It's almost like this game is designed by idiots and absolutely zero play-testing is conducted. People on forums came up with the idea for this OTK 3 minutes after the card set was released, how hard can it be for Blizzard to test such an obvious combo? "Fun and interactive gameplay" indeed.
You can survive the combo if you have over 60 effective hp. So it's nowhere near as broken as Mecha'thun combos who kill you no matter what.
I think the nerf should be to cap hysteria attacks to some number, 5 or 10 or something. "Choose a minion. It attacks a random minions 5 times or until it dies".
That nerf weakens the card significantly, though, I'd say. Much, much better to make immune cards untargettable, IMO.
And good luck getting 60 EHP by turn seven, particularly with the priest poking you for a few as well. last I checked, Mecha'thun went off significantly later than that most of the time, giving you more chances to interact.
I did think about that, but figured it might take away from the tone of the post. :)
I also did some more thinking. You could nerf Tiller, but it also leads to a design space crunch of "we can never make another powerful 'when this attacks' minion because of Deathspeaker + Hysteria".
So my thinking is change Deathspeaker to "Battlecry: Choose a friendly minion. It gets Immune this turn, until after it attacks." This way Deathspeaker still keeps things alive through Defiles etc, but disables this combo.
Yeah, they really screwed things up with Hysteria.
Unbelievable how broken this garbage is. Can't even do quests or okay a match because gold up is just back to back OTK. Getting scared of even playing
~half of the matches for me have been against priests or locks. ~20% secret mages and 10-15% rogues. 5-1 plat is notably lower in mirror matches, though. Part of the issue is how it's pushing hyper aggro decks as otherwise you're too slow - and even then, I can still combo T5 against aggro druid. Don't be doing any quests in Wild for a few days until they nerf.
If the priest/lock live until T7, you're pretty certainly dead if you're not combo. Even with T5/6 there's a decent chance of comboing off under it.
Literally dying from any health + armour total in the blink of an eye to a 3 card combo is worse than an aggro deck that needs synergies to be good and runs out of gas easily? Surely you jest.
Literally dying from any health + armour total in the blink of an eye to a 3 card combo is worse than an aggro deck that needs synergies to be good and runs out of gas easily? Surely you jest.
Three card combo can only do 30 with 11HP on the board beforehand. 4 card combos can do 60 (second immune or attack reducer). Five can do 120 (with reductions, double hysteria), but that's rare. Thought I might need that against a warrior today, but just didn't see a Tiller.
Play kingsbane, it is the only counter to the deck.
1. the damage comes from the weapon so it has very few minion health on board to do an early turn 6 combo.
2. You do not care of him clearing your board normally your minions already did their job once played.
3.The burst of kingsbane is insane I arrive to have done over 20 damage burst in 1 turn.
1400 to 185 in a few hours.
Kingsbane is generally about one turn faster, I find. I've taken out enough kingsbane rogues that it's not that hard a counter. The lack of early pressure most of the time lets me set up some draw and cost reduction. Still not favourable for Hysterical Tiller. Probably rougher matchup for locks than priests, though.
I don't get why It took a week for fixing that s.hit.
It was like a bug and many players exploited it and made wild unplayable as hell.
is it even fixed yet? Nothing on front page, and I've not been comboing off today to check. Slower than both druid and mage combo decks for a change today, along with abysmal draws anyway. T6 and nowhere near even a small cmobo when the druid goes off, for example. Usually I'm drawing well enough to have it by then.
If you are a normal priest player like me, remember to include mindrender illucia. My winrate against that deck is about 70% just because of that card. Yes you have to draw it but the combo rarely happened on turn 7. Maybe it‘s just my luck or their bad draws, but i have much more problems against other decks.
But yes, it feels aweful to play against so nerf it :D.
It's Wild. The game is not balanced around Wild. That is the entire point of Wild, and why it's called "Wild" instead of "All Sets" or something. Because games in Wild are SUPPOSED to be WILD
Yes wild is wild, but it is game breaking. It literally breaks basic functionality of the game. You lose your turn even if you survive the combo. It is that ridiculous. They have to fix this.
The highest winrate deck with this combo is 65%, and that's a deck with ~750 games total.
The highest winrate deck in Wild overall is Secret Mage at 81%.
Why are you calling for this to be nerfed and not Secret Mage?
It's Wild. The game is not balanced around Wild. That is the entire point of Wild, and why it's called "Wild" instead of "All Sets" or something. Because games in Wild are SUPPOSED to be WILD
Yes wild is wild, but it is game breaking. It literally breaks basic functionality of the game. You lose your turn even if you survive the combo. It is that ridiculous. They have to fix this.
The highest winrate deck with this combo is 65%, and that's a deck with ~750 games total.
The highest winrate deck in Wild overall is Secret Mage at 81%.
Why are you calling for this to be nerfed and not Secret Mage?
It's warped the meta something crazy, I've found. That alone should be nerf-worthy. I've also found it to be ridiculously consistent on T7-8, and hard for most decks to actually interact with. Currently secret mage is seeing a boosted winrate (and playrate, though always been popular) because it's a favourable matchup, assuming the mage is playing aggressively.
Plus, you know, it's combo. Blizzard generally frown on allowing combo unnerfed.
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It's almost like this game is designed by idiots and absolutely zero play-testing is conducted. People on forums came up with the idea for this OTK 3 minutes after the card set was released, how hard can it be for Blizzard to test such an obvious combo? "Fun and interactive gameplay" indeed.
That nerf weakens the card significantly, though, I'd say. Much, much better to make immune cards untargettable, IMO.
And good luck getting 60 EHP by turn seven, particularly with the priest poking you for a few as well. last I checked, Mecha'thun went off significantly later than that most of the time, giving you more chances to interact.
Yeah, they really screwed things up with Hysteria.
Unbelievable how broken this garbage is. Can't even do quests or okay a match because gold up is just back to back OTK. Getting scared of even playing
~half of the matches for me have been against priests or locks. ~20% secret mages and 10-15% rogues. 5-1 plat is notably lower in mirror matches, though. Part of the issue is how it's pushing hyper aggro decks as otherwise you're too slow - and even then, I can still combo T5 against aggro druid. Don't be doing any quests in Wild for a few days until they nerf.
If the priest/lock live until T7, you're pretty certainly dead if you're not combo. Even with T5/6 there's a decent chance of comboing off under it.
Secret Mage is worse than Tiller OTK
Literally dying from any health + armour total in the blink of an eye to a 3 card combo is worse than an aggro deck that needs synergies to be good and runs out of gas easily? Surely you jest.
Play kingsbane, it is the only counter to the deck.
1. the damage comes from the weapon so it has very few minion health on board to do an early turn 6 combo.
2. You do not care of him clearing your board normally your minions already did their job once played.
3.The burst of kingsbane is insane I arrive to have done over 20 damage burst in 1 turn.
1400 to 185 in a few hours.
Three card combo can only do 30 with 11HP on the board beforehand. 4 card combos can do 60 (second immune or attack reducer). Five can do 120 (with reductions, double hysteria), but that's rare. Thought I might need that against a warrior today, but just didn't see a Tiller.
Kingsbane is generally about one turn faster, I find. I've taken out enough kingsbane rogues that it's not that hard a counter. The lack of early pressure most of the time lets me set up some draw and cost reduction. Still not favourable for Hysterical Tiller. Probably rougher matchup for locks than priests, though.
I don't get why It took a week for fixing that s.hit.
It was like a bug and many players exploited it and made wild unplayable as hell.
is it even fixed yet? Nothing on front page, and I've not been comboing off today to check. Slower than both druid and mage combo decks for a change today, along with abysmal draws anyway. T6 and nowhere near even a small cmobo when the druid goes off, for example. Usually I'm drawing well enough to have it by then.
People still play wild lol you guys are whining but it says wild us were anything can happen cause a Lul l the broken old go to die .
Blizz have a history of making balance changes for wild. Also, the wild meta is not generally this warped.
If you are a normal priest player like me, remember to include mindrender illucia. My winrate against that deck is about 70% just because of that card. Yes you have to draw it but the combo rarely happened on turn 7. Maybe it‘s just my luck or their bad draws, but i have much more problems against other decks.
But yes, it feels aweful to play against so nerf it :D.
The highest winrate deck with this combo is 65%, and that's a deck with ~750 games total.
The highest winrate deck in Wild overall is Secret Mage at 81%.
Why are you calling for this to be nerfed and not Secret Mage?
It's warped the meta something crazy, I've found. That alone should be nerf-worthy. I've also found it to be ridiculously consistent on T7-8, and hard for most decks to actually interact with. Currently secret mage is seeing a boosted winrate (and playrate, though always been popular) because it's a favourable matchup, assuming the mage is playing aggressively.
Plus, you know, it's combo. Blizzard generally frown on allowing combo unnerfed.