Just had to make a thread to say holy crap!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! Even Demon Hunter wasn't nearly this bad, i think they peaked at 58.5%. Looks like by tomorrow Death Knight will probably keep rising to 70%. Most broken a class has ever been. What a joke. Death Knight or bust meta for following weeks. Fun!
Yuuup I’ve played 4 runs and 10 of my losses are to death knights lol. I was an infinite arena player about two years ago when I played regularly. Just getting back into the game.
There are very strong openers, board fillers and board clears in DK.
Also I'm yet to play DK in Arena so I don't know if one has to pick runes before draft. If DK in arena can draft any cards regardless of runes - well, it's broken by default.
I played 3 arenas Yesterday, got offered DK once and Made it to 5 wins (I am Infinite Arena Player as well, but my DK Deck lost 3 Games to even stronger DKs...) I can confirm that you dont get to choose runes before a Run. But I am still uncertain how it works exactly. Is there any Info Out? unfortunately I didnt pay to much attention, but as far as I remember it, I got offered offered 1-rune cards from all 3 runes. I did also not pay attention If any of my DK oppenents had Decks of 2-1-0 or 3-0-0 runes.
Theoretically, one can 'set' runes on the go: get 100, 010 and 001 cards to never ever receive 2+rune cards. Get one 200 and 010 and lock yourself to 210... Actually this is also a broken system: if there is a better suited set of runes to arena then it's a no-brainer to always pick them.
There ist also the fact, that If you Copy/generate DK cards, they often have a Lot less value, since you cant generate corpses. I noticed this while playing priest, where it actually makes kind of an impact in the matchup. Dont know from the top of my head If this has simillar impact in other matchups this Rotation
As anyone who has been part of a new meta before, especially with a whole new class, will likely tell you, this sort of thing is completely normal, and agonising over stats on the very first day of a new expansion is about as useful as a chocolate teapot. Give it some time to settle, and if it's still that way in a few week's time when things have settled, then it will likely get looked at by Blizzard.
DK has a lot of excellent cards specifically for arena. Cheap single target and cheap AOE removal as well as a card like the scourge which can be easily generated as a total board refill. It was also a bad idea to use a lot of the older card expansions in Arena with the launch of DK as it just exacerbates the difference in power level between these new cards and a lot of the older cards the other classes are offered. So I imagine it will be sticking at 60%+ until the infamous "adjustments" are made.
Frost and plague death knights both suck as i can easily beat them without trying. Bloo death knights are the ones that are OP atm. They have infinite health/life steal. Plus there minions that give them full board control while decreased there cost of mana to play them. Add in they are able to increase their own health cap as well and destroy mutliple cards in your deck x2 if they play it with brann.
Also one of their minions have the ability to bypass all effects and taunts as it auto attacks the lowest health enemy, basically making it a leathal kill if you play any minions that are higher than your hero's health. add that with the legendary they get that for the rest of the game does 3 dmg. to the enemy hero even after its been killed.
Yes i do believe alot of this new hero class will be nerfed hard as blood is currently the strongest hero of the 3 relics that this class has. Frost and plague i could see getting a few minors buffs to bring them to being to play. But Blood is the issue, but from watch the vids we all knew this was going to be an issue on release anyways,
It's a frustrating meta when you lose to inferior players consistently just based on a single point that they're playing a broken class. 64% is just unacceptable. Even when Demon Hunter was launched it wasn't nearly that bad.
Playing against Blood DK feels like playing against one of the decks from the naxxramas adventure. It's just too broken, the corpse mechanics is unfair: they take advantage of having their own minions removed.
It's unplayable, cannot figure out a single counter.
I get that death knight might be a problem in arena, but a bunch of commenters on this thread are complaining about them in standard. They seem really fair to me. Hunter and druid are the problem classes right now from what I've seen.
It will not rise to 70% because of mirrors. It's already 63%, and probably will stay in low 60's, which is still unprecedented and completely ridiculous, and if we exclude mirrors, it would be more than 70% for sure, 80% maybe.
Day 1 stats are as useful as the gum at the bottom of your shoe.
Only in ranked. You can't actively counter anything in arena, meta will not develop that much. Initial stats cannot make even 5% shift without devs intervention. Right now it's 1 OP class, 1 strong class, rest in dumpster. It never was like that, even after DH launch it wasn't nearly as bad, despite DH being oppressive.
As anyone who has been part of a new meta before, especially with a whole new class, will likely tell you, this sort of thing is completely normal, and agonising over stats on the very first day of a new expansion is about as useful as a chocolate teapot. Give it some time to settle, and if it's still that way in a few week's time when things have settled, then it will likely get looked at by Blizzard.
You look at this from constructed perspective. It's not the same as when some archetype in ranked enjoying itself with 70% winrate beating bad decks on day 1. There is not much to settle. If some class is higher than 55% in arena, it is already too strong, if class is at 45%, it's already very bad. Devs usually try to keep classes in 53%-47% range, with some classes fall lower. If class is below 40%, it should never be picked. Well, this changed for now, since there are 4 classes below that mark at this point so they can't be completely avoided. 63% is unseen levels of broken, it means that even the best players in the game, leaderboard levels of good, will not be favored against average player if they not being offered DK or Paladin and average player got DK. Paladin is broken too btw, but DK is so oppressive that Paladin looks like a normal top class by winrate.
ATTACHMENTS
2022-12-08_090618
Rollback Post to RevisionRollBack
English is not my native language, so, with a high probability, mistakes were made.
I believe it locks certain runes in as soon as you pick any corresponding Rune card and updates the draft choices accordingly (e.g. if you pick a triple Blood card you are locked into triple Blood and would only get no-rune and Blood rune cards; double Blood card locks two Blood runes and lets you pick up any third Rune later, and so on)
The overall situation is broken beyond belief regardless, though.
Just had to make a thread to say holy crap!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! Even Demon Hunter wasn't nearly this bad, i think they peaked at 58.5%. Looks like by tomorrow Death Knight will probably keep rising to 70%. Most broken a class has ever been. What a joke. Death Knight or bust meta for following weeks. Fun!
New classes are always broken for marketing reasons.
Just like early demon hunter - very few bad cards to pick. It's normal.
Its new class and new cards. People don't know what to expect and how to counter them. Win% evens out on few weeks.
Ps. Arena is boring anyway. Duels is The only mode i can enjoy
Day 1 stats are as useful as the gum at the bottom of your shoe.
Yuuup I’ve played 4 runs and 10 of my losses are to death knights lol. I was an infinite arena player about two years ago when I played regularly. Just getting back into the game.
There are very strong openers, board fillers and board clears in DK.
Also I'm yet to play DK in Arena so I don't know if one has to pick runes before draft. If DK in arena can draft any cards regardless of runes - well, it's broken by default.
I played 3 arenas Yesterday, got offered DK once and Made it to 5 wins (I am Infinite Arena Player as well, but my DK Deck lost 3 Games to even stronger DKs...) I can confirm that you dont get to choose runes before a Run. But I am still uncertain how it works exactly. Is there any Info Out? unfortunately I didnt pay to much attention, but as far as I remember it, I got offered offered 1-rune cards from all 3 runes. I did also not pay attention If any of my DK oppenents had Decks of 2-1-0 or 3-0-0 runes.
Theoretically, one can 'set' runes on the go: get 100, 010 and 001 cards to never ever receive 2+rune cards. Get one 200 and 010 and lock yourself to 210... Actually this is also a broken system: if there is a better suited set of runes to arena then it's a no-brainer to always pick them.
There ist also the fact, that If you Copy/generate DK cards, they often have a Lot less value, since you cant generate corpses. I noticed this while playing priest, where it actually makes kind of an impact in the matchup. Dont know from the top of my head If this has simillar impact in other matchups this Rotation
As anyone who has been part of a new meta before, especially with a whole new class, will likely tell you, this sort of thing is completely normal, and agonising over stats on the very first day of a new expansion is about as useful as a chocolate teapot.
Give it some time to settle, and if it's still that way in a few week's time when things have settled, then it will likely get looked at by Blizzard.
DK has a lot of excellent cards specifically for arena. Cheap single target and cheap AOE removal as well as a card like the scourge which can be easily generated as a total board refill. It was also a bad idea to use a lot of the older card expansions in Arena with the launch of DK as it just exacerbates the difference in power level between these new cards and a lot of the older cards the other classes are offered. So I imagine it will be sticking at 60%+ until the infamous "adjustments" are made.
Frost and plague death knights both suck as i can easily beat them without trying. Bloo death knights are the ones that are OP atm. They have infinite health/life steal. Plus there minions that give them full board control while decreased there cost of mana to play them. Add in they are able to increase their own health cap as well and destroy mutliple cards in your deck x2 if they play it with brann.
Also one of their minions have the ability to bypass all effects and taunts as it auto attacks the lowest health enemy, basically making it a leathal kill if you play any minions that are higher than your hero's health. add that with the legendary they get that for the rest of the game does 3 dmg. to the enemy hero even after its been killed.
Yes i do believe alot of this new hero class will be nerfed hard as blood is currently the strongest hero of the 3 relics that this class has. Frost and plague i could see getting a few minors buffs to bring them to being to play. But Blood is the issue, but from watch the vids we all knew this was going to be an issue on release anyways,
@Kiljaedan. And what has this to do with arena lol......
It's a frustrating meta when you lose to inferior players consistently just based on a single point that they're playing a broken class. 64% is just unacceptable. Even when Demon Hunter was launched it wasn't nearly that bad.
Playing against Blood DK feels like playing against one of the decks from the naxxramas adventure. It's just too broken, the corpse mechanics is unfair: they take advantage of having their own minions removed.
It's unplayable, cannot figure out a single counter.
Gnome Muncher is the worst offender. You can easily get a full heal when on the ropes
I get that death knight might be a problem in arena, but a bunch of commenters on this thread are complaining about them in standard. They seem really fair to me. Hunter and druid are the problem classes right now from what I've seen.
It will not rise to 70% because of mirrors. It's already 63%, and probably will stay in low 60's, which is still unprecedented and completely ridiculous, and if we exclude mirrors, it would be more than 70% for sure, 80% maybe.
Only in ranked. You can't actively counter anything in arena, meta will not develop that much. Initial stats cannot make even 5% shift without devs intervention. Right now it's 1 OP class, 1 strong class, rest in dumpster. It never was like that, even after DH launch it wasn't nearly as bad, despite DH being oppressive.
You look at this from constructed perspective. It's not the same as when some archetype in ranked enjoying itself with 70% winrate beating bad decks on day 1. There is not much to settle. If some class is higher than 55% in arena, it is already too strong, if class is at 45%, it's already very bad. Devs usually try to keep classes in 53%-47% range, with some classes fall lower. If class is below 40%, it should never be picked. Well, this changed for now, since there are 4 classes below that mark at this point so they can't be completely avoided. 63% is unseen levels of broken, it means that even the best players in the game, leaderboard levels of good, will not be favored against average player if they not being offered DK or Paladin and average player got DK. Paladin is broken too btw, but DK is so oppressive that Paladin looks like a normal top class by winrate.
English is not my native language, so, with a high probability, mistakes were made.
I believe it locks certain runes in as soon as you pick any corresponding Rune card and updates the draft choices accordingly (e.g. if you pick a triple Blood card you are locked into triple Blood and would only get no-rune and Blood rune cards; double Blood card locks two Blood runes and lets you pick up any third Rune later, and so on)
The overall situation is broken beyond belief regardless, though.