HS had very few periods where there was actually a higher skill cap and the game was fun. Sadly the developers haven't done anything during the years to raise the skill cap with well thought game mechanics. They also haven't done anything to reward the deck builders (not deck copy-pasters) and those players with big card collections, because that would hurt their income.
The problem however is not only the greedy Blizzard management and the obeying developers, it's also the player base that continues to support the game with their wallets. And as long as that cycle (fans giving money -> management wanting more money -> devs milking game -> fans giving money -> etc) don't change, the game won't change too.
HS is pretty much like the global warming. We are all responsible for it, and everyone has to adjust, but since almost no one does it, the climate doesn't improve.
Quest deck feels like premounted strategies you need to follow with little to nothing real choices, like the devs don't leave the players the building process what is half of the fun.
When every warlock deck in Wild or Standard is a quest one this prove the entire concept of the quest was a spetacular failure.
Remove all quests from the game, return the dust and never talk about again, this is the only way to fix this mess.
I agree with you hillandder, quests starting in player's opening hand are very bad design decisions. Side quests (when done properly) are fine, however.
Sure there were times when playing control was rough, with the best performing decks floating around 40%-45% winrate (practically meme level). But it was never so bad that I don't even want to queue up anymore.
You lose to anything combo, you very likely lose to aggro, and there aren't enough other control players around to have some fun mirror matches. People are often quick to claim that the game is dead. But for a control player like me it is dead, not exxagerating.
It's dead in standard and super mega dead in wild. Only classic remains with Control Warrior, but well... that's freaking classic.
There are no control decks in the top end of the Stormwind meta, Blizzard professionally killed off that archetype. If you think a deck is control because it has 1 removal card in it, i don't know what you've been doing in all those mtg years you claim to have had....
The single deck that has a control style play is Quest priest and that one is currently low tier 4. Please look at https://hsreplay.net/meta/ and tell me any control deck that is in tier 1 or 2. Hint: there isn't, it's all aggro, midrange or combo decks.
Quest Shaman is a control deck through and through.
When you say "or combo decks" at the end, it shows that you don't even understand the terminology. There's no "or." A combo deck can be aggro, midrange or control, depending on how it behaves until it achieves the combo.
There are no control decks in the top end of the Stormwind meta, Blizzard professionally killed off that archetype. If you think a deck is control because it has 1 removal card in it, i don't know what you've been doing in all those mtg years you claim to have had....
The single deck that has a control style play is Quest priest and that one is currently low tier 4. Please look at https://hsreplay.net/meta/ and tell me any control deck that is in tier 1 or 2. Hint: there isn't, it's all aggro, midrange or combo decks.
Quest Shaman is a control deck through and through.
When you say "or combo decks" at the end, it shows that you don't even understand the terminology. There's no "or." A combo deck can be aggro, midrange or control, depending on how it behaves until it achieves the combo.
Quest shaman is not a control deck, at all, it's a classic aggro/burn type deck. I think you are the one not understanding terms here. Combo just aims to get to their win combo in the fastest way possible, in HS this usually resorts in exorbitant amounts of carddraw, now with the quests added into it. Control decks, in the terminology that has been established since the early days of MTG, are purely decks that aim to outlast/outvalue everything the opponent does until they can start putting their pressure up or wining through fatigue.
A Combo deck is not midrange, aggro or control. a combo deck is a combo deck and it's solely build on a draw engine to enable firing off the combo as quick as it can.
There are no control decks in the top end of the Stormwind meta, Blizzard professionally killed off that archetype. If you think a deck is control because it has 1 removal card in it, i don't know what you've been doing in all those mtg years you claim to have had....
The single deck that has a control style play is Quest priest and that one is currently low tier 4. Please look at https://hsreplay.net/meta/ and tell me any control deck that is in tier 1 or 2. Hint: there isn't, it's all aggro, midrange or combo decks.
Quest Shaman is a control deck through and through.
When you say "or combo decks" at the end, it shows that you don't even understand the terminology. There's no "or." A combo deck can be aggro, midrange or control, depending on how it behaves until it achieves the combo.
Quest shaman is not a control deck, at all, it's a classic aggro/burn type deck. I think you are the one not understanding terms here. Combo just aims to get to their win combo in the fastest way possible, in HS this usually resorts in exorbitant amounts of carddraw, now with the quests added into it. Control decks, in the terminology that has been established since the early days of MTG, are purely decks that aim to outlast/outvalue everything the opponent does until they can start putting their pressure up or wining through fatigue.
A Combo deck is not midrange, aggro or control. a combo deck is a combo deck and it's solely build on a draw engine to enable firing off the combo as quick as it can.
No, a control deck controls the game until it can achieve its win condition. That's literally where the name comes from. It cannot outlast anything unless it takes control. In Hearthstone, that usually means controlling the board. Quest Shaman does this through removal spells and some minions. An aggro burn deck would not bother with minions on board because it hopes to burn the opponent's face off before the opposing minions can win.
And also, no, if you think combo is an entirely separate category unto itself, you have NO idea what you are talking about. All "combo" means is that the deck exploits a massively strong synergy of some type as its win condition. This affects its play style but does not solely define it.
If there's no such thing as aggro-combo or control-combo, you need to ask yourself why there are so many articles written about these different types of combo decks.
Rollback Post to RevisionRollBack
"Why, you never expected justice from a company, did you? They have neither a soul to lose nor a body to kick." -- Lady Saba Holland
There are no control decks in the top end of the Stormwind meta, Blizzard professionally killed off that archetype. If you think a deck is control because it has 1 removal card in it, i don't know what you've been doing in all those mtg years you claim to have had....
The single deck that has a control style play is Quest priest and that one is currently low tier 4. Please look at https://hsreplay.net/meta/ and tell me any control deck that is in tier 1 or 2. Hint: there isn't, it's all aggro, midrange or combo decks.
Quest Shaman is a control deck through and through.
When you say "or combo decks" at the end, it shows that you don't even understand the terminology. There's no "or." A combo deck can be aggro, midrange or control, depending on how it behaves until it achieves the combo.
Quest shaman is not a control deck, at all, it's a classic aggro/burn type deck. I think you are the one not understanding terms here. Combo just aims to get to their win combo in the fastest way possible, in HS this usually resorts in exorbitant amounts of carddraw, now with the quests added into it. Control decks, in the terminology that has been established since the early days of MTG, are purely decks that aim to outlast/outvalue everything the opponent does until they can start putting their pressure up or wining through fatigue.
A Combo deck is not midrange, aggro or control. a combo deck is a combo deck and it's solely build on a draw engine to enable firing off the combo as quick as it can.
No, a control deck controls the game until it can achieve its win condition. That's literally where the name comes from. It cannot outlast anything unless it takes control. In Hearthstone, that usually means controlling the board. Quest Shaman does this through removal spells and some minions. An aggro burn deck would not bother with minions on board because it hopes to burn the opponent's face off before the opposing minions can win.
And also, no, if you think combo is an entirely separate category unto itself, you have NO idea what you are talking about. All "combo" means is that the deck exploits a massively strong synergy of some type as its win condition. This affects its play style but does not solely define it.
If there's no such thing as aggro-combo or control-combo, you need to ask yourself why there are so many articles written about these different types of combo decks.
Yeah exactly. In MTG most control decks are combo control decks.
The problem with this meta is everyone is playing aggro-combo or hyper-aggro for ranks and rewards. But why do you play for rewards when the only thing you need from next exp the one OP card that you add to already OP decks to push it even further?
Whats the reason of releasing cards that cost 6+ mana anymore? (unless it gets discounted to 0 mana). Isn't actually this killing sales? You want players to buy those shiny big mana legendaries and cards to play amazing decks, why these aggro decks?
I really question blizzards competence and brainstorming meetings at their HQ. Probably still doing some suspicious stuff so no time to think about the game design.
Rollback Post to RevisionRollBack
"Minion to minion the basic of all combats, only a fool trusts his win to an OTK"
There are no control decks in the top end of the Stormwind meta, Blizzard professionally killed off that archetype. If you think a deck is control because it has 1 removal card in it, i don't know what you've been doing in all those mtg years you claim to have had....
The single deck that has a control style play is Quest priest and that one is currently low tier 4. Please look at https://hsreplay.net/meta/ and tell me any control deck that is in tier 1 or 2. Hint: there isn't, it's all aggro, midrange or combo decks.
Quest Shaman is a control deck through and through.
When you say "or combo decks" at the end, it shows that you don't even understand the terminology. There's no "or." A combo deck can be aggro, midrange or control, depending on how it behaves until it achieves the combo.
Quest shaman is not a control deck, at all, it's a classic aggro/burn type deck. I think you are the one not understanding terms here. Combo just aims to get to their win combo in the fastest way possible, in HS this usually resorts in exorbitant amounts of carddraw, now with the quests added into it. Control decks, in the terminology that has been established since the early days of MTG, are purely decks that aim to outlast/outvalue everything the opponent does until they can start putting their pressure up or wining through fatigue.
A Combo deck is not midrange, aggro or control. a combo deck is a combo deck and it's solely build on a draw engine to enable firing off the combo as quick as it can.
No, a control deck controls the game until it can achieve its win condition. That's literally where the name comes from. It cannot outlast anything unless it takes control. In Hearthstone, that usually means controlling the board. Quest Shaman does this through removal spells and some minions. An aggro burn deck would not bother with minions on board because it hopes to burn the opponent's face off before the opposing minions can win.
And also, no, if you think combo is an entirely separate category unto itself, you have NO idea what you are talking about. All "combo" means is that the deck exploits a massively strong synergy of some type as its win condition. This affects its play style but does not solely define it.
If there's no such thing as aggro-combo or control-combo, you need to ask yourself why there are so many articles written about these different types of combo decks.
You have absolutely no idea what you are on about do you? Quest shaman doesn't play removal spells, it's main win condition is putting said spells at the opponent's face. The literal only small removal it has is perpetual flame. A lightning bolt that does 3 damage is not a control spell, it's a burn spell. It does not play any big removal, handles big threats very poorly and generally tries to kill the opponent before the opponent kills it. It's the absolute pinnacle of aggro.
Please go read some articles on what combo means too, you have no idea what it entails.
There are no control decks in the top end of the Stormwind meta, Blizzard professionally killed off that archetype. If you think a deck is control because it has 1 removal card in it, i don't know what you've been doing in all those mtg years you claim to have had....
The single deck that has a control style play is Quest priest and that one is currently low tier 4. Please look at https://hsreplay.net/meta/ and tell me any control deck that is in tier 1 or 2. Hint: there isn't, it's all aggro, midrange or combo decks.
Quest Shaman is a control deck through and through.
When you say "or combo decks" at the end, it shows that you don't even understand the terminology. There's no "or." A combo deck can be aggro, midrange or control, depending on how it behaves until it achieves the combo.
Quest shaman is not a control deck, at all, it's a classic aggro/burn type deck. I think you are the one not understanding terms here. Combo just aims to get to their win combo in the fastest way possible, in HS this usually resorts in exorbitant amounts of carddraw, now with the quests added into it. Control decks, in the terminology that has been established since the early days of MTG, are purely decks that aim to outlast/outvalue everything the opponent does until they can start putting their pressure up or wining through fatigue.
A Combo deck is not midrange, aggro or control. a combo deck is a combo deck and it's solely build on a draw engine to enable firing off the combo as quick as it can.
No, a control deck controls the game until it can achieve its win condition. That's literally where the name comes from. It cannot outlast anything unless it takes control. In Hearthstone, that usually means controlling the board. Quest Shaman does this through removal spells and some minions. An aggro burn deck would not bother with minions on board because it hopes to burn the opponent's face off before the opposing minions can win.
And also, no, if you think combo is an entirely separate category unto itself, you have NO idea what you are talking about. All "combo" means is that the deck exploits a massively strong synergy of some type as its win condition. This affects its play style but does not solely define it.
If there's no such thing as aggro-combo or control-combo, you need to ask yourself why there are so many articles written about these different types of combo decks.
You have absolutely no idea what you are on about do you? Quest shaman doesn't play removal spells, it's main win condition is putting said spells at the opponent's face. The literal only small removal it has is perpetual flame. A lightning bolt that does 3 damage is not a control spell, it's a burn spell. It does not play any big removal, handles big threats very poorly and generally tries to kill the opponent before the opponent kills it. It's the absolute pinnacle of aggro.
Please go read some articles on what combo means too, you have no idea what it entails.
I can only speak for how combo, control, and agro are defined on this website. savarunl is right that we usually separate combo from agro, midrange, and control. There were times where the definition was dicey like non-OTK shotgun priest but control generally doesn't kill from rely on killing from hand over 1 turn or a couple of turns. The purest example of control might be the warrior deck that copied its hand infinitely in order to never run out of cards and simply removed every threat. Decks that play all their cards until they get too a kill combo are considered combo decks. Mechathun decks and Druid Togwaggle were combo decks.
Quest deck feels like premounted strategies you need to follow with little to nothing real choices, like the devs don't leave the players the building process what is half of the fun.
When every warlock deck in Wild or Standard is a quest one this prove the entire concept of the quest was a spetacular failure.
Couldnt agree more. Doesnt matter if you're playing many different classes if their gameplay all feels the same, in this case 1. Play quest 2. Progress it faster than your opponent's 3. Win.
I strongly second that Shadow Priest and the new Miracle Rogue is doper than Snoop in a low rider on Crenshaw Boulevard on A Friday night!
If you like shadow priest, you should try face hunter. And I’m assuming you mean garrote rogue with “new miracle rogue” and it is cool when it goes off, but you lose about 70% of the time.
Quest deck feels like premounted strategies you need to follow with little to nothing real choices, like the devs don't leave the players the building process what is half of the fun.
When every warlock deck in Wild or Standard is a quest one this prove the entire concept of the quest was a spetacular failure.
Couldnt agree more. Doesnt matter if you're playing many different classes if their gameplay all feels the same, in this case 1. Play quest 2. Progress it faster than your opponent's 3. Win.
Not entirely true, priest is : 1. Play quest 2. Lose
Warrior: 1. Play quest 2 Advance quest line faster than opponent 3. Still lose
You have absolutely no idea what you are on about do you? Quest shaman doesn't play removal spells, it's main win condition is putting said spells at the opponent's face. The literal only small removal it has is perpetual flame. A lightning bolt that does 3 damage is not a control spell, it's a burn spell. It does not play any big removal, handles big threats very poorly and generally tries to kill the opponent before the opponent kills it. It's the absolute pinnacle of aggro.
Please go read some articles on what combo means too, you have no idea what it entails.
Guidance generates value -- a hallmark of control decks.
Lightning Bolt can be a removal spell. You try to save it for face if you can, but if you have to remove a threat, you do it.
Canal Slogger is a large heal. Control decks are known for using big heals to survive. As a Rush minion with high attack, it also counts as removal.
There are exactly two spells (four copies total) in this deck that can hit face. That is not what an aggro burn deck looks like. The deck's primary finisher is Charged Call, which summons minions that are then vulnerable to removal. That is NOT how an aggro burn deck would finish a game.
Unless he's thinking about quest shaman in wild (which is a burn deck, albeit a slightly slower one) then I have no idea how can you possibly call the one in standard burn because what, you scared of being hit by lightning bolt in the face twice on turn 8? Quest shaman strives to control the board with almost only spells and play defensively until it reaches its endgame condition (i.e. the quest completion) at which point it will go on the offensive by creating massive swing turns. Kind of like control warrior with the alex turn before unleashing grommash. Fucking pure combo deck that was, huh.
This game sucks right now. Like it really really really sucks. It's not fun. It feels like a chore. Played mostly all day out of boredom and I'm completely disgusted. Havent had any fun. Havent had any really good games that were interesting or came down to the wire. Just conceding to Oh My Yogg all night or conceding to perfect Shaman curves.
Zzzzzzzzzzz
I mean...we all know the devs failed big time with this expansion. But do you guys think they actually know how bad they are? Or do you think they actually feel like they've done a good job?
HS had very few periods where there was actually a higher skill cap and the game was fun. Sadly the developers haven't done anything during the years to raise the skill cap with well thought game mechanics. They also haven't done anything to reward the deck builders (not deck copy-pasters) and those players with big card collections, because that would hurt their income.
The problem however is not only the greedy Blizzard management and the obeying developers, it's also the player base that continues to support the game with their wallets. And as long as that cycle (fans giving money -> management wanting more money -> devs milking game -> fans giving money -> etc) don't change, the game won't change too.
HS is pretty much like the global warming. We are all responsible for it, and everyone has to adjust, but since almost no one does it, the climate doesn't improve.
Quest deck feels like premounted strategies you need to follow with little to nothing real choices, like the devs don't leave the players the building process what is half of the fun.
When every warlock deck in Wild or Standard is a quest one this prove the entire concept of the quest was a spetacular failure.
Remove all quests from the game, return the dust and never talk about again, this is the only way to fix this mess.
I agree with you hillandder, quests starting in player's opening hand are very bad design decisions. Side quests (when done properly) are fine, however.
As a control player? It's never been worse.
Sure there were times when playing control was rough, with the best performing decks floating around 40%-45% winrate (practically meme level). But it was never so bad that I don't even want to queue up anymore.
You lose to anything combo, you very likely lose to aggro, and there aren't enough other control players around to have some fun mirror matches. People are often quick to claim that the game is dead. But for a control player like me it is dead, not exxagerating.
It's dead in standard and super mega dead in wild. Only classic remains with Control Warrior, but well... that's freaking classic.
Quest Shaman is a control deck through and through.
When you say "or combo decks" at the end, it shows that you don't even understand the terminology. There's no "or." A combo deck can be aggro, midrange or control, depending on how it behaves until it achieves the combo.
"Why, you never expected justice from a company, did you? They have neither a soul to lose nor a body to kick." -- Lady Saba Holland
Quest shaman is not a control deck, at all, it's a classic aggro/burn type deck. I think you are the one not understanding terms here.
Combo just aims to get to their win combo in the fastest way possible, in HS this usually resorts in exorbitant amounts of carddraw, now with the quests added into it. Control decks, in the terminology that has been established since the early days of MTG, are purely decks that aim to outlast/outvalue everything the opponent does until they can start putting their pressure up or wining through fatigue.
A Combo deck is not midrange, aggro or control. a combo deck is a combo deck and it's solely build on a draw engine to enable firing off the combo as quick as it can.
No, a control deck controls the game until it can achieve its win condition. That's literally where the name comes from. It cannot outlast anything unless it takes control. In Hearthstone, that usually means controlling the board. Quest Shaman does this through removal spells and some minions. An aggro burn deck would not bother with minions on board because it hopes to burn the opponent's face off before the opposing minions can win.
And also, no, if you think combo is an entirely separate category unto itself, you have NO idea what you are talking about. All "combo" means is that the deck exploits a massively strong synergy of some type as its win condition. This affects its play style but does not solely define it.
If there's no such thing as aggro-combo or control-combo, you need to ask yourself why there are so many articles written about these different types of combo decks.
"Why, you never expected justice from a company, did you? They have neither a soul to lose nor a body to kick." -- Lady Saba Holland
Yeah exactly. In MTG most control decks are combo control decks.
The quests and overpowered expansion destroyed the tempo of the game. To deny reality at this point is silly.
Or maybe people dare to have different opinions then yours?
The problem with this meta is everyone is playing aggro-combo or hyper-aggro for ranks and rewards. But why do you play for rewards when the only thing you need from next exp the one OP card that you add to already OP decks to push it even further?
Whats the reason of releasing cards that cost 6+ mana anymore? (unless it gets discounted to 0 mana). Isn't actually this killing sales? You want players to buy those shiny big mana legendaries and cards to play amazing decks, why these aggro decks?
I really question blizzards competence and brainstorming meetings at their HQ. Probably still doing some suspicious stuff so no time to think about the game design.
"Minion to minion the basic of all combats, only a fool trusts his win to an OTK"
You have absolutely no idea what you are on about do you? Quest shaman doesn't play removal spells, it's main win condition is putting said spells at the opponent's face. The literal only small removal it has is perpetual flame. A lightning bolt that does 3 damage is not a control spell, it's a burn spell. It does not play any big removal, handles big threats very poorly and generally tries to kill the opponent before the opponent kills it. It's the absolute pinnacle of aggro.
Please go read some articles on what combo means too, you have no idea what it entails.
I can only speak for how combo, control, and agro are defined on this website. savarunl is right that we usually separate combo from agro, midrange, and control. There were times where the definition was dicey like non-OTK shotgun priest but control generally doesn't kill from rely on killing from hand over 1 turn or a couple of turns. The purest example of control might be the warrior deck that copied its hand infinitely in order to never run out of cards and simply removed every threat. Decks that play all their cards until they get too a kill combo are considered combo decks. Mechathun decks and Druid Togwaggle were combo decks.
Couldnt agree more. Doesnt matter if you're playing many different classes if their gameplay all feels the same, in this case 1. Play quest 2. Progress it faster than your opponent's 3. Win.
I strongly second that Shadow Priest and the new Miracle Rogue is doper than Snoop in a low rider on Crenshaw Boulevard on A Friday night!
If you like shadow priest, you should try face hunter. And I’m assuming you mean garrote rogue with “new miracle rogue” and it is cool when it goes off, but you lose about 70% of the time.
Not entirely true, priest is : 1. Play quest 2. Lose
Warrior: 1. Play quest 2 Advance quest line faster than opponent 3. Still lose
Guidance generates value -- a hallmark of control decks.
Lightning Bolt can be a removal spell. You try to save it for face if you can, but if you have to remove a threat, you do it.
Perpetual Flame, as you noted, is always removal.
Diligent Notetaker is a value generator, often used to generate more removal. I hardly ever see it used to double-burn face.
Landslide is pure removal. Funny how you failed to mention this one.
Feral Spirit is absolutely a defensive control-type spell. You don't summon two Taunt minions to go on the attack.
Primal Dungeoneer is another value generator.
Canal Slogger is a large heal. Control decks are known for using big heals to survive. As a Rush minion with high attack, it also counts as removal.
There are exactly two spells (four copies total) in this deck that can hit face. That is not what an aggro burn deck looks like. The deck's primary finisher is Charged Call, which summons minions that are then vulnerable to removal. That is NOT how an aggro burn deck would finish a game.
"Why, you never expected justice from a company, did you? They have neither a soul to lose nor a body to kick." -- Lady Saba Holland
Unless he's thinking about quest shaman in wild (which is a burn deck, albeit a slightly slower one) then I have no idea how can you possibly call the one in standard burn because what, you scared of being hit by lightning bolt in the face twice on turn 8? Quest shaman strives to control the board with almost only spells and play defensively until it reaches its endgame condition (i.e. the quest completion) at which point it will go on the offensive by creating massive swing turns. Kind of like control warrior with the alex turn before unleashing grommash. Fucking pure combo deck that was, huh.
This game sucks right now. Like it really really really sucks. It's not fun. It feels like a chore. Played mostly all day out of boredom and I'm completely disgusted. Havent had any fun. Havent had any really good games that were interesting or came down to the wire. Just conceding to Oh My Yogg all night or conceding to perfect Shaman curves.
Zzzzzzzzzzz
I mean...we all know the devs failed big time with this expansion. But do you guys think they actually know how bad they are? Or do you think they actually feel like they've done a good job?