As someone returning from long time no play, I did quite a few games in wild with cube lock and spiteful aggro druid. The stuff listed by you weren't anything being OP to both (except ice block can be annoying in a control matchup but if you meet too many quest mages (which I didn't) just put the one destroying secrets and use it wisely).
Wild as a whole is broken, nerfing 2 strong cards won't do anything for how the format plays out, there are literally hundreds of OP cards and more importantly combinations of cards.
I say 2 cards because Blood of Ghuun and Celestial alignement are nowhere near broken. Big priest rant is typical noob behavior.
And your arguments are pretty weak for someone who pretends to be an experienced wild player. Arbor up being a 5 mana 8/6 in your mind is fascinating when most of its power comes from buffing existing minions and not droping two 4/3s on the board. Blood of ghuun being broken because "free 5/5" really ? How is 8 mana free anyway ?
And yeah, ice block is strong and frustrating, but an experienced wild player would know all the many ways you can play around ice block, with tech cards, counter decks and legit skill.
Well atleast tell me one deck that counters quest ignite mage if you are that experienced.
I would think Odd Defend the Dwarven District Hunter would do well. Outputs a lot of damage and often runs 2 Flares
Wild as a whole is broken, nerfing 2 strong cards won't do anything for how the format plays out, there are literally hundreds of OP cards and more importantly combinations of cards.
I say 2 cards because Blood of Ghuun and Celestial alignement are nowhere near broken. Big priest rant is typical noob behavior.
And your arguments are pretty weak for someone who pretends to be an experienced wild player. Arbor up being a 5 mana 8/6 in your mind is fascinating when most of its power comes from buffing existing minions and not droping two 4/3s on the board. Blood of ghuun being broken because "free 5/5" really ? How is 8 mana free anyway ?
And yeah, ice block is strong and frustrating, but an experienced wild player would know all the many ways you can play around ice block, with tech cards, counter decks and legit skill.
Well atleast tell me one deck that counters quest ignite mage if you are that experienced.
I would think Odd Defend the Dwarven District Hunter would do well. Outputs a lot of damage and often runs 2 Flares
Only one class? What about others?
So, you're upset about a deck that is, per Tempostorm, a Tier 3 deck? That totally makes sense.
BTW, Pirate Warrior absolutely crushes that deck. So, in other words, two of the most powerful decks in the current meta pretty much destroy the deck you're complaining about.
Wild is wild and should stay in that direction, if you get into the heat you should be ready to handle it.
There have been actions taken in the past that reinforce Wild as a format, and attempt to keep it healthy. Naga Sea Witch nerf, Demon Seed ban, Stealer of Souls ban, Darkglare nerf, Wretched Tiller nerf, SN1P-SN4P nerf (or rather, the Echo interaction with Glinda), Barnes nerf, Patches the Pirate nerf, etc.
I mean God, the list goes on and on when action was taken to help the format. Tossing out statements of "hurr durr, it's wild" is pretty dumb in the face of such evidence
I think that 2 recent otk decks (anacondra druid and sanctum chandler mage) are problematic because there is not a single way to stop them if the right cards are drawn and they are utter shit if the filler cards are drawn which in my opinion makes for an unsatisfying and uninteractive playing experience (unless you are the kind of person that likes flipping a coin). It's exactly like barnes/kael'thas back in the day (even worse) so yes I think there will be nerfs needed at some point.
I think that 2 recent otk decks (anacondra druid and sanctum chandler mage) are problematic because there is not a single way to stop them if the right cards are drawn and they are utter shit if the filler cards are drawn which in my opinion makes for an unsatisfying and uninteractive playing experience (unless you are the kind of person that likes flipping a coin). It's exactly like barnes/kael'thas back in the day (even worse) so yes I think there will be nerfs needed at some point.
Why they print cancerous cards like ignite when the class is already powerful with open the waygate.
I think that 2 recent otk decks (anacondra druid and sanctum chandler mage) are problematic because there is not a single way to stop them if the right cards are drawn and they are utter shit if the filler cards are drawn which in my opinion makes for an unsatisfying and uninteractive playing experience (unless you are the kind of person that likes flipping a coin). It's exactly like barnes/kael'thas back in the day (even worse) so yes I think there will be nerfs needed at some point.
Who plays these decks? I played this season from Bronze to D3 so far and didnt meet a single Ignite Mage and maybe 2 times the OTK druid deck.
These decks get fucked up by Quest Warrior and Quest Hunter...they are way to fast that any OTK deck could consistently work. Yeah, you might get lucky sometimes. OTK decks mostly dont have any board, so quest warrior will rape you even before they finish their quest with all the cannon ball shooting atm. Hunter is the same...additionally Odd Quest Hunter runs double flair so any OTK mage deck, which relies on ice blocks just has no chance to win.
Defias Cannoneer is absolutley nuts in Q Warrior. As an example, when you finish step 2 of your quest and you have a weapon (which you have almost 100%) you do already 10 dmg with cannon balls by using a 1 mana pirate...mostly you will be on turn 4 and still have 3 mana left...its insane. Nothing can keep up with such a tempo of dmg & synergy & drawing!
I think that 2 recent otk decks (anacondra druid and sanctum chandler mage) are problematic because there is not a single way to stop them if the right cards are drawn and they are utter shit if the filler cards are drawn which in my opinion makes for an unsatisfying and uninteractive playing experience (unless you are the kind of person that likes flipping a coin). It's exactly like barnes/kael'thas back in the day (even worse) so yes I think there will be nerfs needed at some point.
Who plays these decks? I played this season from Bronze to D3 so far and didnt meet a single Ignite Mage and maybe 2 times the OTK druid deck.
These decks get fucked up by Quest Warrior and Quest Hunter...they are way to fast that any OTK deck could consistently work. Yeah, you might get lucky sometimes. OTK decks mostly dont have any board, so quest warrior will rape you even before they finish their quest with all the cannon ball shooting atm. Hunter is the same...additionally Odd Quest Hunter runs double flair so any OTK mage deck, which relies on ice blocks just has no chance to win.
Defias Cannoneer is absolutley nuts in Q Warrior. As an example, when you finish step 2 of your quest and you have a weapon (which you have almost 100%) you do already 10 dmg with cannon balls by using a 1 mana pirate...mostly you will be on turn 4 and still have 3 mana left...its insane. Nothing can keep up with such a tempo of dmg & synergy & drawing!
I still think OTK decks are the problem since they can indeed be easily countered (or 'teched'/ reading the meta like some people say) but only by using hyper aggro decks which in my opinion is very unhealthy for the wild format since right now all meta decks are build with the turn 6 otk potential in mind which narrows down the viable decks by a lot and is the reason you barely see highlander decks anymore.
Once you balance these cards, aggro decks in wild can be countered by the cards coming from next expansion( I mean you can print such countering cards).
This is the best possible method and time to balance wild.
these 4 cards you mention have no impact on the current wild meta.
odd quest hunter, pirate quest warrior, and ignite mage are the only 50%+ decks. everything else is a meme or a high roll mana cheat that wins sometimes but loses most of the time. Ignite alone deletes everything that is remotely a control deck since you die turn 6 regardless of the draw with basically 0 counterplay. hunter does 60 dmg turn 6 basically, and pirate warrior is pirate warrior as it always has been + now they don't run out of steam.
That iceblock lasting for 3 turns before it fizzles would be really flavor win. It is ice so it melts.
I'm wondering, now that we have spell classes, if it'd be possible to start making more interactions between spell schools. I know it's not true to the Iceblock from WOW, but it could be:
"When your hero takes fatal damage, prevent it and become IMMUNE to all damage except Fire. Absorbs 10 fire damage, then effect ends."
So you could conceivably hammer through it with enough fire damage in a turn.
The hunter and warrior quests need to have their requirements increased. Both quests can be finished on turn 4 and the reward played on 5. They're simply too fast.
All of the cards you mentioned are powerful, but the only one I'd change would be Celestial Alignment and my change would simply be that your other cards cost 1, not your other copy of Celestial Alignment because it's pretty dumb that they fill they board with stuff and then get you back to 1 mana next turn. Illucia was nerfed because it locked you out of the game, so should the Aligment.
That iceblock lasting for 3 turns before it fizzles would be really flavor win. It is ice so it melts.
I'm wondering, now that we have spell classes, if it'd be possible to start making more interactions between spell schools. I know it's not true to the Iceblock from WOW, but it could be:
"When your hero takes fatal damage, prevent it and become IMMUNE to all damage except Fire. Absorbs 10 fire damage, then effect ends."
So you could conceivably hammer through it with enough fire damage in a turn.
This is really interesting idea, HS would gain more deep interactions and that would open more design options. But I think it woud maybe start to get bit more complicated. But I would love it.
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"Minion to minion the basic of all combats, only a fool trusts his win to an OTK"
Once you balance these cards, aggro decks in wild can be countered by the cards coming from next expansion( I mean you can print such countering cards).
This is the best possible method and time to balance wild.
Wild as a whole is broken, nerfing 2 strong cards won't do anything for how the format plays out, there are literally hundreds of OP cards and more importantly combinations of cards.
I say 2 cards because Blood of Ghuun and Celestial alignement are nowhere near broken. Big priest rant is typical noob behavior.
And your arguments are pretty weak for someone who pretends to be an experienced wild player. Arbor up being a 5 mana 8/6 in your mind is fascinating when most of its power comes from buffing existing minions and not droping two 4/3s on the board. Blood of ghuun being broken because "free 5/5" really ? How is 8 mana free anyway ?
And yeah, ice block is strong and frustrating, but an experienced wild player would know all the many ways you can play around ice block, with tech cards, counter decks and legit skill.
Well atleast tell me one deck that counters quest ignite mage if you are that experienced.
I would think Odd Defend the Dwarven District Hunter would do well. Outputs a lot of damage and often runs 2 Flares
Only one class? What about others?
So, you're upset about a deck that is, per Tempostorm, a Tier 3 deck? That totally makes sense.
BTW, Pirate Warrior absolutely crushes that deck. So, in other words, two of the most powerful decks in the current meta pretty much destroy the deck you're complaining about.
Yes, only the 5-20 most popular decks matter. /s
A deck that loses to every meta deck and wins against every off-meta deck is a problem. The majority of players are on lower ranks and their enjoyment of the game matters.
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As someone returning from long time no play, I did quite a few games in wild with cube lock and spiteful aggro druid. The stuff listed by you weren't anything being OP to both (except ice block can be annoying in a control matchup but if you meet too many quest mages (which I didn't) just put the one destroying secrets and use it wisely).
Only one class? What about others?
So, you're upset about a deck that is, per Tempostorm, a Tier 3 deck? That totally makes sense.
BTW, Pirate Warrior absolutely crushes that deck. So, in other words, two of the most powerful decks in the current meta pretty much destroy the deck you're complaining about.
Wild is wild and should stay in that direction, if you get into the heat you should be ready to handle it.
Det är bättre med en fågel i hand, än tiger i träd!
There have been actions taken in the past that reinforce Wild as a format, and attempt to keep it healthy. Naga Sea Witch nerf, Demon Seed ban, Stealer of Souls ban, Darkglare nerf, Wretched Tiller nerf, SN1P-SN4P nerf (or rather, the Echo interaction with Glinda), Barnes nerf, Patches the Pirate nerf, etc.
I mean God, the list goes on and on when action was taken to help the format. Tossing out statements of "hurr durr, it's wild" is pretty dumb in the face of such evidence
I think that 2 recent otk decks (anacondra druid and sanctum chandler mage) are problematic because there is not a single way to stop them if the right cards are drawn and they are utter shit if the filler cards are drawn which in my opinion makes for an unsatisfying and uninteractive playing experience (unless you are the kind of person that likes flipping a coin). It's exactly like barnes/kael'thas back in the day (even worse) so yes I think there will be nerfs needed at some point.
Why they print cancerous cards like ignite when the class is already powerful with open the waygate.
You cannot fix something this irretrievably broken. Team 5 is beyond incompetent.
Who plays these decks? I played this season from Bronze to D3 so far and didnt meet a single Ignite Mage and maybe 2 times the OTK druid deck.
These decks get fucked up by Quest Warrior and Quest Hunter...they are way to fast that any OTK deck could consistently work. Yeah, you might get lucky sometimes. OTK decks mostly dont have any board, so quest warrior will rape you even before they finish their quest with all the cannon ball shooting atm. Hunter is the same...additionally Odd Quest Hunter runs double flair so any OTK mage deck, which relies on ice blocks just has no chance to win.
Defias Cannoneer is absolutley nuts in Q Warrior. As an example, when you finish step 2 of your quest and you have a weapon (which you have almost 100%) you do already 10 dmg with cannon balls by using a 1 mana pirate...mostly you will be on turn 4 and still have 3 mana left...its insane. Nothing can keep up with such a tempo of dmg & synergy & drawing!
I still think OTK decks are the problem since they can indeed be easily countered (or 'teched'/ reading the meta like some people say) but only by using hyper aggro decks which in my opinion is very unhealthy for the wild format since right now all meta decks are build with the turn 6 otk potential in mind which narrows down the viable decks by a lot and is the reason you barely see highlander decks anymore.
That iceblock lasting for 3 turns before it fizzles would be really flavor win. It is ice so it melts.
"Minion to minion the basic of all combats, only a fool trusts his win to an OTK"
these 4 cards you mention have no impact on the current wild meta.
odd quest hunter, pirate quest warrior, and ignite mage are the only 50%+ decks. everything else is a meme or a high roll mana cheat that wins sometimes but loses most of the time. Ignite alone deletes everything that is remotely a control deck since you die turn 6 regardless of the draw with basically 0 counterplay. hunter does 60 dmg turn 6 basically, and pirate warrior is pirate warrior as it always has been + now they don't run out of steam.
I'm wondering, now that we have spell classes, if it'd be possible to start making more interactions between spell schools. I know it's not true to the Iceblock from WOW, but it could be:
"When your hero takes fatal damage, prevent it and become IMMUNE to all damage except Fire. Absorbs 10 fire damage, then effect ends."
So you could conceivably hammer through it with enough fire damage in a turn.
The hunter and warrior quests need to have their requirements increased. Both quests can be finished on turn 4 and the reward played on 5. They're simply too fast.
All of the cards you mentioned are powerful, but the only one I'd change would be Celestial Alignment and my change would simply be that your other cards cost 1, not your other copy of Celestial Alignment because it's pretty dumb that they fill they board with stuff and then get you back to 1 mana next turn. Illucia was nerfed because it locked you out of the game, so should the Aligment.
You say “simply” waaaaay too much.
PLS, delete part where you call yourself an "experienced wild player".
Pirate Warrior in Wild has winrate currently around 58-59% these days leading over Hunter at 52-53%, the 2nd highest more every day...
Can't wait for it to get above 60% so it might potentially get a hammer nerf and attention to Blizz before next expansion launch.
This is really interesting idea, HS would gain more deep interactions and that would open more design options. But I think it woud maybe start to get bit more complicated. But I would love it.
"Minion to minion the basic of all combats, only a fool trusts his win to an OTK"
Are the nerfs coming?
Yes, only the 5-20 most popular decks matter. /s
A deck that loses to every meta deck and wins against every off-meta deck is a problem. The majority of players are on lower ranks and their enjoyment of the game matters.