - its other cards that allow it to be played multiple times.
When Blizzards fixed Saronite chain gang but they left Doppelgangster as it was, it was literally most bs move I have seen Blizzard do. For sure an attempt to get players change Wild -> Standard and still the problem remains, even after shudderwock have rotated. For these actions I am always glad I have not spend single dime for this game.
Shudderwock shaman is actually quite easily beaten, but you do need dirty rat in your deck. Else your only hope is the combo will fail by playing doppelganger multiply after grumble, and not before.
Dopelganster was supposed to be the hand-buff payoff in Mean Streets of Gadgetzan how can you even consider changing it its too thematic. Saronite change was fine it wasnt from a hand-buff expansion it was from a Death Knight Hero card expansion.
My biggest problem with hearthstone is the mana cheating, and it is not strictly a wild thing, Galvanizer, mechwarper, sorcerer's apprentice, Emperor Thaurissan, and who can forget Corridor Creeper.
If cards are balanced at their mana cost, then it makes sense that you should not be able to play it for less.
there are a few exceptions of course, i think Shirvallah the tiger, is a good example of how to make "mana cheating" not stupid.
I honestly think Wild is in a decent spot right now, partially because of Demon Hunter.
Before AoO came out, Quest Mage was borderline untouchable. Since AoO (and the quest nerf) you can play other combo decks, or slower decks in general without auto-losing to the (at the time) most popular deck in the game. The aggressive meta keeps Quest Mage in check, it makes playing pure counter decks relatively viable, and makes for more entertaining matches in midrange strategies.
In all sincerity, I find the current Wild meta much more fun than the previous one, where 4 out of 5 opponents played almost nothing but spells (such as Quest Mage, Reno Mage, Reno Priest and Jade Druid). If there's a minion in play, there's something I can interact with, and where I have to make decisions. As much as I hate Secret Mage by now, it's at least engaging to play around secrets, or leaving secrets in play to deny Flakmage comebacks.
To me, the worst games are those where one player does nothing but removal spells and board clears for 6+ turns. I love minion trading and fighting for the board, but when my opponent has NOTHING in play and I can't even chose to attack anything but face, it's just boring and I wish I was playing something as "interactive" as Mill Rogue just to punish that endless stalling.
Not as weak as Rogue, though. Rogue is probably the weakest class in Wild, at the moment, and it's no coincidence that no one's been able to make Reno Rogue work.
I beat raza priest with my rogue deck just fine, as long as it's not the hyper draw otk version. I also went from bronze and no bonus stars (didn't play in june) to diamond 3 pretty easily last month using control taunt rogue. Might not be meta, but rogue can still be good if you know what you are doing. Sure, it's a rather unconventional way to play rogue, but it beats a lot of decks still. I lose to mainly just otk decks. Normal raza priest is fine cuz i just shuffle khartut defenders and scrapyard colossus in my deck and heal for a bunch and create a massive board every turn with n'zoth, so they can't just ping my face a few times every turn and get away with it.
Shudderwock makes wild unplayable. I've attached an image of a match where it was literally impossible to do anything. Once the combo was done, there is too much value created and becomes unbeatable.
Shudderwock should have never been introduced to the game - it breaks any reality of a competitiveness.
You're a joke. Rogue should beat shudderwock automatically almost every game. One simple card: Flik Skyshiv. Not that many shudderwock shamans run Bully to counter battlecry, which means flik is just an automatic win.
We just need other Queue. Like Control vs Control, aggro vs aggro, Combo vs Combo. Then you can play your deck more to its power and less to some bullshit you cant counter. Or give us a choice to ban I´d say 3 classes from our queue. Then you dont face the cancer classes you dont want to. Both things limit the cancer for anyone and give a better chance to play decks in a fair way. =)
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Eines Tages fällt jede Mauer, jede Festung, jede Armee, jeder Wille! Die Frage ist doch, ob man fähig ist, wieder aufzustehen...
We just need other Queue. Like Control vs Control, aggro vs aggro, Combo vs Combo. Then you can play your deck more to its power and less to some bullshit you cant counter. Or give us a choice to ban I´d say 3 classes from our queue. Then you dont face the cancer classes you dont want to. Both things limit the cancer for anyone and give a better chance to play decks in a fair way. =)
This would be interesting, although I don’t think it should be banning an entire class since in many of the classes you can play both slow or fast decks. I think rather than banning a class, that we should be able to ban 5 cards or something, so that if a deck includes those cards, we don’t have to play against it. Like you could choose not to play against a certain quest deck or maybe you don’t want to face pirate warrior so you ban ancharrr. Maybe you ban mecha’thun if you don’t like mecha’thun warlock, maybe you ban voidlord if you don’t want to face control warlock, maybe ban Baku or gen to avoid odd/even decks etc. I think banning archetypes would be more fun than banning classes altogether.
Not that this post is exactly the place for this discussion, it would be a terrible mistake to let people ban classes/cards/decks or manipulate queue RNG in any way
Not that this post is exactly the place for this discussion, it would be a terrible mistake to let people ban classes/cards/decks or manipulate queue RNG in any way
I think it would be mistake to allow it in a competitive format. However I think it would be fun if there was another mode which allowed it
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I would argue against rotating format in standard. I mean have u seen the shitshow thats Arena.
Wild is a shit show no doubt. But you could argue standard is worse. Wild it’s the same bs over and over with all the most op cards in the game. But standard honestly feels worse to me at least personally. I think if Bli$$ doesn’t fix their shit instead of these wannabe nerfs that don’t do shit except elevate strictly rng decks then I think overall people will say they’ve had enough. Least that’s my hope. Because seems like the only way they’ll genuinely give a fuck and change course is a mass exodus.
Blizzard's problem is they planned to essentially ignore Wild - they were never going to bring back the old sets to the shop, never going to nerf anything there....it was destined to become the dumping ground of broken, unplayable shite. They actually planned it that way.
...Then the Chinese market penetration happened. And guess what - they like Wild. Suddenly Blizzard is seeing growth (and massive further potential growth) in the mode they'd just put out in the cold. Fucking lol.
Honestly where wild goes from here is anyone's guess. I don't think Blizzard knows, they had a plan but now they are making it up as they go along.
silencing mech does remove option to play magnetic minions on top. spawn of shadows reworked into generator for cards instead of face dmg provision. velen reworded so he doesnt boost face dmg. vargoth has to be reworked as well - he is useless or broken same for kaelthas based on class. mana giant, arcane giant, and flamewaker(all dmg done to single enemy at the end of turn- dmg unchanged) reworked. quest progress only for spending mana on spells. cataclysm + dollmaster dorian 3 mana cards. cannon cant attack. soutsea captain gives only +1 attack. savage roar + bloodust + everyfin is awesome nerfed. (bloodlust 2 mana give your minions +1 attack and rush. they deal +3 dmg when attacking minions this turn and can bypass taunt to do so- might be battlecry from 5 mana legendary to ignore taunt to remove minion for rest of the game- neutral). avenge after friendly minion dies equip 3/2 weapon. righteus cause triggers after playing 5 minions. quartermaster 3 mana +1/+1. coldlight seer +1 health.
Like any company they don’t continue if they don’t make money. The first thing you point out is your a F2P player, but Blizz wants you to be frustrated and subsequently buy something.... The idea is that after playing Wild long enough you’ll either 1) Invest enough money to have a couple decent standard decks or 2) Play a different game (may we suggest one of our many Activision titles...). My point is just that if you’re looking for Blizzard to “fix” Wild, you’ve basically made the case for them as to why they won’t... it’s not a very good financial decision to invest that effort so you continue to bot pay for anything... originally the idea was to keep Wild “fixed” but get you to buy things by offering cards with adventures that you’d hate to play without... they switched more to a “let it go to Hell and they’ll play standard” philosophy, but I have a feeling they’re going to switch back to what you’re more accustomed to which is a more balanced Wild, but cards on adventures that you basically have to buy the adventure or you’re missing the key component to several top tier decks... either way though they’ll get you to eventually pay. And we can’t hate them for that... if they didn’t make money the games we know and love like WoW, HS and even CoD wouldn’t continue on... and a world without some of our favorite games would be awful. WoW specifically has gotten me and many others through some tough times by being able to disconnect to a fantasy world for awhile. IRL I may need heart surgery and my dad passed away but in the game I’m a Holy Paladin. I can survive anything , I can rez... I think those things are more important than ppl think. Haven’t we all had dreams of being our character at night...? That’s worth a few bucks if you ask me.
“Put your faith in the Light!”
The wild problem is the permanent meta that gets worse with each new expansion. I would like them to adjust the wild system. It is not very healthy as is the highroll in wild.
Shudderwock makes wild unplayable. I've attached an image of a match where it was literally impossible to do anything. Once the combo was done, there is too much value created and becomes unbeatable.
Shudderwock should have never been introduced to the game - it breaks any reality of a competitiveness.
I love the variety of wild , standard is a snooze fest tbh same decks every game ...yawn
Shudderwock isnt the problem - its other cards that allow it to be played multiple times.
When Blizzards fixed Saronite chain gang but they left Doppelgangster as it was, it was literally most bs move I have seen Blizzard do. For sure an attempt to get players change Wild -> Standard and still the problem remains, even after shudderwock have rotated. For these actions I am always glad I have not spend single dime for this game.
Shudderwock shaman is actually quite easily beaten, but you do need dirty rat in your deck. Else your only hope is the combo will fail by playing doppelganger multiply after grumble, and not before.
Dopelganster was supposed to be the hand-buff payoff in Mean Streets of Gadgetzan how can you even consider changing it its too thematic. Saronite change was fine it wasnt from a hand-buff expansion it was from a Death Knight Hero card expansion.
actually enjoy wild more than ever, yes it's broken but that goes for pretty much anything there so it's fine
standard just feels so incredible limited, it gets boring insanely fast, 4-5ish expansions just isn't even close to enough for sufficient variety
My biggest problem with hearthstone is the mana cheating, and it is not strictly a wild thing, Galvanizer, mechwarper, sorcerer's apprentice, Emperor Thaurissan, and who can forget Corridor Creeper.
If cards are balanced at their mana cost, then it makes sense that you should not be able to play it for less.
there are a few exceptions of course, i think Shirvallah the tiger, is a good example of how to make "mana cheating" not stupid.
THIS ^^^^^^^^^^
#midrangemeta gang
I beat raza priest with my rogue deck just fine, as long as it's not the hyper draw otk version. I also went from bronze and no bonus stars (didn't play in june) to diamond 3 pretty easily last month using control taunt rogue. Might not be meta, but rogue can still be good if you know what you are doing. Sure, it's a rather unconventional way to play rogue, but it beats a lot of decks still. I lose to mainly just otk decks. Normal raza priest is fine cuz i just shuffle khartut defenders and scrapyard colossus in my deck and heal for a bunch and create a massive board every turn with n'zoth, so they can't just ping my face a few times every turn and get away with it.
You're a joke. Rogue should beat shudderwock automatically almost every game. One simple card: Flik Skyshiv. Not that many shudderwock shamans run Bully to counter battlecry, which means flik is just an automatic win.
Regardless of what format, people always complain about Aggro. It's part of the game.
"Get nae nae'd"
We just need other Queue. Like Control vs Control, aggro vs aggro, Combo vs Combo. Then you can play your deck more to its power and less to some bullshit you cant counter. Or give us a choice to ban I´d say 3 classes from our queue. Then you dont face the cancer classes you dont want to. Both things limit the cancer for anyone and give a better chance to play decks in a fair way. =)
Eines Tages fällt jede Mauer, jede Festung, jede Armee, jeder Wille! Die Frage ist doch, ob man fähig ist, wieder aufzustehen...
This would be interesting, although I don’t think it should be banning an entire class since in many of the classes you can play both slow or fast decks. I think rather than banning a class, that we should be able to ban 5 cards or something, so that if a deck includes those cards, we don’t have to play against it. Like you could choose not to play against a certain quest deck or maybe you don’t want to face pirate warrior so you ban ancharrr. Maybe you ban mecha’thun if you don’t like mecha’thun warlock, maybe you ban voidlord if you don’t want to face control warlock, maybe ban Baku or gen to avoid odd/even decks etc. I think banning archetypes would be more fun than banning classes altogether.
Not that this post is exactly the place for this discussion, it would be a terrible mistake to let people ban classes/cards/decks or manipulate queue RNG in any way
I think it would be mistake to allow it in a competitive format. However I think it would be fun if there was another mode which allowed it