I'm curious on your guys thoughts about if Blizzard will change cards really fast like they did when Ashes of Outlands was released. I don't think our current situation is as nearly as bad as when DH was running rampant at the beginning of Ashes of Outlands but I think there's merit to letting the meta further develop and maybe counters to the popular decks atm will emerge.
First day of school and some other cards really helping pure paladin a lot.
Yes, the 2 manas copy the big fish in the board is the most broken card for the archetype and the new warrior/paladin legendary fix the weakness of the deck.
I try a lot of things today and face this deck a lot, the only deck I can win is the fastest version of tempo mage, with is by far the best deck I made so far, paladin and druid deny the mid/endgame for any other deck, the only option is kill faster you can and for now only mage can do the trick.
Apart from being able to cheat mana at turn 3/4 I don't think there are big problems in this meta. Paladin seems powerful (just got legend with it) but it's just consistent, I don't think it's broken. Just a good midrange deck.
I've seen quite a lot of decks, cards and various classes be reffered to as 'OP', broken and/or needing nerfs but this suggests to me that it seems fairly competitive at the moment. There are a couple of front runners, from what I've played against druid and paladin can be insane but several classes have answers to their swing turns.
Seems to me that you need to be a bit more resourceful than you did before. Anticipating those swing turns and saving removal or morph effects is really important, which should reward good anticipation and decision making.
I've seen druid, paladin, mage, shaman and warrior all do crazy things. Devolving missiles is fantastic for mage and shaman, plague of murlocs is also very good. There are really large swings but lots of various tools across the classes to deal with them, so teching and making the right play at the right time are key.
Apart from being able to cheat mana at turn 3/4 I don't think there are big problems in this meta. Paladin seems powerful (just got legend with it) but it's just consistent, I don't think it's broken. Just a good midrange deck.
At the moment its broken sitting pretty with a 60% win rate. That might change as the meta evolves, but ya for now it's OP.
I guess there will be nerfs, cause the new devs nerf more. The issue is, that players spend dust for Alura, Pupils or Agents but the nerf will hit cards like Hand of A'dal. Alura for example is garbage in every other deck, I think.
Druid need a change with mana pooping spells. Overgrowth is way better than nourish and is more an issue than nourish was before nerf. But 5 mana would be a tough hit.
The rest should be ok and counterable for the moment.
I guess there will be nerfs, cause the new devs nerf more. The issue is, that players spend dust for Alura, Pupils or Agents but the nerf will hit cards like Hand of A'dal. Alura for example is garbage in every other deck, I think.
Druid need a change with mana pooping spells. Overgrowth is way better than nourish and is more an issue than nourish was before nerf. But 5 mana would be a tough hit.
The rest should be ok and counterable for the moment.
thats no problem... there can wait til nerf happen... dont say there cant nerf card becouse of free to play players... there make no moeny on free to play players anyways... you should not be getting any dust for nerfed cards then the meta will be alot better
Regardless the consistency, heavy mana cheating should not exists in this game. This always was and always will be a huge problem, not only in terms of balance but also in terms of player experience.
Ramp Druid is disgusting, but so is High Abbess Alura cheating Libram of Hope for 4 mana (with some 0 mana cost spell). Those things need to be addressed or the game will be screwed.
Regardless the consistency, heavy mana cheating should not exists in this game. This always was and always will be a huge problem, not only in terms of balance but also in terms of player experience.
Ramp Druid is disgusting, but so is High Abbess Alura cheating Libram of Hope for 4 mana (with some 0 mana cost spell). Those things need to be addressed or the game will be screwed.
Can't abbess play your 0 mana spell as well? That's just RNG, you are forced to play low cost spells and hope she will target high cost spells, she balances herself
Agreed on ramp druid and mana cheating but that's too far gone, it has been going on and powercreeped for years, they won't take a step back to curvestone, swingstone makes people buy more packs.
Honestly they need to do something about freeze mage OTK. Because the constant freezing of mage has been an issue already, as it stops you from playing the game, but considering the last game I had, I had lethal on board for 6 turns, but couldn't attack once due to 2 blizzards, 3 frost novas (magic trick always seems to offer it when they need it), and 2 ray of frost, it feels like when I que up against a mage, I might as well go and make a coffee. I had over 40 health worths of minions on my side of the field, and it didn't even matter. Stalled me hard enough that they just needed 1 turn to deal effectively over 70 damage (they did use devolving missiles, which annoyingly hit all three of my 12+ health minions). Mages ability to just stop the game from happening reliably now is a problem.
Plus now their win turn can take upwards of over a minute of animations, which is real fun to sit through. Feels like first week shudderwock all over again. Except that deck you could at least try and rush them down.
Short of nerfing poltec so they don't garuntee draw 2 blizzards though, I don't know how to fix it. It's a major issue in design, not balance by this point
Honestly they need to do something about freeze mage OTK. Because the constant freezing of mage has been an issue already, as it stops you from playing the game, but considering the last game I had, I had lethal on board for 6 turns, but couldn't attack once due to 2 blizzards, 3 frost novas (magic trick always seems to offer it when they need it), and 2 ray of frost, it feels like when I que up against a mage, I might as well go and make a coffee. I had over 40 health worths of minions on my side of the field, and it didn't even matter. Stalled me hard enough that they just needed 1 turn to deal effectively over 70 damage (they did use devolving missiles, which annoyingly hit all three of my 12+ health minions). Mages ability to just stop the game from happening reliably now is a problem.
Plus now their win turn can take upwards of over a minute of animations, which is real fun to sit through. Feels like first week shudderwock all over again. Except that deck you could at least try and rush them down.
Short of nerfing poltec so they don't garuntee draw 2 blizzards though, I don't know how to fix it. It's a major issue in design, not balance by this point
I'm curious on your guys thoughts about if Blizzard will change cards really fast like they did when Ashes of Outlands was released. I don't think our current situation is as nearly as bad as when DH was running rampant at the beginning of Ashes of Outlands but I think there's merit to letting the meta further develop and maybe counters to the popular decks atm will emerge.
Nah they wont insta nerf anything. The druid deck rn is way weaker in comparison to galakrond shaman cancer which they nerfed super fast
First day of school and some other cards really helping pure paladin a lot.
They need to hit a few cards, including glide and voracious reader.
Yes, the 2 manas copy the big fish in the board is the most broken card for the archetype and the new warrior/paladin legendary fix the weakness of the deck.
I try a lot of things today and face this deck a lot, the only deck I can win is the fastest version of tempo mage, with is by far the best deck I made so far, paladin and druid deny the mid/endgame for any other deck, the only option is kill faster you can and for now only mage can do the trick.
No-Minion Mage has won me a lot of games against Paladin lately. They just dont have answers for when you Polymorph their Libram'd minions etc. :-)
We are not having cancer fiesta as with Galakrond Shaman in DoD and Demon Hunter in AoO, so no immediate need for nerfs.
Apart from being able to cheat mana at turn 3/4 I don't think there are big problems in this meta. Paladin seems powerful (just got legend with it) but it's just consistent, I don't think it's broken. Just a good midrange deck.
FOR THE HORDE!
I haven't played enough to give my opinion on this, but I will not disenchant a single card for a long time, that's for sure.
No need for emergency nerfs. The packs are selling. Wait until their sales campaign ends.
I've seen quite a lot of decks, cards and various classes be reffered to as 'OP', broken and/or needing nerfs but this suggests to me that it seems fairly competitive at the moment. There are a couple of front runners, from what I've played against druid and paladin can be insane but several classes have answers to their swing turns.
Seems to me that you need to be a bit more resourceful than you did before. Anticipating those swing turns and saving removal or morph effects is really important, which should reward good anticipation and decision making.
I've seen druid, paladin, mage, shaman and warrior all do crazy things. Devolving missiles is fantastic for mage and shaman, plague of murlocs is also very good. There are really large swings but lots of various tools across the classes to deal with them, so teching and making the right play at the right time are key.
At the moment its broken sitting pretty with a 60% win rate. That might change as the meta evolves, but ya for now it's OP.
I guess there will be nerfs, cause the new devs nerf more. The issue is, that players spend dust for Alura, Pupils or Agents but the nerf will hit cards like Hand of A'dal. Alura for example is garbage in every other deck, I think.
Druid need a change with mana pooping spells. Overgrowth is way better than nourish and is more an issue than nourish was before nerf. But 5 mana would be a tough hit.
The rest should be ok and counterable for the moment.
thats no problem... there can wait til nerf happen... dont say there cant nerf card becouse of free to play players... there make no moeny on free to play players anyways... you should not be getting any dust for nerfed cards then the meta will be alot better
Regardless the consistency, heavy mana cheating should not exists in this game. This always was and always will be a huge problem, not only in terms of balance but also in terms of player experience.
Ramp Druid is disgusting, but so is High Abbess Alura cheating Libram of Hope for 4 mana (with some 0 mana cost spell). Those things need to be addressed or the game will be screwed.
Glide? Haven't even seen it played once, doesn't seem problematic lol, play aggro.
Voracious reader? Play control, I barely see it played
This is not how you nerf cards.
They will nerf what everyone plays and shapes the meta in a significant way. So it will be druid cards. That is, if they nerf something.
Can't abbess play your 0 mana spell as well? That's just RNG, you are forced to play low cost spells and hope she will target high cost spells, she balances herself
Agreed on ramp druid and mana cheating but that's too far gone, it has been going on and powercreeped for years, they won't take a step back to curvestone, swingstone makes people buy more packs.
Honestly they need to do something about freeze mage OTK. Because the constant freezing of mage has been an issue already, as it stops you from playing the game, but considering the last game I had, I had lethal on board for 6 turns, but couldn't attack once due to 2 blizzards, 3 frost novas (magic trick always seems to offer it when they need it), and 2 ray of frost, it feels like when I que up against a mage, I might as well go and make a coffee. I had over 40 health worths of minions on my side of the field, and it didn't even matter. Stalled me hard enough that they just needed 1 turn to deal effectively over 70 damage (they did use devolving missiles, which annoyingly hit all three of my 12+ health minions). Mages ability to just stop the game from happening reliably now is a problem.
Plus now their win turn can take upwards of over a minute of animations, which is real fun to sit through. Feels like first week shudderwock all over again. Except that deck you could at least try and rush them down.
Short of nerfing poltec so they don't garuntee draw 2 blizzards though, I don't know how to fix it. It's a major issue in design, not balance by this point
I know how to fix it - Living Dragonbreath
hope they do something about druid.
Not saying its broken but its not fun to play nor is it fun to play against.
High rolling at this level should not be allowed