Shaman has a lot of problems right now but dealing with aggro, especially minion based decks like aggro druid, is not one one them imo.
But can we expect 2 card combo answer, exactly on turn 3, from class with almost no card draw or generation? In theory, any class can deal with such board, but realistically it's way too early and it's almost impossible to answer that without extreme luck.
This druid had a 5 cards combo opener on turn 1, why can't you expect a 2 cards combo answer on turn 3 ? If that is extreme luck, then what was the druid turn, extremely extreme lucky luck ?
Because the whole concept of game being decided by early RNG is broken. I get that most games are decided by luck, in one way or another (because draw order or card generation) and sometimes you just win / lose, because you played something, or something was played against you and nothing could be done about it. I'm fine with that.
I'd say, it's perfectly fair when such thing happens in the late game (like turn 8+), because you have more time to prepare, to react, to play around etc. But on turn 3 it's just lucky coin toss. My opponent highrolled me or I highrolled my opponent and the game is over before it even started. That's not right, that's the definition of "non-game". I have nothing against power plays (even early ones), but game-winning plays should be much slower, despite being random or very lucky.
Ah yes, Druid, a class where either you destroy your opponent with seven 8/8 Carnival Clowns on Turn 7 and seven 6/4 minions on Turn 5 or get destroyed by aggro or board clears.
And all this is simply because Blizzard still tries to stick to a terrible design choice that is class identity. Class identity is horrible because it reduces diversity so badly. This is not an RPG game like WoW, let the classes have all things needed to be diverse like board clears, group buffs, single buffs, removals, small minions, medium minions, big minions, and more. Don't limit them.
Ah yes, Druid, a class where either you destroy your opponent with seven 8/8 Carnival Clowns on Turn 7 and seven 6/4 minions on Turn 5 or get destroyed by aggro or board clears.
And all this is simply because Blizzard still tries to stick to a terrible design choice that is class identity. Class identity is horrible because it reduces diversity so badly. This is not an RPG game like WoW, let the classes have all things needed to be diverse like board clears, group buffs, single buffs, removals, small minions, medium minions, big minions, and more. Don't limit them.
Yeah, i miss AoE in Rogue. Rogue cant do nothing in this scenario btw you just insta concede and go for the next one which is exactly what TwistedcardMaster mentioned above, the definition of "non-game" and it feels awful.
Very good article he pretty much covered it all, have a nice day everyone.
Nice article indeed! I'd complain a bit less about RNG, which has always been present in HS, and more about raw unlimited value generation. Just yesterday I played a crazy Tickatus-less Warlock vs. Priest game, and basically the Priest did go literally infinite with the Spellweavers and generated raise deads, you can check it here: https://hsreplay.net/replay/yKjQEeC5crH5vkSDEjZNyG
Ah yes, Druid, a class where either you destroy your opponent with seven 8/8 Carnival Clowns on Turn 7 and seven 6/4 minions on Turn 5 or get destroyed by aggro or board clears.
And all this is simply because Blizzard still tries to stick to a terrible design choice that is class identity. Class identity is horrible because it reduces diversity so badly. This is not an RPG game like WoW, let the classes have all things needed to be diverse like board clears, group buffs, single buffs, removals, small minions, medium minions, big minions, and more. Don't limit them.
I like the idea of identity and different classes playing differently. This is the problem the devs have, you get people who sit on the opposite ends of things and I expect that sometimes, they have just go with making the game they want to make it. There's only so much pandering you can do.
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Because the whole concept of game being decided by early RNG is broken. I get that most games are decided by luck, in one way or another (because draw order or card generation) and sometimes you just win / lose, because you played something, or something was played against you and nothing could be done about it. I'm fine with that.
I'd say, it's perfectly fair when such thing happens in the late game (like turn 8+), because you have more time to prepare, to react, to play around etc. But on turn 3 it's just lucky coin toss. My opponent highrolled me or I highrolled my opponent and the game is over before it even started. That's not right, that's the definition of "non-game". I have nothing against power plays (even early ones), but game-winning plays should be much slower, despite being random or very lucky.
Ah yes, Druid, a class where either you destroy your opponent with seven 8/8 Carnival Clowns on Turn 7 and seven 6/4 minions on Turn 5 or get destroyed by aggro or board clears.
And all this is simply because Blizzard still tries to stick to a terrible design choice that is class identity. Class identity is horrible because it reduces diversity so badly. This is not an RPG game like WoW, let the classes have all things needed to be diverse like board clears, group buffs, single buffs, removals, small minions, medium minions, big minions, and more. Don't limit them.
Yeah, i miss AoE in Rogue. Rogue cant do nothing in this scenario btw you just insta concede and go for the next one which is exactly what TwistedcardMaster mentioned above, the definition of "non-game" and it feels awful.
Nice article indeed! I'd complain a bit less about RNG, which has always been present in HS, and more about raw unlimited value generation. Just yesterday I played a crazy Tickatus-less Warlock vs. Priest game, and basically the Priest did go literally infinite with the Spellweavers and generated raise deads, you can check it here: https://hsreplay.net/replay/yKjQEeC5crH5vkSDEjZNyG
It's like playing Texas Hold'em and saying: "Two Aces are imba."
Everyone should start a thread every time they get high-rolled.
I like the idea of identity and different classes playing differently. This is the problem the devs have, you get people who sit on the opposite ends of things and I expect that sometimes, they have just go with making the game they want to make it. There's only so much pandering you can do.