Before this expansion we see cards like Alextraza running in many lists, now everything costing more than 7 manas is forbidden to put in deck because you will never have a chance to play.
Today I play the 3 manas legendary on curve to deal 12 damage in an empty board, 30 life and 4 armor, just can't survive piloting a control deck with mass removal and healing before the effect triggers, it is insane.
Something must be done and fast or the game can stop creating any card costing more than 7, this turns don't exists anymore.
Funny how the design team push these power creeping concepts (card draw, mana cheating, etc) into lower-cost cards for most classes while they are aware of not pushing them for Priest class; instead, just keep printing slow and control cards for Priest.... it is not like they don't know the reason why we have higher-than-5-mana cost cards.... Can they apply how they conceptualize for Priest class to all classes or vice-versa?
Handbuff Paladin, Elemental Shaman and Agro Hunter all have winrate between 55% to 65% while quest deck site below 52%.
Sure agro deck are taking it easy on slower deck. But quest are not the issue.
Power Creep is just getting out of hand.
Today's card below 5 mana have way to much power compared to vanilla card.
This pretty much nailed it on the head for me. Some quests are very powerful but I know a few small adjustments can make them feel more fair; however, my problem with the game is mainly the insane power levels and mana cheating. I've just gotten tired of sitting and watching my opponents do a dozen wacky moves every turn for little to zero mana.
Just don't feel like playing much anymore, I'd rather spend the time getting through the backlog of other games I've been missing out on
I feel like the game wasn't meant to have coin, coin, innervate, coin, gain 1 mana, spell, coin, coin, 8/8 taunt put all cards played back in your hand.
People told me it was an animation issue, and I thought that it wasn't and it was just taking so much time to continually play all those cards in one turn.
Swapping out cards and getting cards back is an animation issue though.
i think the biggest problem is not quests but power creep and mana cheat.
mana cheat cards have been a big big problem almost every time they printed one. yet team 5 NEVER ever learn their lesson... this expansion has the biggest amount of new mana cheat cards ever. and huge surprise: IT'S A PROBLEM. again. who could've known???
what really annoys me is that because of the ever increasing amount of face damage from hand and mana cheat cards the games get shorter and shorter every expansion now. just looked at my decktracker stats. average game length in 2016: 11.3 turns. in 2018: 9.9 turns. in 2020: 9.8 turns. in 2021: 8.6 turns. this expansion: 7.4 turns.
Funny how the design team push these power creeping concepts (card draw, mana cheating, etc) into lower-cost cards for most classes while they are aware of not pushing them for Priest class; instead, just keep printing slow and control cards for Priest.... it is not like they don't know the reason why we have higher-than-5-mana cost cards.... Can they apply how they conceptualize for Priest class to all classes or vice-versa?
Power creep is inevitable in any card game. If something is too weak no one plays it. It’s common sense. Lower mana cost cards always feel strong because you see them all of the time, whereas higher mana cost cards are harder to design well because they have to ride the line of good enough to get played without being too weak to play or too strong to break the game.
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Plz no hate, just throwing ideas out there and asking for thoughts from you all.
Would a possible solution to what a lot of people are talking about for issues with the newest expansion, removing just the quest cards?
Not redoing, just removing, and maybe taking more time to bounce ideas off of each other and the community.
Would that immediately fix the issue?
Not sure that the issue is the quests, most are complaining about cheap card draw, power creep and mana discount.
the best decks have no quests in them
Thank you for your replies.
Which in this case, i would say nerf or remove the "tradeable" keyword.
Handbuff Paladin, Elemental Shaman and Agro Hunter all have winrate between 55% to 65% while quest deck site below 52%.
Sure agro deck are taking it easy on slower deck. But quest are not the issue.
Power Creep is just getting out of hand.
Today's card below 5 mana have way to much power compared to vanilla card.
Before this expansion we see cards like Alextraza running in many lists, now everything costing more than 7 manas is forbidden to put in deck because you will never have a chance to play.
Today I play the 3 manas legendary on curve to deal 12 damage in an empty board, 30 life and 4 armor, just can't survive piloting a control deck with mass removal and healing before the effect triggers, it is insane.
Something must be done and fast or the game can stop creating any card costing more than 7, this turns don't exists anymore.
Funny how the design team push these power creeping concepts (card draw, mana cheating, etc) into lower-cost cards for most classes while they are aware of not pushing them for Priest class; instead, just keep printing slow and control cards for Priest.... it is not like they don't know the reason why we have higher-than-5-mana cost cards.... Can they apply how they conceptualize for Priest class to all classes or vice-versa?
This pretty much nailed it on the head for me. Some quests are very powerful but I know a few small adjustments can make them feel more fair; however, my problem with the game is mainly the insane power levels and mana cheating. I've just gotten tired of sitting and watching my opponents do a dozen wacky moves every turn for little to zero mana.
Just don't feel like playing much anymore, I'd rather spend the time getting through the backlog of other games I've been missing out on
I feel like the game wasn't meant to have coin, coin, innervate, coin, gain 1 mana, spell, coin, coin, 8/8 taunt put all cards played back in your hand.
People told me it was an animation issue, and I thought that it wasn't and it was just taking so much time to continually play all those cards in one turn.
Swapping out cards and getting cards back is an animation issue though.
i think the biggest problem is not quests but power creep and mana cheat.
mana cheat cards have been a big big problem almost every time they printed one. yet team 5 NEVER ever learn their lesson... this expansion has the biggest amount of new mana cheat cards ever. and huge surprise: IT'S A PROBLEM. again. who could've known???
what really annoys me is that because of the ever increasing amount of face damage from hand and mana cheat cards the games get shorter and shorter every expansion now. just looked at my decktracker stats. average game length in 2016: 11.3 turns. in 2018: 9.9 turns. in 2020: 9.8 turns. in 2021: 8.6 turns. this expansion: 7.4 turns.
Power creep is inevitable in any card game. If something is too weak no one plays it. It’s common sense. Lower mana cost cards always feel strong because you see them all of the time, whereas higher mana cost cards are harder to design well because they have to ride the line of good enough to get played without being too weak to play or too strong to break the game.