Like i always do, i actually dont care a lot since im playing just a few matches a day to get quests done and sometimes a little more. Like yesterday i finished my quests, noticed that when i tried quest warlock a few times i got crushed by face hunter...so i tried this deck and climbed a few ranks. So its ok for me. Just be adaptive and dont play hs all day. Its obvious why people get salty all the time if its the only game they play.
I wish there would be a limit of cards played per turn. I fuckin hate it to sit there to watch my opponent play a game with no interaction from my side. Just for example this ignite mage who played his entire deck + more (ignite) at turn 6.
Same as quest locks and hunters and mages - they play their own game, no matter which cards I am playing.
Getting overpowerd rewards for playing curve is insane. In this state, this game is so unfun and broken to the bone.
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 personally have no idea what there is to like about the current meta regardless of whether you prefer to play aggro, combo, control etc.
More than ever the outcome of the match is decided by what deck your opponent is playing rather than what you do in the game. Each deck does it's own thing while broadly ignoring the opponent. Playing aggro - go face. Playing quest - complete said quest and win. There is no "teching" which makes any real difference and it's pretty sad (even though I realise teching has always been a bit meh anyway).
Imo the game needs all types of decks to be somewhat viable in a given meta, otherwise it just breaks (e.g. no aggro leads to super greedy control decks, no control decks lead (in theory) to hyper aggro). Control can't exist in this meta because the warlock and mage quests are basically garuanteed losses and the overall pace of the game is so fast that you can't wait to draw answers.
The proposed mana adjustments to warlock are unlikely to cut it unless they murder the quest reward. Not only is that not a very satisfying way to fix a problem, I don't think it's very likely and I don't think it will change much of the meta (but who knows). I know that delaying things for a turn can sometimes make a huge difference, but in the case of the quest, the rewards are so large that it might not matter.
I think a fundamental change in the way card draw and mana cheating is costed needs to be consisdered, because it's these things which inevitably break the game (and have done for pretty much the history of hearthstone). Cards being reduce below 1 mana always seems to cause problems.
There need to be more counterplays beyond "win first". Unlimited resources and "I win" type cards need to go or need to be so difficult to achieve that they make up only a small part of victories. If control becomes slightly viable in this meta there will be plenty of people (quite rightly) complaining about losing to the priest quest. Oh look - you played on curve and drew a 10 mana spell which literally wins you the game....much fun.
For all those people who claim no deck has silly high win rate etc. consider the following hypothetical decks. Imagine 3 top tier meta decks exist - A, B & C. 1/3 of players are playing A, 1/3 playing B and so on. Now imagine that deck A beats deck B but loses to deck C. B beats C but loses to A. C beats A and loses to B. There would be no single deck which is dominant (3 decks with 50% win rate) but winning would be the luck of the draw. Clearly real life is more complex that this, but in essence that's the state of the current hearthstone meta.
I can build a deck to beat quest Mage & quest Warlock but it can't beat hunter and ele shaman. I can build decks to beat ele shaman and hunter, but they auto lose to Mage and Lock.
You would be better flipping a coin - at least that's quick and doesn't involve rope.
Every state is the worst state Hearthstone has ever been in, every meta is the worst meta, and every expansion is the worst expansion. Every month, this thread gets made.
While it's true that people are always complaining about something, I genuinely feel this is different from the previous meta's. There has never been a meta where control is absent (to my knowledge), yet that is what we have right now. The decks are more polarised than ever in terms of winrates against other decks. It is a problem imo.
No you're right, this game hasn't been fun in I don't know how long! It got to a competitive point beyond return and near enough everyone takes it too seriously. There is no more fun to be had! Even tavern brawls are shit now!
For all those people who claim no deck has silly high win rate etc. consider the following hypothetical decks. Imagine 3 top tier meta decks exist - A, B & C. 1/3 of players are playing A, 1/3 playing B and so on. Now imagine that deck A beats deck B but loses to deck C. B beats C but loses to A. C beats A and loses to B. There would be no single deck which is dominant (3 decks with 50% win rate) but winning would be the luck of the draw. Clearly real life is more complex that this, but in essence that's the state of the current hearthstone meta.
I can build a deck to beat quest Mage & quest Warlock but it can't beat hunter and ele shaman. I can build decks to beat ele shaman and hunter, but they auto lose to Mage and Lock.
You would be better flipping a coin - at least that's quick and doesn't involve rope.
That is my frustration right now. I don't feel like this is a strategy game any more. It is sad......
Fun is always subjective. For me, long (15 turns at least) games with a lot of resource generation and management and a chance to play big, flashy, game-changing cards are the epitome of fun. Therefore, I have stopped playing HS for now. Possibly for good. There are other games out there where you actually have to think during gameplay.
As a predominantly control player I can fully understand why fatigue warrior was not fun to play against. However, even during that meta it wasn't as if there was nothing else that could be played. Aggro has always been viable (as far as I can remember) - sometimes less, sometimes more.
Don't you think it would be more fun to have some control decks to think about and not just design a deck to do maximum damage before the opponent can finish their quest, because that's the meta we're in (imo).
There needs to be consideration that there might be some control decks, and the deck design should reflect this.
The current state is not the way the game should be (imo).
This meta has some good things like the created by random BS is limited, mostly because Control Priest is unplayable (thank god it is). But games ending on turn 5, even games that are non aggro is definitely a problem. Warlock and Shaman are the main offenders right now. Mage is also very unfun to play against. If the recent changes they did were actual changes the game would have been ok. But the Warlock nerfs were a complete joke, also Forgeborn becoming a 4/4 from 4/5? Thats the change? Are you even serious? Even Incanters Flow at 3 mana is still very unfun to play against. I'd rather have warsong commander type of nerf instead of not nerfing the cards at all. The only nerf that really had impact was the Conviction nerf and Ilgynoth one.
I am a long time Control Priest player with close to 8k wins. Generally speaking, I try each season to find the off-meta Priest decks to beat the most popular decks that are currently being played (which are almost always Aggro decks). For me, this is always the most fun... developing a strategy to counter everyone else’s strategy. I hate playing the same decks that everyone else is playing.
However, Control Priest just isn’t viable this meta. I have ended up playing Quest Mage and had maybe 2 losses in my journey from D10-Legend. It was super easy.
I justify playing quest Mage as a control player, because I first control the board and then burst your face down.
I would love to be able to play some control quest Priest decks, but until changes are made, it’s just an exercise in frustration.
And no, this is not the worst meta ever. Death rattle Hunter was far worse.
As a predominantly control player I can fully understand why fatigue warrior was not fun to play against. However, even during that meta it wasn't as if there was nothing else that could be played. Aggro has always been viable (as far as I can remember) - sometimes less, sometimes more.
Don't you think it would be more fun to have some control decks to think about and not just design a deck to do maximum damage before the opponent can finish their quest, because that's the meta we're in (imo).
There needs to be consideration that there might be some control decks, and the deck design should reflect this.
The current state is not the way the game should be (imo).
For me......that went out the window when you started giving Control decks multiple ways to break combo decks which had traditionally been the counter to control.
Rollback Post to RevisionRollBack
Grammar is the difference between knowing your crap, and knowing you’re crap.
I was in the same mindset yesterday, but now I'm having a BLAST eating quest warlocks with this Big Dragon Rogue. Finally laddering and having fun again.
Full deck explanation and strategies/mulligan guide here:
Like i always do, i actually dont care a lot since im playing just a few matches a day to get quests done and sometimes a little more. Like yesterday i finished my quests, noticed that when i tried quest warlock a few times i got crushed by face hunter...so i tried this deck and climbed a few ranks. So its ok for me. Just be adaptive and dont play hs all day. Its obvious why people get salty all the time if its the only game they play.
I wish there would be a limit of cards played per turn. I fuckin hate it to sit there to watch my opponent play a game with no interaction from my side.
Just for example this ignite mage who played his entire deck + more (ignite) at turn 6.
Same as quest locks and hunters and mages - they play their own game, no matter which cards I am playing.
Getting overpowerd rewards for playing curve is insane. In this state, this game is so unfun and broken to the bone.
He's right it's a hybrid control combo deck.
I personally have no idea what there is to like about the current meta regardless of whether you prefer to play aggro, combo, control etc.
More than ever the outcome of the match is decided by what deck your opponent is playing rather than what you do in the game. Each deck does it's own thing while broadly ignoring the opponent. Playing aggro - go face. Playing quest - complete said quest and win. There is no "teching" which makes any real difference and it's pretty sad (even though I realise teching has always been a bit meh anyway).
Imo the game needs all types of decks to be somewhat viable in a given meta, otherwise it just breaks (e.g. no aggro leads to super greedy control decks, no control decks lead (in theory) to hyper aggro). Control can't exist in this meta because the warlock and mage quests are basically garuanteed losses and the overall pace of the game is so fast that you can't wait to draw answers.
The proposed mana adjustments to warlock are unlikely to cut it unless they murder the quest reward. Not only is that not a very satisfying way to fix a problem, I don't think it's very likely and I don't think it will change much of the meta (but who knows). I know that delaying things for a turn can sometimes make a huge difference, but in the case of the quest, the rewards are so large that it might not matter.
I think a fundamental change in the way card draw and mana cheating is costed needs to be consisdered, because it's these things which inevitably break the game (and have done for pretty much the history of hearthstone). Cards being reduce below 1 mana always seems to cause problems.
There need to be more counterplays beyond "win first". Unlimited resources and "I win" type cards need to go or need to be so difficult to achieve that they make up only a small part of victories. If control becomes slightly viable in this meta there will be plenty of people (quite rightly) complaining about losing to the priest quest. Oh look - you played on curve and drew a 10 mana spell which literally wins you the game....much fun.
For all those people who claim no deck has silly high win rate etc. consider the following hypothetical decks. Imagine 3 top tier meta decks exist - A, B & C. 1/3 of players are playing A, 1/3 playing B and so on. Now imagine that deck A beats deck B but loses to deck C. B beats C but loses to A. C beats A and loses to B. There would be no single deck which is dominant (3 decks with 50% win rate) but winning would be the luck of the draw. Clearly real life is more complex that this, but in essence that's the state of the current hearthstone meta.
I can build a deck to beat quest Mage & quest Warlock but it can't beat hunter and ele shaman. I can build decks to beat ele shaman and hunter, but they auto lose to Mage and Lock.
You would be better flipping a coin - at least that's quick and doesn't involve rope.
Every state is the worst state Hearthstone has ever been in, every meta is the worst meta, and every expansion is the worst expansion. Every month, this thread gets made.
While it's true that people are always complaining about something, I genuinely feel this is different from the previous meta's. There has never been a meta where control is absent (to my knowledge), yet that is what we have right now. The decks are more polarised than ever in terms of winrates against other decks. It is a problem imo.
No you're right, this game hasn't been fun in I don't know how long! It got to a competitive point beyond return and near enough everyone takes it too seriously. There is no more fun to be had! Even tavern brawls are shit now!
That is my frustration right now. I don't feel like this is a strategy game any more. It is sad......
I am playing since beta and i think this is one of the best metas ever.
I’d rather play this meta than play in the meta that was Fatigue Warrior where games took FOREVER.
Grammar is the difference between knowing your crap, and knowing you’re crap.
A .gif is worth a thousand words.
Fun is always subjective. For me, long (15 turns at least) games with a lot of resource generation and management and a chance to play big, flashy, game-changing cards are the epitome of fun. Therefore, I have stopped playing HS for now. Possibly for good. There are other games out there where you actually have to think during gameplay.
As a predominantly control player I can fully understand why fatigue warrior was not fun to play against. However, even during that meta it wasn't as if there was nothing else that could be played. Aggro has always been viable (as far as I can remember) - sometimes less, sometimes more.
Don't you think it would be more fun to have some control decks to think about and not just design a deck to do maximum damage before the opponent can finish their quest, because that's the meta we're in (imo).
There needs to be consideration that there might be some control decks, and the deck design should reflect this.
The current state is not the way the game should be (imo).
This meta has some good things like the created by random BS is limited, mostly because Control Priest is unplayable (thank god it is). But games ending on turn 5, even games that are non aggro is definitely a problem. Warlock and Shaman are the main offenders right now. Mage is also very unfun to play against. If the recent changes they did were actual changes the game would have been ok. But the Warlock nerfs were a complete joke, also Forgeborn becoming a 4/4 from 4/5? Thats the change? Are you even serious? Even Incanters Flow at 3 mana is still very unfun to play against. I'd rather have warsong commander type of nerf instead of not nerfing the cards at all. The only nerf that really had impact was the Conviction nerf and Ilgynoth one.
EVERYONE , GET A BEER!
Playing the game since 2014. Super casual player now, admittedly, but I'm really enjoying the game. Why all the hate?
I am a long time Control Priest player with close to 8k wins. Generally speaking, I try each season to find the off-meta Priest decks to beat the most popular decks that are currently being played (which are almost always Aggro decks). For me, this is always the most fun... developing a strategy to counter everyone else’s strategy. I hate playing the same decks that everyone else is playing.
However, Control Priest just isn’t viable this meta. I have ended up playing Quest Mage and had maybe 2 losses in my journey from D10-Legend. It was super easy.
I justify playing quest Mage as a control player, because I first control the board and then burst your face down.
I would love to be able to play some control quest Priest decks, but until changes are made, it’s just an exercise in frustration.
And no, this is not the worst meta ever. Death rattle Hunter was far worse.
For me......that went out the window when you started giving Control decks multiple ways to break combo decks which had traditionally been the counter to control.
Grammar is the difference between knowing your crap, and knowing you’re crap.
A .gif is worth a thousand words.
I was in the same mindset yesterday, but now I'm having a BLAST eating quest warlocks with this Big Dragon Rogue. Finally laddering and having fun again.
Full deck explanation and strategies/mulligan guide here:
https://www.hearthpwn.com/decks/1395483-big-nasty-dragon-rogue-wild-surprisingly-fun-deck
Each of the last 3 expansions has been the worst expansion yet, which clearly shows us the direction the game is heading.
These quests are a debacle. If a single card is in 100% of all decks of a certain class, it's a broken card.
Miracle Rogue: Season 1? or 2?
Deathrattle face hunter? Season 4?
These snowflakes make me angry
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Horrible! #BROKEN #NOTFUN