I know this is very subjective, but I wonder if our collective opinions might tend to agree on a few classes.
For me it's Demon Hunter by a wide margin. I have hundreds to literally thousands of games played on most classes. DH is probably less than 50. They just never seem to have cards I want to play.
My runner up vote goes to Shaman for the hero power and overload both being sub-par design choices.
So it's not about design perspective. It's just about which class you don't enjoy. No need to be so pretentious.
The clear answer is Priest. It has been the only class that needed to get a complete redesign. Druid is a close second because it feels so limiting. It doesn't take much for Druid to be broken at any given time. The rest are pretty good.
From a design perspective it's Demon Hunter, because hero power should cost the same for every class. From my personal taste perspective it's Rogue and Priest.
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English is not my native language, so, with a high probability, mistakes were made.
I play since classic (with brakes) and priest is still not lvl 60.
Dk is also not 60 but this one is relative new and could possibly get it one day.
With dh I had troubles for a long time but I made it a few metas ago, sometimes I like Combo decks, when they are versatile enough. Also relic was okish.
This is about me as the player. About the Design in general, my votes go for rogue, priest, druid, in that order.
Rogue is either unplayable or broken, it's almost the same with druid, while priest is most of the time just crazy boring.
Though I liked some rogue decks in the past and used to Main druid in classic and c'thun times.
Ramp and "free" bounces is a totaly shity design that is either to weak or to strong.
I don't have any real gripes with Priest currently. Their usual hard control shtick is miserable to play against, but that's just how control works. I think the shadow and undead stuff has worked well and had good flavor. No real gripes.
I'd go with shaman. They were a cool class in Nathria, but then they did a deathrattle thing in MotLK that completely flopped, the festival overload package was terribad, and then they printed a complimentary nature package and the class went "Jive insect what? Pack the houses who?" and has bio otk as the only real deck. The upcoming elemental package can't work with the past two years of shaman cards since it has to play an elemental every turn, that deck certainly can't run highlander and neither can the bio deck. It just feels like a mess.
I completely agree with you. Demon Hunter used to be interesting at first, but after a few expansions Blizzard clearly lost any idea what to do with the class. When Demon Hunter was first introduced it had 3 main archetypes: Tempo/Face (which turned out to be the most dominant deck during Ashes of Outland), Token and Big Demons. Scholomance Academy added Soul Shards into the mix, but overall managed to keep Demon Hunter's class identity untouched. Everything changed during Darkmoon Faire. While the majority of cards introduced with that expansion were meant for the Aggro and Token archetypes, there was one card, that became a main reason for the rise of DH's class identity crisis - Il'gynoth. I actually have no idea, who thought that a card with such an effect would fit Demon Hunter, but nevertheless, it became quite popular. During United in Stormwind Il'gynoth was such a powerful combo enabler, that it had to be massively nerfed. However, it seems that Blizzard actually liked Il'gynoth's design and therefore continued adding more and more weird combo cards for Demon Hunter. Now, DH is officially deprived of the class's initial identity and consists of weird combo archetypes, that almost never work. Good job Blizzard.
The game is either extremely unfun for the Priest player who didn't draw well, or It's torture for the opponent, who spends 30 minutes of nothing only to die of old age.
I hate Priest the most, but Rogue still plays Prep and Shadowstep in every deck. Same thing with Druid playing Nourish and Innervate. What other classes have design constrained so much because of 10 year old cards they just can't get rid of because they can't think of anything better for them to do?
Design wise there are 3 main contenders if you ask me. I'm not just talking about disliking them or how fun they are, but purely how these classes have issues to work around at their core.
Priest, because the hero power has no effect early on. It can be a more flexible warrior hero power with crazy tempo upkeep, or literally do nothing. The class cards needed a big redesign.
Shaman, because the hero power is unpredictable and even had to be changed. The cards aside from the random damage ranges which nobody likes are fine though.
Death Knight, because the rune system while cool at first is really not suited for the volume of cards and their respective requirements as it stands. Expansions happen that give popular Death Knight rune combinations as few as 1-2 new class card options. The corpse system is a good design choice by adding a whole new persistent resource for class to work with.
I sort of have to agree with people naming Demon Hunter as it really feels undercooked still.
When they introduced a new class for the first time after more than 5 years, I really was curious to see how Demon Hunter would feel different from all the rest. But Demon Hunter hasn't really evolved to the point where I feel like the class has a clear identity, where I could tell at first glance whether a card belongs into DH or not. Something that DK has managed in just one year.
I guess every class had bad times. There have been entire years where people wondered what Shaman was supposed to be good at. But with Demon Hunter, I don't even know what the journey's destination is. Ok, I do have an idea, but I'm not sure if the devs see that too. The draw-synergy from Stormwind and Titans, along with cards like Dispose of Evidence and Bibliomite feels actually like something I want to see more of. DH could be a class that doesn't just have a ton of draw, but actually needs to draw cards for the sake of drawing. It needs draw to play strong cards, not just for the sake of finding cards it wants to play, like Rogue or Druid. That fits with DH as a swift, aggressive, agile striker, a bit of a hotheaded daredevil, not a scheming Rogue, not a patiently pursuing Hunter.
Throwing cards back into the deck is a cost for power, fitting for a class that abuses forbidden powers for (allegedly) good reasons. I'd like to see something like a 0 mana spell "Choose two cards to shuffle into your deck, then draw two cards" - a net zero draw that helps to set up outcasts and fuels things that want you to draw a lot. What they could drop entirely is the Big Demon theme. It really fits Warlock (or Warrior) better. Maybe have Demons that you need to sacrifice on your turn, or gain extra effects when you discard big minions. But summoning big, hulking, evil creatures doesn't really suit the class.
I want to say here that generally speaking, the last few years have been really good in terms of class development in Hearthstone. There have still been outliers but many sets had class design that was focused, innovative and sometimes even successful in creating a good metagame. Priest has finally found some way to use Shadowform effectively, and Overheal might turn all the healing stuff into a board-centric playstyle, while remaining a survival kit for the usual control stuff. Warrior is not just dumping Pirates or stacking armor anymore, and Fire looks like a fitting element to give the class some spell synergies. We got some cards that make Overload useful or less bad, and Shaman gets plenty of support for its many minion and spell types. Mage, aside from all the random crap, has seen dedicated support for Frost, Fire and Arcane over the last 2-3 years, though they don't quite translate to different playstyles yet (especially Fire).
That being said, my other candidate would be Paladin. You have a hero power that creates minions, so there's an endless reprinting of minion buffs and/or buffing Silverhands specifically. They tried to make a "Healing"-archetype and it never worked. Divine Shield is sort of class-exclusive, but not really and all minion-based as well. There were Murlocs, Dragons, Mechs, handbuffs, but it was always a different flavor of the same thing: Summon minions, buff them, hope for no board clears. There has not been much development how those minions interact with each other or the opponent's board, or any other element on the field, and it rarely ever feels like Paladin does something cool. It can be strong, and has been plenty of times, but playing minions and hope for no counters is almost all the class ever did, some odd OTK-decks or dumb combos like "Ham and Cheese Paladin" aside.
I really hope to see Paladin gets some more variety. Minion tribes are cool, but when you are always locked into a board-centric playstyle, at least find more ways to do something with it. Give them spell or damage resistance (already done in Mercenaries), have them boost weapon attacks, have them set up stuff for a big endgame explosion. Anything that Druid, Shaman or Warlock can't do just as well, and oftentimes better.
Priest, hands-down. Its class identity is basically awkward teen that doesn't know who they are so they need to steal cards from their opponent and this mechanic is not random.
It almost always swings the tide in massive favor of the priest. I seldom play *against* the class but every now and again, I try to tell myself the PTSD isn't an accurate recollection of how bad it was...and sure enough. The bullshit casino "house always wins" shenanigans start.
Priest is THE ONLY class I refuse to play because of that exact mechanic. It's been this way for like the last 6 expansions.
Every class needs a redesign to refresh the game. Powercreep has made certain interactions too OP (mana ramp, cheat and refresh, huge burst damage, large AoE, crazy draw) and all classes should be redesigned to have 'specs' in accordance with their playstyles, much like DK with its rune system.
All classes could have their specs--Druid for example can have Feral/Guardian (armor and attack), Restoration (nature and healing) and Balance (arcane and combo) and cards can be designed specifically to those specs. This way, there are better design parameteres so that 'accidental' OP combos arise and the designers have more freedom to make interesting and weird win conditions.
This way, the advantages of significant card draw, armor gain, restoration, mana ramp wont all be available to each Druid, and specific elements can be attributed to a playstyle of each spec. Ramp could be associated with Resto, Armor gain with Feral, Spell damage with Balance and even hero powers can be updated to be more relevant, for example Shapeshift (Druid) can change between specs mid-game, allowing for cards from other specs to be played.
Same can obbiously be made for other classes too, based off the WoW specs and talent trees. In essence, the design team softly work by these 'standards' anyway, they just don't formally introduce them into the game and as a result, the yarns about 'class identity' all become invalidated with each powercreep expansion that is launched.
Priest, hands-down. Its class identity is basically awkward teen that doesn't know who they are so they need to steal cards from their opponent and this mechanic is not random.
It almost always swings the tide in massive favor of the priest. I seldom play *against* the class but every now and again, I try to tell myself the PTSD isn't an accurate recollection of how bad it was...and sure enough. The bullshit casino "house always wins" shenanigans start.
Priest is THE ONLY class I refuse to play because of that exact mechanic. It's been this way for like the last 6 expansions.
Eff priest...get a real identity.
They don't steal - they copy. Massive difference.
If priest could consistently steal cards from the opponent then I think most people would have given up on Hearthstone a long time ago because it would be immensely frustrating. To be fair - the only reason people play the "copy" cards in priest is because priest doesn't have many good cards of their own...
Now imagine if Priest got an Odyn style legendary which actyually gave them a win con (beyond boring the opponent to death...)
It's not even a debate. Warlock is objectively the worst designed class. No one will accept that because almost everyone who plays this game is a warlock simp. They should've never designed a class with a hero power that dramatically different than the other ones. In almost every meta ever, some form of control 'hand-lock' has been a tier 1 deck. It's horrible design when you have a high performing control deck have a consistent turn 2 play every single game. It's very rare for a control warlock to have a bad opening because they always hero power turn 2 and then have a full hand of cards by turn 4.
This has been a problem with HS SINCE BETA. EVERY SINGLE META has had warlock either not played or be a tier 1 deck. And in metas where handlock isnt tier 1, people say it sucks because it has a low winrate, but whenever its bad is because it specifically has a bad matchup vs what S tier deck people are currently playing. If you try making your own 'original' deck that involves curving out with minions on the board, you will always get stomped by any handlock deck even in metas where the fanbase says it's "unplayable".
Card games shouldn't design classes that can innately draw cards like warlock can. It also lets the warlock run a lot more good 'non-card-draw' cards that other classes have to run so control warlock decks typically have much higher value in card quality. It was too ambitious of an idea to give them the life tap hero power and it's lead to some of the most frustrating 1-sided oppressive gameplay HS has had in the past 10 years
DH is the absolute worst, but mechanics such as ramp, Jump, infinite discover, and the fact that they made mage being the clown class are also among the worst choices you could've done
It's not even a debate. Warlock is objectively the worst designed class. No one will accept that because almost everyone who plays this game is a warlock simp. They should've never designed a class with a hero power that dramatically different than the other ones. In almost every meta ever, some form of control 'hand-lock' has been a tier 1 deck. It's horrible design when you have a high performing control deck have a consistent turn 2 play every single game. It's very rare for a control warlock to have a bad opening because they always hero power turn 2 and then have a full hand of cards by turn 4.
This has been a problem with HS SINCE BETA. EVERY SINGLE META has had warlock either not played or be a tier 1 deck. And in metas where handlock isnt tier 1, people say it sucks because it has a low winrate, but whenever its bad is because it specifically has a bad matchup vs what S tier deck people are currently playing. If you try making your own 'original' deck that involves curving out with minions on the board, you will always get stomped by any handlock deck even in metas where the fanbase says it's "unplayable".
Card games shouldn't design classes that can innately draw cards like warlock can. It also lets the warlock run a lot more good 'non-card-draw' cards that other classes have to run so control warlock decks typically have much higher value in card quality. It was too ambitious of an idea to give them the life tap hero power and it's lead to some of the most frustrating 1-sided oppressive gameplay HS has had in the past 10 years
This is objectively untrue, and you can't just echo "Warlock simp" as some ward to legitimate points.
I have played this game since I have gotten into closed beta. Control lock (and lock as a whole really) has been anything but a meta dominator "almost every single meta." That title goes to and has always gone to rogue, and anyone who plays this game in any sort of non casual capacity knows this.
I am not arguing that control lock hasn't had it's meta's (as every class has), but to make a statement that it's almost always top tier is nonsense.
I didn't want to take the time to rollout examples of previous meta's, but if you are insistent on claiming this, I will be happy to pull data for however long back you want.
Priest, hands-down. Its class identity is basically awkward teen that doesn't know who they are so they need to steal cards from their opponent and this mechanic is not random.
It almost always swings the tide in massive favor of the priest. I seldom play *against* the class but every now and again, I try to tell myself the PTSD isn't an accurate recollection of how bad it was...and sure enough. The bullshit casino "house always wins" shenanigans start.
Priest is THE ONLY class I refuse to play because of that exact mechanic. It's been this way for like the last 6 expansions.
Eff priest...get a real identity.
They don't steal - they copy. Massive difference.
If priest could consistently steal cards from the opponent then I think most people would have given up on Hearthstone a long time ago because it would be immensely frustrating. To be fair - the only reason people play the "copy" cards in priest is because priest doesn't have many good cards of their own...
Now imagine if Priest got an Odyn style legendary which actyually gave them a win con (beyond boring the opponent to death...)
Rare to see a legitimate, non-emotion fueled take around here. Good stuff.
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I know this is very subjective, but I wonder if our collective opinions might tend to agree on a few classes.
For me it's Demon Hunter by a wide margin. I have hundreds to literally thousands of games played on most classes. DH is probably less than 50. They just never seem to have cards I want to play.
My runner up vote goes to Shaman for the hero power and overload both being sub-par design choices.
So it's not about design perspective. It's just about which class you don't enjoy. No need to be so pretentious.
The clear answer is Priest. It has been the only class that needed to get a complete redesign. Druid is a close second because it feels so limiting. It doesn't take much for Druid to be broken at any given time. The rest are pretty good.
From a design perspective it's Demon Hunter, because hero power should cost the same for every class. From my personal taste perspective it's Rogue and Priest.
English is not my native language, so, with a high probability, mistakes were made.
I play since classic (with brakes) and priest is still not lvl 60.
Dk is also not 60 but this one is relative new and could possibly get it one day.
With dh I had troubles for a long time but I made it a few metas ago, sometimes I like Combo decks, when they are versatile enough. Also relic was okish.
This is about me as the player. About the Design in general, my votes go for rogue, priest, druid, in that order.
Rogue is either unplayable or broken, it's almost the same with druid, while priest is most of the time just crazy boring.
Though I liked some rogue decks in the past and used to Main druid in classic and c'thun times.
Ramp and "free" bounces is a totaly shity design that is either to weak or to strong.
I really dislike Outcast. Same reason why i propably won't be fan of Quickdraw.
I don't have any real gripes with Priest currently. Their usual hard control shtick is miserable to play against, but that's just how control works. I think the shadow and undead stuff has worked well and had good flavor. No real gripes.
I'd go with shaman. They were a cool class in Nathria, but then they did a deathrattle thing in MotLK that completely flopped, the festival overload package was terribad, and then they printed a complimentary nature package and the class went "Jive insect what? Pack the houses who?" and has bio otk as the only real deck. The upcoming elemental package can't work with the past two years of shaman cards since it has to play an elemental every turn, that deck certainly can't run highlander and neither can the bio deck. It just feels like a mess.
I completely agree with you. Demon Hunter used to be interesting at first, but after a few expansions Blizzard clearly lost any idea what to do with the class. When Demon Hunter was first introduced it had 3 main archetypes: Tempo/Face (which turned out to be the most dominant deck during Ashes of Outland), Token and Big Demons. Scholomance Academy added Soul Shards into the mix, but overall managed to keep Demon Hunter's class identity untouched. Everything changed during Darkmoon Faire. While the majority of cards introduced with that expansion were meant for the Aggro and Token archetypes, there was one card, that became a main reason for the rise of DH's class identity crisis - Il'gynoth. I actually have no idea, who thought that a card with such an effect would fit Demon Hunter, but nevertheless, it became quite popular. During United in Stormwind Il'gynoth was such a powerful combo enabler, that it had to be massively nerfed. However, it seems that Blizzard actually liked Il'gynoth's design and therefore continued adding more and more weird combo cards for Demon Hunter. Now, DH is officially deprived of the class's initial identity and consists of weird combo archetypes, that almost never work. Good job Blizzard.
It's Priest. It's obviously Priest.
The game is either extremely unfun for the Priest player who didn't draw well, or It's torture for the opponent, who spends 30 minutes of nothing only to die of old age.
I hate Priest the most, but Rogue still plays Prep and Shadowstep in every deck. Same thing with Druid playing Nourish and Innervate. What other classes have design constrained so much because of 10 year old cards they just can't get rid of because they can't think of anything better for them to do?
CCGing since '98.
Rogue or Demon Hunter - most boing to play
Priest is about the only fun class to play really.
Design wise there are 3 main contenders if you ask me. I'm not just talking about disliking them or how fun they are, but purely how these classes have issues to work around at their core.
Priest, because the hero power has no effect early on. It can be a more flexible warrior hero power with crazy tempo upkeep, or literally do nothing. The class cards needed a big redesign.
Shaman, because the hero power is unpredictable and even had to be changed. The cards aside from the random damage ranges which nobody likes are fine though.
Death Knight, because the rune system while cool at first is really not suited for the volume of cards and their respective requirements as it stands. Expansions happen that give popular Death Knight rune combinations as few as 1-2 new class card options. The corpse system is a good design choice by adding a whole new persistent resource for class to work with.
I sort of have to agree with people naming Demon Hunter as it really feels undercooked still.
When they introduced a new class for the first time after more than 5 years, I really was curious to see how Demon Hunter would feel different from all the rest. But Demon Hunter hasn't really evolved to the point where I feel like the class has a clear identity, where I could tell at first glance whether a card belongs into DH or not. Something that DK has managed in just one year.
I guess every class had bad times. There have been entire years where people wondered what Shaman was supposed to be good at. But with Demon Hunter, I don't even know what the journey's destination is. Ok, I do have an idea, but I'm not sure if the devs see that too. The draw-synergy from Stormwind and Titans, along with cards like Dispose of Evidence and Bibliomite feels actually like something I want to see more of. DH could be a class that doesn't just have a ton of draw, but actually needs to draw cards for the sake of drawing. It needs draw to play strong cards, not just for the sake of finding cards it wants to play, like Rogue or Druid. That fits with DH as a swift, aggressive, agile striker, a bit of a hotheaded daredevil, not a scheming Rogue, not a patiently pursuing Hunter.
Throwing cards back into the deck is a cost for power, fitting for a class that abuses forbidden powers for (allegedly) good reasons. I'd like to see something like a 0 mana spell "Choose two cards to shuffle into your deck, then draw two cards" - a net zero draw that helps to set up outcasts and fuels things that want you to draw a lot. What they could drop entirely is the Big Demon theme. It really fits Warlock (or Warrior) better. Maybe have Demons that you need to sacrifice on your turn, or gain extra effects when you discard big minions. But summoning big, hulking, evil creatures doesn't really suit the class.
I want to say here that generally speaking, the last few years have been really good in terms of class development in Hearthstone. There have still been outliers but many sets had class design that was focused, innovative and sometimes even successful in creating a good metagame. Priest has finally found some way to use Shadowform effectively, and Overheal might turn all the healing stuff into a board-centric playstyle, while remaining a survival kit for the usual control stuff. Warrior is not just dumping Pirates or stacking armor anymore, and Fire looks like a fitting element to give the class some spell synergies. We got some cards that make Overload useful or less bad, and Shaman gets plenty of support for its many minion and spell types. Mage, aside from all the random crap, has seen dedicated support for Frost, Fire and Arcane over the last 2-3 years, though they don't quite translate to different playstyles yet (especially Fire).
That being said, my other candidate would be Paladin. You have a hero power that creates minions, so there's an endless reprinting of minion buffs and/or buffing Silverhands specifically. They tried to make a "Healing"-archetype and it never worked. Divine Shield is sort of class-exclusive, but not really and all minion-based as well. There were Murlocs, Dragons, Mechs, handbuffs, but it was always a different flavor of the same thing: Summon minions, buff them, hope for no board clears. There has not been much development how those minions interact with each other or the opponent's board, or any other element on the field, and it rarely ever feels like Paladin does something cool. It can be strong, and has been plenty of times, but playing minions and hope for no counters is almost all the class ever did, some odd OTK-decks or dumb combos like "Ham and Cheese Paladin" aside.
I really hope to see Paladin gets some more variety. Minion tribes are cool, but when you are always locked into a board-centric playstyle, at least find more ways to do something with it. Give them spell or damage resistance (already done in Mercenaries), have them boost weapon attacks, have them set up stuff for a big endgame explosion. Anything that Druid, Shaman or Warlock can't do just as well, and oftentimes better.
Priest, hands-down. Its class identity is basically awkward teen that doesn't know who they are so they need to steal cards from their opponent and this mechanic is not random.
It almost always swings the tide in massive favor of the priest. I seldom play *against* the class but every now and again, I try to tell myself the PTSD isn't an accurate recollection of how bad it was...and sure enough. The bullshit casino "house always wins" shenanigans start.
Priest is THE ONLY class I refuse to play because of that exact mechanic. It's been this way for like the last 6 expansions.
Eff priest...get a real identity.
Every class needs a redesign to refresh the game. Powercreep has made certain interactions too OP (mana ramp, cheat and refresh, huge burst damage, large AoE, crazy draw) and all classes should be redesigned to have 'specs' in accordance with their playstyles, much like DK with its rune system.
All classes could have their specs--Druid for example can have Feral/Guardian (armor and attack), Restoration (nature and healing) and Balance (arcane and combo) and cards can be designed specifically to those specs. This way, there are better design parameteres so that 'accidental' OP combos arise and the designers have more freedom to make interesting and weird win conditions.
This way, the advantages of significant card draw, armor gain, restoration, mana ramp wont all be available to each Druid, and specific elements can be attributed to a playstyle of each spec. Ramp could be associated with Resto, Armor gain with Feral, Spell damage with Balance and even hero powers can be updated to be more relevant, for example Shapeshift (Druid) can change between specs mid-game, allowing for cards from other specs to be played.
Same can obbiously be made for other classes too, based off the WoW specs and talent trees. In essence, the design team softly work by these 'standards' anyway, they just don't formally introduce them into the game and as a result, the yarns about 'class identity' all become invalidated with each powercreep expansion that is launched.
They don't steal - they copy. Massive difference.
If priest could consistently steal cards from the opponent then I think most people would have given up on Hearthstone a long time ago because it would be immensely frustrating. To be fair - the only reason people play the "copy" cards in priest is because priest doesn't have many good cards of their own...
Now imagine if Priest got an Odyn style legendary which actyually gave them a win con (beyond boring the opponent to death...)
It's not even a debate. Warlock is objectively the worst designed class. No one will accept that because almost everyone who plays this game is a warlock simp. They should've never designed a class with a hero power that dramatically different than the other ones. In almost every meta ever, some form of control 'hand-lock' has been a tier 1 deck. It's horrible design when you have a high performing control deck have a consistent turn 2 play every single game. It's very rare for a control warlock to have a bad opening because they always hero power turn 2 and then have a full hand of cards by turn 4.
This has been a problem with HS SINCE BETA. EVERY SINGLE META has had warlock either not played or be a tier 1 deck. And in metas where handlock isnt tier 1, people say it sucks because it has a low winrate, but whenever its bad is because it specifically has a bad matchup vs what S tier deck people are currently playing. If you try making your own 'original' deck that involves curving out with minions on the board, you will always get stomped by any handlock deck even in metas where the fanbase says it's "unplayable".
Card games shouldn't design classes that can innately draw cards like warlock can. It also lets the warlock run a lot more good 'non-card-draw' cards that other classes have to run so control warlock decks typically have much higher value in card quality. It was too ambitious of an idea to give them the life tap hero power and it's lead to some of the most frustrating 1-sided oppressive gameplay HS has had in the past 10 years
DH and Priest. Warlock is a maybe even though I love playing warlock
DH is the absolute worst, but mechanics such as ramp, Jump, infinite discover, and the fact that they made mage being the clown class are also among the worst choices you could've done
This is objectively untrue, and you can't just echo "Warlock simp" as some ward to legitimate points.
I have played this game since I have gotten into closed beta. Control lock (and lock as a whole really) has been anything but a meta dominator "almost every single meta." That title goes to and has always gone to rogue, and anyone who plays this game in any sort of non casual capacity knows this.
I am not arguing that control lock hasn't had it's meta's (as every class has), but to make a statement that it's almost always top tier is nonsense.
I didn't want to take the time to rollout examples of previous meta's, but if you are insistent on claiming this, I will be happy to pull data for however long back you want.
Rare to see a legitimate, non-emotion fueled take around here. Good stuff.