Have been playing a mage in wild. Had him down to 1 HP after 5 rounds, when the shit hit the fan. Countless "time outs" combinded with "ice blocks" made me unable to finish him off. Then he started his extra turns and repeating every spell again and again, and - thx to Brann - again. After minutes of not beeing able to do anything, the show was over. What makes it even worse is the fact, that these guys need seemeingly endless time to win. I am used to get defeated. On the monthly way to legend I have to faxe a lof of defeats. But this is just interactive bullshi9t which shouldn't be able. I mean what's the point of playing a game, where you can't do anything?
I really fear that Blizz is not able to bring the fun back in the game. Too many meme decks which are very frustrating to lose against. oo many match deceiding cards and combos. It's getting more and more solitaire.
Your playing Wild mode dude. Its impossible to balance Wild becuz theres too many cards. Save your energy and just play standard or Arena for a more balanced game mode. Hs has 8 years of card in Wild mode. Its like being a basebasll team, and playing against every world Series winning team in the last 8 years, all at once.......its not gonna go well.
Your playing Wild mode dude. Its impossible to balance Wild becuz theres too many cards. Save your energy and just play standard or Arena for a more balanced game mode. Hs has 8 years of card in Wild mode. Its like being a basebasll team, and playing against every world Series winning team in the last 8 years, all at once.......its not gonna go well.
That’s just untrue because 99% of those cards are unplayable. Balancing wild is easy, just tone down turn 5/6/7 kill combos and early non game highrolls aka neptulon on 3.
the reason they don’t do it is because they want you to play standard.
But it is possible to make the game competative. Nowadays it's like flipping a coin. With my deck I am competative against all the other decks except Neptulon Priest and Time Warp Mage. And both decks shouldn't be possible. It should not be possible to get Neptulon as early as turn 3 and it should not be possible to get that dude more than 1 or maximum 2 times a game. And it should not be possible to cast more than 1 or maximum 2 time warps. But mage hast wa too many tools to cast the same strong speels over and over again. There are too many cards like "get a copy of every spell you have cast this game, turn, ..." The discover nerf was one step in the right direction. Same with Brillant Macaw - repeating and repeating and repeating ... It's these unlimited repeats odf deathrattles, battlecries + unlimited card generation + ability to get unlimited copies of special cards, which are limited to one per deck. I mean whats the point of allowing only 2 copies per deck and only 1 copy of a legendary per deck if there are too many ways to get the same card over and over again?
If you are dying to Neptulon Priest or Time Warp Mage, you'd be dead to Kingsbane Rogue, Even Shaman or Secret Mage by turns 6 or 7 anyways. You are describing a couple "Paper" decks compared to your "Rock" one.
Those same Time Warp Mages crumple to a Hunter deck (I run a Quest Hunter to Legend most months) with Flare, and targeted card draw such as Tracking to pop their secret for lethal. You also have to know to not necessarily dump minions on the board, as they require targets lot a lot of their card generators such as Ray of Frost, First Flame, etc. So you can force them to have awkward plays by keeping above the board with spells only. Same deal with Neptulon Priest, but that relies on them simply high-rolling you more-so. Basically, a deck you are losing specifically to is prey to a different deck or playstyle.
If you are dying to Neptulon Priest or Time Warp Mage, you'd be dead to Kingsbane Rogue, Even Shaman or Secret Mage by turns 6 or 7 anyways. You are describing a couple "Paper" decks compared to your "Rock" one.
Those same Time Warp Mages crumple to a Hunter deck (I run a Quest Hunter to Legend most months) with Flare, and targeted card draw such as Tracking to pop their secret for lethal. You also have to know to not necessarily dump minions on the board, as they require targets lot a lot of their card generators such as Ray of Frost, First Flame, etc. So you can force them to have awkward plays by keeping above the board with spells only. Same deal with Neptulon Priest, but that relies on them simply high-rolling you more-so. Basically, a deck you are losing specifically to is prey to a different deck or playstyle.
Oh yes, I have problems with Kingsbane Rogue, but i manged to win against this deck a few times. (I am playing Even Shaman)
What I really hate about Hearthstone is that rock-paper-scissors sheme. I wish the game would be more like you were able to win against every deck. It's really like flipping a coin - success depends so much on what deck your enemy is playing. But success also depends on tech cards. In high plat to legend I only meet time warp mages who are playing secrets. And I don't meet much of them, so I don't use a card too remove their secret. But without removing the secret, I am not able to score. E.T.C. Band Manager would be a possible solution ...
If you are dying to Neptulon Priest or Time Warp Mage, you'd be dead to Kingsbane Rogue, Even Shaman or Secret Mage by turns 6 or 7 anyways. You are describing a couple "Paper" decks compared to your "Rock" one.
Those same Time Warp Mages crumple to a Hunter deck (I run a Quest Hunter to Legend most months) with Flare, and targeted card draw such as Tracking to pop their secret for lethal. You also have to know to not necessarily dump minions on the board, as they require targets lot a lot of their card generators such as Ray of Frost, First Flame, etc. So you can force them to have awkward plays by keeping above the board with spells only. Same deal with Neptulon Priest, but that relies on them simply high-rolling you more-so. Basically, a deck you are losing specifically to is prey to a different deck or playstyle.
Oh yes, I have problems with Kingsbane Rogue, but i manged to win against this deck a few times. (I am playing Even Shaman)
What I really hate about Hearthstone is that rock-paper-scissors sheme. I wish the game would be more like you were able to win against every deck. It's really like flipping a coin - success depends so much on what deck your enemy is playing. But success also depends on tech cards. In high plat to legend I only meet time warp mages who are playing secrets. And I don't meet much of them, so I don't use a card too remove their secret. But without removing the secret, I am not able to score. E.T.C. Band Manager would be a possible solution ...
... It really seems like you are wanting to play a game without a meta, when this game is ALL about the meta. For instance, you are playing Even Shaman, which is VERY much a meta topping deck (so much so that it's one of the top decks that is piloted by bots and still manages to win), which has naturally generated decks that aim to prey on it. Those same decks, however, have their own weaknesses. That's just how it is, for better or for worse.
In high plat to legend I only meet time warp mages who are playing secrets. And I don't meet much of them, so I don't use a card too remove their secret.
But you have thought this through, right?
You play the top deck of the format, almost had the win by turn 5, don't run any counters because you don't see many mages, yet you complain that you can't win?
Wild dont need to be balanced. Its just a casual fun game mode. If you want to play HS competitively, play standard
That’s just your opinion. And a fun mode needs balance even more. A competitive one could be fine with 3-4 S-Tier decks if they are skill testing - so maybe standard doesn’t need balance after all?!
In high plat to legend I only meet time warp mages who are playing secrets. And I don't meet much of them, so I don't use a card too remove their secret.
But you have thought this through, right?
You play the top deck of the format, almost had the win by turn 5, don't run any counters because you don't see many mages, yet you complain that you can't win?
I don‘t complain about getting defeated, and I have stated this in my initial posting. I am complaining about the frustrating way I am losing to these decks. Being unable to do anything relevant while watching the opponent playing countless cards and the same minion over and over again for rounds - that‘s frustrating because there is no interaction.
There are some mechanics which need to be overworked to keep the fun in the game in wild.
I am plat 6 right now, 32% Kingsbane Rogues. Every Game of them seems ro be perfect, although every game is completely different. There is way too much synergy in this deck. I guess that's the biggest problem of Wild. too much synergy because of too many cards that guarantee the playing on curve. It is guaranteed that the rogue is getting his Kingsbane every turn. And with that weapon he can draw cards, deal direct damage and aoe.
Same problem with quests in general. I was facing 2 druids. The synergy seems to be perfect. Quest and side quest done in a few turns.
Maybe the DK rune solution might be something that would work in wild: you can't put all cards in your deck. Some cards might exclude others.
I play strictly wild as I find standard boring and it’s just the same 2-3 decks every time. So for me wild is more enjoyable with a variety of decks to play against and is refreshing to me.
that being said, I am in agreement that the quest themselves are a big issue in hearthstone as a whole. There are no ways to counter these quest and wild has made them broken with how easy they are to complete. Many of these decks quest can be complete in less that 4 turns which was never meant to be intended, but in wild here we are. I’ve always believe there should actually be a legendary minion created that can actually break/destroy the quest if drawn and it being legendary means there is only 1 of its type. And while most will day that this is a broken concept and ruins decks, I don’t believe so since it’s 1 legendary card and is basically a tech card that is useless if the opponent isn’t playing quest. Add in that if your whole deck revolves around a quest then it’s already a stupid deck and should have multiple win conditions to being with.
But quest like Druid, Mage, and shaman have made wild more difficult due to the easy of these decks to complete and then the simple rotation of not doing anything as they just steam roll your face with no interaction. Mage just ice blocks/time warps over and over. (Reason bird was needed due to this fact), shaman drops 6, 1-2 cost battlecries and finishes quest by turn 4-5 and then just drops all major battles cries on turn 6-7 to win. Druid finished their quest by turn 5 and then gets their twig and guff on turn 6-7 and wins, while adding in the side quest for extra dmg. And if you want to add in warlock demon seed which is easy to also finish and they fatigue you down by 8 with no interaction and destroying your deck.
each of these were not intended to be able ti be finished by turn 5 in this game, but as someone else mentioned wild has made this an unreal fact which has hurt wild. Atleast decks like kings bane, big priest there are actually ways to deal with these decks and actual interaction. It’s the quest decks though prevent this from happening though and these is no way to prevent these quest from being completed which is where the issue lies.
Have been playing a mage in wild. Had him down to 1 HP after 5 rounds, when the shit hit the fan. Countless "time outs" combinded with "ice blocks" made me unable to finish him off. Then he started his extra turns and repeating every spell again and again, and - thx to Brann - again. After minutes of not beeing able to do anything, the show was over. What makes it even worse is the fact, that these guys need seemeingly endless time to win.
I am used to get defeated. On the monthly way to legend I have to faxe a lof of defeats. But this is just interactive bullshi9t which shouldn't be able. I mean what's the point of playing a game, where you can't do anything?
I really fear that Blizz is not able to bring the fun back in the game. Too many meme decks which are very frustrating to lose against. oo many match deceiding cards and combos. It's getting more and more solitaire.
Was it really ever fun to begin with? There is a reason the salt thread is over a thousand pages long.
Your playing Wild mode dude. Its impossible to balance Wild becuz theres too many cards. Save your energy and just play standard or Arena for a more balanced game mode. Hs has 8 years of card in Wild mode. Its like being a basebasll team, and playing against every world Series winning team in the last 8 years, all at once.......its not gonna go well.
That’s just untrue because 99% of those cards are unplayable. Balancing wild is easy, just tone down turn 5/6/7 kill combos and early non game highrolls aka neptulon on 3.
the reason they don’t do it is because they want you to play standard.
oh sweet summer Child you aint ready
But it is possible to make the game competative. Nowadays it's like flipping a coin. With my deck I am competative against all the other decks except Neptulon Priest and Time Warp Mage. And both decks shouldn't be possible. It should not be possible to get Neptulon as early as turn 3 and it should not be possible to get that dude more than 1 or maximum 2 times a game.
And it should not be possible to cast more than 1 or maximum 2 time warps. But mage hast wa too many tools to cast the same strong speels over and over again.
There are too many cards like "get a copy of every spell you have cast this game, turn, ..."
The discover nerf was one step in the right direction.
Same with Brillant Macaw - repeating and repeating and repeating ... It's these unlimited repeats odf deathrattles, battlecries + unlimited card generation + ability to get unlimited copies of special cards, which are limited to one per deck.
I mean whats the point of allowing only 2 copies per deck and only 1 copy of a legendary per deck if there are too many ways to get the same card over and over again?
If you are dying to Neptulon Priest or Time Warp Mage, you'd be dead to Kingsbane Rogue, Even Shaman or Secret Mage by turns 6 or 7 anyways. You are describing a couple "Paper" decks compared to your "Rock" one.
Those same Time Warp Mages crumple to a Hunter deck (I run a Quest Hunter to Legend most months) with Flare, and targeted card draw such as Tracking to pop their secret for lethal. You also have to know to not necessarily dump minions on the board, as they require targets lot a lot of their card generators such as Ray of Frost, First Flame, etc. So you can force them to have awkward plays by keeping above the board with spells only. Same deal with Neptulon Priest, but that relies on them simply high-rolling you more-so. Basically, a deck you are losing specifically to is prey to a different deck or playstyle.
Oh yes, I have problems with Kingsbane Rogue, but i manged to win against this deck a few times. (I am playing Even Shaman)
What I really hate about Hearthstone is that rock-paper-scissors sheme. I wish the game would be more like you were able to win against every deck. It's really like flipping a coin - success depends so much on what deck your enemy is playing. But success also depends on tech cards. In high plat to legend I only meet time warp mages who are playing secrets. And I don't meet much of them, so I don't use a card too remove their secret. But without removing the secret, I am not able to score. E.T.C. Band Manager would be a possible solution ...
... It really seems like you are wanting to play a game without a meta, when this game is ALL about the meta. For instance, you are playing Even Shaman, which is VERY much a meta topping deck (so much so that it's one of the top decks that is piloted by bots and still manages to win), which has naturally generated decks that aim to prey on it. Those same decks, however, have their own weaknesses. That's just how it is, for better or for worse.
But you have thought this through, right?
You play the top deck of the format, almost had the win by turn 5, don't run any counters because you don't see many mages, yet you complain that you can't win?
This game needs a combat phase.
Freeze mage was always my most hated.
Wild dont need to be balanced. Its just a casual fun game mode. If you want to play HS competitively, play standard
That’s just your opinion. And a fun mode needs balance even more. A competitive one could be fine with 3-4 S-Tier decks if they are skill testing - so maybe standard doesn’t need balance after all?!
I don‘t complain about getting defeated, and I have stated this in my initial posting. I am complaining about the frustrating way I am losing to these decks. Being unable to do anything relevant while watching the opponent playing countless cards and the same minion over and over again for rounds - that‘s frustrating because there is no interaction.
There are some mechanics which need to be overworked to keep the fun in the game in wild.
I am plat 6 right now, 32% Kingsbane Rogues. Every Game of them seems ro be perfect, although every game is completely different. There is way too much synergy in this deck.
I guess that's the biggest problem of Wild. too much synergy because of too many cards that guarantee the playing on curve. It is guaranteed that the rogue is getting his Kingsbane every turn. And with that weapon he can draw cards, deal direct damage and aoe.
Same problem with quests in general. I was facing 2 druids. The synergy seems to be perfect. Quest and side quest done in a few turns.
Maybe the DK rune solution might be something that would work in wild: you can't put all cards in your deck. Some cards might exclude others.
Huh ? Wild is the most competitive format, standard is literally tutorial mode for dummies and broke
Présomptueux (adj.):
Qui fait preuve ou témoigne de présomption. Elle est trop présomptueuse. ➙ arrogant, prétentieux.
I play strictly wild as I find standard boring and it’s just the same 2-3 decks every time. So for me wild is more enjoyable with a variety of decks to play against and is refreshing to me.
that being said, I am in agreement that the quest themselves are a big issue in hearthstone as a whole. There are no ways to counter these quest and wild has made them broken with how easy they are to complete. Many of these decks quest can be complete in less that 4 turns which was never meant to be intended, but in wild here we are. I’ve always believe there should actually be a legendary minion created that can actually break/destroy the quest if drawn and it being legendary means there is only 1 of its type. And while most will day that this is a broken concept and ruins decks, I don’t believe so since it’s 1 legendary card and is basically a tech card that is useless if the opponent isn’t playing quest. Add in that if your whole deck revolves around a quest then it’s already a stupid deck and should have multiple win conditions to being with.
But quest like Druid, Mage, and shaman have made wild more difficult due to the easy of these decks to complete and then the simple rotation of not doing anything as they just steam roll your face with no interaction. Mage just ice blocks/time warps over and over. (Reason bird was needed due to this fact), shaman drops 6, 1-2 cost battlecries and finishes quest by turn 4-5 and then just drops all major battles cries on turn 6-7 to win. Druid finished their quest by turn 5 and then gets their twig and guff on turn 6-7 and wins, while adding in the side quest for extra dmg. And if you want to add in warlock demon seed which is easy to also finish and they fatigue you down by 8 with no interaction and destroying your deck.
each of these were not intended to be able ti be finished by turn 5 in this game, but as someone else mentioned wild has made this an unreal fact which has hurt wild. Atleast decks like kings bane, big priest there are actually ways to deal with these decks and actual interaction. It’s the quest decks though prevent this from happening though and these is no way to prevent these quest from being completed which is where the issue lies.
Wild is just fun mode anyways, Thats Why devs dont balance it. Its for casuals ;)