Seriously - have they learned nothing from the previous 5 years. Mana cheat in hearthstone is not only busted but extremely un-fun to play against. Surely this must be on their radar?
I get it it - it's fun to play a bajillion mana in one turn and see what your opponent does. You know what isn't fun? Being the opponent.
I just don't know how these cards make it through the testing and come out the other end. The mage can literally play about 30 mana worth of stuff in one turn and that's somehow suppose to be OK (I suppose the practical limit is probably 24 but you get the point)? 0 mana spells generate 2 mana, 1 mana naga's generate 1 mana. Fucking stupid.
I don't care that a board clear (if you have it) deals with it, or that it's "not a tier 1 deck", it just shouldn't be possible.
This game has basic rules and for the most part they need to be respected. Mana = power and Mana is finite. Those are two things which should be set in stone. I don't mind the odd "your next card costs 1 less..." type card, but to have a flat mana generator is daft, paticularly when printed along with a bunch of stuff that gives a net gain in mana.
These type of cards need to be 6 - 10 mana. If you want shennanigans at the end of a game I'm all for it, but deciding the outomce of a game by a single play on turn 5 is shit.
Also - Amalgam of the Deep is an abomination of a card that should never have been a 2 mana 2/3. Clueless Blizz strikes again.
I don't think it's right to complain specifically about discounts because that in itself isn't necessarily unhealthy, the important part is what those discounts allow for, what the tradeoff is, and what can be done to counter it.
Molten Giant for example has a clear tradeoff; you can be stuck with an unplayable card, and a clear counter; managing the opponent's health and finishing with a burst of damage.
Spitelash doesn't really have any tradeoff aside from having to play nagas, but it does have board clears as a counter. Unfortunately not all decks can do 3-5 aoe damage on turn 4-5, so against non-control decks it can be a very frustrating high-roll card to play against.
And I definitely agree that such immediately game-winning effects should come online much later, turn 7 at the earliest.
It's kind of similar to the OTK deck problem. A deck that OTKs you consistently on turn 7-10 is not problematic to a hyper aggro deck since they run out of steam by then anyway, but to a control deck that can't win before turn 10 it's extremely frustrating to be oneshot on turn 7.
To me it's the sitting there and watching my opponent play cards for the whole turn each turn. Same with Rogues juggling cards all turn while I sit there and wait for my turn where I play like 1-2 cards. Feels like the fancy way of getting roped.
Seriously - have they learned nothing from the previous 5 years. Mana cheat in hearthstone is not only busted but extremely un-fun to play against. Surely this must be on their radar?
I get it it - it's fun to play a bajillion mana in one turn and see what your opponent does. You know what isn't fun? Being the opponent.
I just don't know how these cards make it through the testing and come out the other end. The mage can literally play about 30 mana worth of stuff in one turn and that's somehow suppose to be OK (I suppose the practical limit is probably 24 but you get the point)? 0 mana spells generate 2 mana, 1 mana naga's generate 1 mana. Fucking stupid.
I don't care that a board clear (if you have it) deals with it, or that it's "not a tier 1 deck", it just shouldn't be possible.
This game has basic rules and for the most part they need to be respected. Mana = power and Mana is finite. Those are two things which should be set in stone. I don't mind the odd "your next card costs 1 less..." type card, but to have a flat mana generator is daft, paticularly when printed along with a bunch of stuff that gives a net gain in mana.
These type of cards need to be 6 - 10 mana. If you want shennanigans at the end of a game I'm all for it, but deciding the outomce of a game by a single play on turn 5 is shit.
Also - Amalgam of the Deep is an abomination of a card that should never have been a 2 mana 2/3. Clueless Blizz strikes again.
So every card should be a variation of Chillwind Yeti? Was the peak of hearthstone for you back in Vanilla arena?
Mana cheating is another way to keep the game interesting, it's just difficult to balance.
So naga can be a viable deck?!? Otherwise it would suck deep donkey balls
I don't think it's right to complain specifically about discounts because that in itself isn't necessarily unhealthy, the important part is what those discounts allow for, what the tradeoff is, and what can be done to counter it.
Molten Giant for example has a clear tradeoff; you can be stuck with an unplayable card, and a clear counter; managing the opponent's health and finishing with a burst of damage.
Spitelash doesn't really have any tradeoff aside from having to play nagas, but it does have board clears as a counter. Unfortunately not all decks can do 3-5 aoe damage on turn 4-5, so against non-control decks it can be a very frustrating high-roll card to play against.
And I definitely agree that such immediately game-winning effects should come online much later, turn 7 at the earliest.
It's kind of similar to the OTK deck problem. A deck that OTKs you consistently on turn 7-10 is not problematic to a hyper aggro deck since they run out of steam by then anyway, but to a control deck that can't win before turn 10 it's extremely frustrating to be oneshot on turn 7.
To me it's the sitting there and watching my opponent play cards for the whole turn each turn. Same with Rogues juggling cards all turn while I sit there and wait for my turn where I play like 1-2 cards. Feels like the fancy way of getting roped.