<pre id="tw-target-text" class="tw-data-text tw-text-large tw-ta" dir="ltr" data-placeholder="Vertaling" data-ved="2ahUKEwiWhdW6k_yDAxXx8QIHHQrAASkQ3ewLegQIBRAQ">Very ugly and bad meta, only OTK and aggro decks. Not fun to play against and not fun to play with either. So little variety... games last 5 minutes and done, wait for that one card and done. Where is the time games that went up and down and where there was tension. I also play to win, but with quality.</pre>
I doubt it. People do experiment but these fun decks are not consistent enough to be succesful. Sure, you can win some games and youtubers love to show how they win with their builds but somehow they are at quite low ranks...
I doubt it. People do experiment but these fun decks are not consistent enough to be succesful. Sure, you can win some games and youtubers love to show how they win with their builds but somehow they are at quite low ranks...
Fun doesn't have to mean off-meta. Excavate Rogue was fun and S-tier at the same time.
What i mean is that in week one it's normal for one-dimensional decks to rule, since they are easier to build and pilot.
I personally feel it just isn't fun anymore. I don't mean that I no longer like the concept of the game, but everything about it just seems broken.
It's hyper aggro against broken decks, and mana seems to be optional these days. I mean who doesn't love playing against a druid that plays 20 + mana of stuff on turn 6? Left a 1/1 alive - here's 20+ damage to face.
For me the single biggest issue in Hearthstone is mana cheat. Mana is meant to be the resource that all cards are balanced around - better cards = more mana. It's a tried and tested formula, and it works.
What doesn't work insisting that some classes have to follow those rules while others don't. I get that Blizz try to be creative with cards like Thadeus, and to be honest if he was always a 10 mana play I think he would be fine. But he isn't, and you know why? Mana cheat. Except in this case it's mana cheat into more mana cheat. Cards that have conditional mana reductions (e.g. Chained Guardian, The Garden's Grace ) are great in principle, but in practice they're too easy to discount playing cards that you're always going to be playing anyway. Similarly, cards that have a downside to justify their reduced cost are just overpowered cards when the downside becomes an upside - looking at you warlock. Sure - they limit deck design, but Blizz's design philosophy basically creates the decks for you these days anyway with "packages" (e.g. plagues, excavate etc.).
Which classes are dominating right now? Rogue, Druid , Warlock and Paladin (with some DK and DH in there for good measure). All of these classes have mana cheat in abundance. I know Velarok Windblade didn't really see much play when he required 3 cards to activate, but only requiring 1 card is broken. A 3/6 charge "Discover a spell with some mana cheat" that can be bounced for more mana cheat!
Imo they need to re-invent the game but i don't see how they do that without a complete refresh.
p.s. I view overpowered, unbalanced cards as a mana cheat as well. It's not the worst form of mana cheat in Hearthstone, but it amounts to the same thing in practice. You're getting something more powerful than you should for the cost.
p.p.s I'm not against all forms of mana cheat - it can add an intersting dimension. What I don't agree with is the current prevalence in the game and the uneven distribution between the classes
p.p.p.s the game is also far more polarised than it ever was imo, with match-ups that are literally unwinable with some classes. Playing control and you match against mill druid - might as well just concede because barring some massive misplay you're not going to win.
I do agree that mana cheating has gone too far. It is not the first time they went too far with a good mechanic and turned it into a hated one.
Remember when decks used to discover into discover and every game was a clown fiesta? Those games were over simply by not printing as many good discover cards in the next rotation, and a few small tweaks in the mechanic.
The good thing in this instance is that the developers don't take as long as they used to to balance the game, and i do expect Druid to get big nerfs in a few days, but just because they can fix their mistakes doesn't make it ok to keep making them over and over.
I don't really buy that the Dev's dont know in advance that the mechanics they create will be problematic. They've literally had Bran - Astalor (or Denathrius) as a combo already. It wasn't fun. Yet they've just done it again. It will be just as anoying now as it was back then if the deck it was attached to wasn't a bit shit in the current meta.
It's also not like the card combo's are tough to come up with. They're often two card combo's. If the devs can't see they'll be OP, they shouldn't be working on Hearthstone. We literally have a deck with a 3 mana - "gain 20 armour and draw a card" combo. The second they released Pendant of Earth someone posted a deck with naga giants in it.
The cynical side of me thinks it's just bait to make people buy the OP deck, then they'll print a counter card at the next expac. (or nerf an ancillary card which kills the deck but doesn't refund a ton of dust). Everyone was super excited about how OP Sargeras, the Destroyer was going to be. It created an un-counterable, end of game effect which was going to outvalue all control decks. Control warlock was back (sorta). Then we get Reno - the first card to remove "portals" and Sargeras, the Destroyer is suddenly shit in half your match-ups.
Even if druid does get nerfed - it's been a shitshow since the miniset launched. Most of the new cards never see play because they're not remotely viable against the OP stuff (or even if they are they're in a class which isn't favoured). Dual class cards just rub salt in the wounds as they're usually only prolematic in one of the classes. If they nerf Pendant of Earth priest will probably just get even worse. It won't make as much differnece to Druid because they don't need to bother about mana anyway.
In all honesty this mini-set feels like the beginning of the end of Hearthstone to me. The Devs have run out of ideas and are trying to milk the user base before the game gets version 2.
Paladin and Druid are really degenerate right now. Rogue can also snowball super hard in the early game in ways that offer basically no counterplay.
These decks can just vomit an ungodly amount of stats on the board by turn 5 or 6 and there's no consistent way to deal with it. Paladin being the worst offender.
And it's pretty much all anyone is playing at legend, at least.
Nobody wants to play 30 minute games, and then lose. What a waste of time. You need fast decks If you want to climb effectively. At 1000+ Legend you can play some games with control deck.
why tho? just so u can see a low number? fuck that lol. I'd rather play a long drawn out control game that uses a bit of cerebral power, than just vomit stats or tokens on the board, or go "Durr i like hit face" fuck the tik tok generation, they want everything over quick, its the wives anf GF;s i feel sorry for the most haha.
Big power creep and a lacking sense of balance.
New card releases always lead to degenerate aggro and/or control decks dominating the first week until the more nuanced decks get refined.
People are starting to find success with more fun builds this week.
I doubt it. People do experiment but these fun decks are not consistent enough to be succesful. Sure, you can win some games and youtubers love to show how they win with their builds but somehow they are at quite low ranks...
Fun doesn't have to mean off-meta. Excavate Rogue was fun and S-tier at the same time.
What i mean is that in week one it's normal for one-dimensional decks to rule, since they are easier to build and pilot.
I personally feel it just isn't fun anymore. I don't mean that I no longer like the concept of the game, but everything about it just seems broken.
It's hyper aggro against broken decks, and mana seems to be optional these days. I mean who doesn't love playing against a druid that plays 20 + mana of stuff on turn 6? Left a 1/1 alive - here's 20+ damage to face.
For me the single biggest issue in Hearthstone is mana cheat. Mana is meant to be the resource that all cards are balanced around - better cards = more mana. It's a tried and tested formula, and it works.
What doesn't work insisting that some classes have to follow those rules while others don't. I get that Blizz try to be creative with cards like Thadeus, and to be honest if he was always a 10 mana play I think he would be fine. But he isn't, and you know why? Mana cheat. Except in this case it's mana cheat into more mana cheat. Cards that have conditional mana reductions (e.g. Chained Guardian, The Garden's Grace ) are great in principle, but in practice they're too easy to discount playing cards that you're always going to be playing anyway. Similarly, cards that have a downside to justify their reduced cost are just overpowered cards when the downside becomes an upside - looking at you warlock. Sure - they limit deck design, but Blizz's design philosophy basically creates the decks for you these days anyway with "packages" (e.g. plagues, excavate etc.).
Which classes are dominating right now? Rogue, Druid , Warlock and Paladin (with some DK and DH in there for good measure). All of these classes have mana cheat in abundance. I know Velarok Windblade didn't really see much play when he required 3 cards to activate, but only requiring 1 card is broken. A 3/6 charge "Discover a spell with some mana cheat" that can be bounced for more mana cheat!
Imo they need to re-invent the game but i don't see how they do that without a complete refresh.
p.s. I view overpowered, unbalanced cards as a mana cheat as well. It's not the worst form of mana cheat in Hearthstone, but it amounts to the same thing in practice. You're getting something more powerful than you should for the cost.
p.p.s I'm not against all forms of mana cheat - it can add an intersting dimension. What I don't agree with is the current prevalence in the game and the uneven distribution between the classes
p.p.p.s the game is also far more polarised than it ever was imo, with match-ups that are literally unwinable with some classes. Playing control and you match against mill druid - might as well just concede because barring some massive misplay you're not going to win.
I do agree that mana cheating has gone too far. It is not the first time they went too far with a good mechanic and turned it into a hated one.
Remember when decks used to discover into discover and every game was a clown fiesta? Those games were over simply by not printing as many good discover cards in the next rotation, and a few small tweaks in the mechanic.
The good thing in this instance is that the developers don't take as long as they used to to balance the game, and i do expect Druid to get big nerfs in a few days, but just because they can fix their mistakes doesn't make it ok to keep making them over and over.
I don't really buy that the Dev's dont know in advance that the mechanics they create will be problematic. They've literally had Bran - Astalor (or Denathrius) as a combo already. It wasn't fun. Yet they've just done it again. It will be just as anoying now as it was back then if the deck it was attached to wasn't a bit shit in the current meta.
It's also not like the card combo's are tough to come up with. They're often two card combo's. If the devs can't see they'll be OP, they shouldn't be working on Hearthstone. We literally have a deck with a 3 mana - "gain 20 armour and draw a card" combo. The second they released Pendant of Earth someone posted a deck with naga giants in it.
The cynical side of me thinks it's just bait to make people buy the OP deck, then they'll print a counter card at the next expac. (or nerf an ancillary card which kills the deck but doesn't refund a ton of dust). Everyone was super excited about how OP Sargeras, the Destroyer was going to be. It created an un-counterable, end of game effect which was going to outvalue all control decks. Control warlock was back (sorta). Then we get Reno - the first card to remove "portals" and Sargeras, the Destroyer is suddenly shit in half your match-ups.
Even if druid does get nerfed - it's been a shitshow since the miniset launched. Most of the new cards never see play because they're not remotely viable against the OP stuff (or even if they are they're in a class which isn't favoured). Dual class cards just rub salt in the wounds as they're usually only prolematic in one of the classes. If they nerf Pendant of Earth priest will probably just get even worse. It won't make as much differnece to Druid because they don't need to bother about mana anyway.
In all honesty this mini-set feels like the beginning of the end of Hearthstone to me. The Devs have run out of ideas and are trying to milk the user base before the game gets version 2.
Paladin and Druid are really degenerate right now. Rogue can also snowball super hard in the early game in ways that offer basically no counterplay.
These decks can just vomit an ungodly amount of stats on the board by turn 5 or 6 and there's no consistent way to deal with it. Paladin being the worst offender.
And it's pretty much all anyone is playing at legend, at least.
Nobody wants to play 30 minute games, and then lose. What a waste of time. You need fast decks If you want to climb effectively. At 1000+ Legend you can play some games with control deck.
why tho? just so u can see a low number? fuck that lol. I'd rather play a long drawn out control game that uses a bit of cerebral power, than just vomit stats or tokens on the board, or go "Durr i like hit face" fuck the tik tok generation, they want everything over quick, its the wives anf GF;s i feel sorry for the most haha.
I demand a control deck only mode :P