Mech paladin is a trash deck same for both pirates decks it's slow aggro can easy be countered, Immolate has never been played but maybe I just fell for a bad troll my bad lol
The best way to balance wild is to print relevant answers. I think hearthstone would benefit greatly from a wild-only expansion with powerful tech cards, revisits of old parasite mechanics (imagine printing few hunter OG C'thun cards and sprawling a new archetype), powerful removals
No just reduce dmg from Soul Barrage to 4 would be enough to make it a little bit slower. This deck is by far not unbeatable. There will come some counters soon as it always happen. Otherwise imo no need for other nerfs. Wild is fine besides this.
I agree that Wild is not in best state, but that's mostly because of discolock, and even if some decks mentioned here are lowkey broken, most of these nerfs are huge overkills imo.
These are the nerfs/changes we need in my opinion.
I belive the problem of wild are pillager that should be raised to 7 mana (that way yes it would still be viable but slightly slower).
Quest mage is too good (I went like 20-5 in legend with it) so parrot should cost 8 mana, that way they can't start to loop turn too early and aggros last more chances or even control with hand disruption.
Secret mage with objection!, it's such a strong and consistent deck and that secret makes it so hard and not interactive to play against, all those 'secret eaters' could be countered and in result a loss even with tech cards just for that match up.
Even shaman is a very consistent aggro/midrange deck... Splitting axe is the key card, a nerf to 5 mana maybe would kill the archetype but at 6 I think it would be a good compromise. In that way they won't create a huge pressure so early.
Discardlock it's the deck we are all sure will be touched... Considering tome and soul barrage are standard card they won't be nerfed but I think banning tome is the best answer. That way they will be still alive but on the other hand they won't be able to vomit their deck at you and still having ton of cards to play.
Druid is the class that could win the most from these nerfs and problably could be touched as well but I belive that hand disruption or skulging geist(if they play mill jade) would just instant win them.
Then there are tons of archetypes that can be created in wild, but they are not viable couse of different power levels of cards. Probably a huge buff to some of the cards could be a great thing for the format but of course this is just dreaming...
I would say banning Soul Barrage would fix 99% of Wild's problems. There's nothing really else that is gamebreaking. The next thing I would look at is maybe nerfing a bit of DK healing.
nerf dk healing in a world full of rogues and druids? sure, man xD
They banned tome tempering from wild discardlock. I predict this deck to drop from 60% playrate and 70% winrate to 30% playrate and 60% winrate. Are you guys still seeing discardlock everywhere? Are you able to beat any of them now that they don't have tome tempering? What card(s) have they replaced it with?
id like to see an overhaul revisit of cards with card draw mechanics. Way too much and strong card draw that allow these synergies and strategies to be too consistent. Often when things are broken and get nerf/ban its from too many cards too fast. Wilds mostly ignored so doubtful to happen, but my 2 cents.
Cold light Oracle + Brann for example
Raiding Party/Secret Passage
Starving Buzzard, Goblin Auctioneer/ Ancient Lore/PW:S/ Divine Favor -Classic
What are we actually supposed to do with banned cards going forward? Seems a bit weird to just have cards in the collection unusable anywhere (they forgot to ban them in duels because it's neglected, tome needs to be gone from there too). Surely balancing them or remaking them would be better than having cards that are literally unusable anywhere.
There's nowhere you can play demon seed warlock except duels, and it sucks there because the warlock hero powers don't support it.
They won't nerf a standard card for wild, they will ban the card from wild before they do that. So cards like Swordfish, Illuminate, & Dragged Below would have to be nerfed for standard reasons. Aleco tweeted out recently that wild is being looked at, so it's nice it got addressed and not ignored.
-Rogue will get standard nerfs which will affect wild, although Rogue still needs wild specific buffs for a proper trim, Rogue always grows back so it's very important to trim the class. -Warlock is a huge problem in wild. They can't hit tome but they can absolutely DESTROY Malcheezar's Imp, like 'at the end of your turn, if you discarded a card, draw a card' anything but the total refill it currently is. -Priest I think you can soften Big Priest at least by making Shadow Essence summon random minions from deck that cost (8) or below. -Shaman you are right that Splitting Axe has a pretty nutty effect when we get stat heavy totems like Gigantotem. Any mana nerf to Axe is devastating. -Mage Quest Mage is gross and toxic, being able to generate cards only gets easier. Maybe bump quest up even more or we can wait for rotation and they can revert Grey Sage Parrot back to 8 mana. Secret Mage? That's tough since it's power and synergy is spread out. Kabal Lackey is kinda BS.
They do that way couse it s a standard card.. They have to wait for it to rotate out to actually nerf it for modes like wild or duels.. Everything it s about standard becouse it's also the most played mode in tournaments.
Even renathal nerf is not completely healty for wild.. But i belive even tho its bad for slow decks its still a good balance point.. This way aggro stand more chances but control still is alive.
What are we actually supposed to do with banned cards going forward? Seems a bit weird to just have cards in the collection unusable anywhere (they forgot to ban them in duels because it's neglected, tome needs to be gone from there too). Surely balancing them or remaking them would be better than having cards that are literally unusable anywhere.
There's nowhere you can play demon seed warlock except duels, and it sucks there because the warlock hero powers don't support it.
They're only banned in Wild, you can still play them in Standard. They said that once the banned cards rotate out of Standard they'll nerf/change them and un-ban them from Wild.
Quest mage on itself can start combo at turn 6 so parrot at 8 would be the best option. (but yeah it's a standard card..)
Has anyone mentioned changing the quest reward Time Warp to 4 mana instead? That would sidestep the Parrot issue, and there were previous ways of dragging out the turns. Once you can get a Potion into a Parrot anyways, it's a done deal.
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Quest mage on itself can start combo at turn 6 so parrot at 8 would be the best option. (but yeah it's a standard card..)
PRIEST
“Insanity is doing the same thing over and over and expecting different results.”
Mech paladin is a trash deck same for both pirates decks it's slow aggro can easy be countered, Immolate has never been played but maybe I just fell for a bad troll my bad lol
sounds more like he played wild for the first time and got steamrolled by mediocre decks.
if he had written that a year ago, i would have believed him.
To all the people saying that Wild Nerfs never happen...
They literally just nerfed Kobold Illusionist back in August. And Lightning Bloom in June before that.
They do pay attention to Wild for balance, it's just focused on stuff that's game breaking - not stuff that's a touch powerful.
And aside from discolock, none of this rises to "potentially broken" tier of power
If these decks are not broken, then tell me how to counter mech paladin that continuously creates board full of minions with radar detector.
The best way to balance wild is to print relevant answers. I think hearthstone would benefit greatly from a wild-only expansion with powerful tech cards, revisits of old parasite mechanics (imagine printing few hunter OG C'thun cards and sprawling a new archetype), powerful removals
Only few cards deserve actual nerfs.
No just reduce dmg from Soul Barrage to 4 would be enough to make it a little bit slower. This deck is by far not unbeatable. There will come some counters soon as it always happen. Otherwise imo no need for other nerfs. Wild is fine besides this.
Who are all these discolocks then?
DJ
I agree that Wild is not in best state, but that's mostly because of discolock, and even if some decks mentioned here are lowkey broken, most of these nerfs are huge overkills imo.
These are the nerfs/changes we need in my opinion.
I belive the problem of wild are pillager that should be raised to 7 mana (that way yes it would still be viable but slightly slower).
Quest mage is too good (I went like 20-5 in legend with it) so parrot should cost 8 mana, that way they can't start to loop turn too early and aggros last more chances or even control with hand disruption.
Secret mage with objection!, it's such a strong and consistent deck and that secret makes it so hard and not interactive to play against, all those 'secret eaters' could be countered and in result a loss even with tech cards just for that match up.
Even shaman is a very consistent aggro/midrange deck... Splitting axe is the key card, a nerf to 5 mana maybe would kill the archetype but at 6 I think it would be a good compromise. In that way they won't create a huge pressure so early.
Discardlock it's the deck we are all sure will be touched... Considering tome and soul barrage are standard card they won't be nerfed but I think banning tome is the best answer. That way they will be still alive but on the other hand they won't be able to vomit their deck at you and still having ton of cards to play.
Druid is the class that could win the most from these nerfs and problably could be touched as well but I belive that hand disruption or skulging geist(if they play mill jade) would just instant win them.
Then there are tons of archetypes that can be created in wild, but they are not viable couse of different power levels of cards. Probably a huge buff to some of the cards could be a great thing for the format but of course this is just dreaming...
PRIEST
nerf dk healing in a world full of rogues and druids? sure, man xD
They banned tome tempering from wild discardlock. I predict this deck to drop from 60% playrate and 70% winrate to 30% playrate and 60% winrate. Are you guys still seeing discardlock everywhere? Are you able to beat any of them now that they don't have tome tempering? What card(s) have they replaced it with?
id like to see an overhaul revisit of cards with card draw mechanics. Way too much and strong card draw that allow these synergies and strategies to be too consistent. Often when things are broken and get nerf/ban its from too many cards too fast. Wilds mostly ignored so doubtful to happen, but my 2 cents.
Cold light Oracle + Brann for example
Raiding Party/Secret Passage
Starving Buzzard, Goblin Auctioneer/ Ancient Lore/PW:S/ Divine Favor -Classic
Skull of Guldan
Stealer of Souls
Twitch.tv/boozyfbaby
Least Favorite Cards of All Time: Jade Idol , Divine Favor , Counterspell , Resurrect ,Mecha'thun , Eternal Servitude ,
We did it falks.. We are free from discard lock :D
PRIEST
Feels good man :D
What are we actually supposed to do with banned cards going forward? Seems a bit weird to just have cards in the collection unusable anywhere (they forgot to ban them in duels because it's neglected, tome needs to be gone from there too). Surely balancing them or remaking them would be better than having cards that are literally unusable anywhere.
There's nowhere you can play demon seed warlock except duels, and it sucks there because the warlock hero powers don't support it.
They do that way couse it s a standard card.. They have to wait for it to rotate out to actually nerf it for modes like wild or duels.. Everything it s about standard becouse it's also the most played mode in tournaments.
Even renathal nerf is not completely healty for wild.. But i belive even tho its bad for slow decks its still a good balance point.. This way aggro stand more chances but control still is alive.
PRIEST
They're only banned in Wild, you can still play them in Standard. They said that once the banned cards rotate out of Standard they'll nerf/change them and un-ban them from Wild.
Has anyone mentioned changing the quest reward Time Warp to 4 mana instead? That would sidestep the Parrot issue, and there were previous ways of dragging out the turns. Once you can get a Potion into a Parrot anyways, it's a done deal.