I took it upon myself to grind to standard legend this season after playing hearthstone since 2016 and I have had some revelations. After playing back to back warriors and Palys, I completely get why people play aggro. An Aggro user isn't just someone bad at the game and deciding to play a deck that requires 0 thinking some of these decks are just simply unbeatable after turn 6 or 7 for not just aggro but many other non-aggro decks as well. Shaman and Rouges are a complete joke right now as well as Mage. Anytime I saw my opponent was playing shaman or Rouge, any anxiety I was feeling disappeared. 10/10 against shaman, I knew was going to win against these classes unless I got super unlucky.
Some cards I feel like they need to nerf asap: Reno, Brann, Shroomscavate, keeper's strength and Garden's Grace. Brann is self-explanatory but reno is just ridiculous. One sided board clear, new hero power, 5 armor, and the opponent can only play 1 minion next turn. This card is an absolute menace, the way the game shifts in their favor disproportionately is asinine. Anytime Reno was played it was almost an auto loss but see here's why I feel like the card should be nerfed. I noticed when my opponent did not have reno in hand or burned him, they always ended up losing the game, no matter how well they fought back and how screwed I seemed, it's like they cannot win without reno which is ridiculous because they can clear your board in other ways. They're too dependent on the turn skip and complete board clear for their opponent. They're not using their brains and seeing the other advantages and tools they have in the late game. If you're 100% dependent on 1 card out of 29 to win you the game whenever you're in trouble something is wrong.They can make reno clear both players' boards and cause a stand off for both players making it more fair and interesting you know like an actual standoff.
Shroomscavate and Garden's Grace is a nasty combination. The garden's grace nerf was simply NOT ENOUGH. Anytime your opponent just goes face and can punish you severely with a singular tiny minion that you left alive on turn 6 or 7, yah the deck is broken. And the worse part is.....they can even kill you sooner than turn 6 or 7 if they get a decent hand. They don't have to play certain minions to get the buffs, they don't have to bother killing your minions unless they have no choice, they don't have to work hard at all to get the Garden's Grace buff, they don't need to set anything up or think really, they can buff 1 minion to infinity and use the Minion to clear your board and KEEP THE MINION, yah they need to deal with these cards asap because on my journey it was pretty terrible and now they're everywhere. God forbid you make the fatal mistake of letting one 2-1 live on turn 5 or 6.
feel much better now after the nerf. warr is completely autopilot same is pally. Reno is good the way it is. It is suppose to be strong because u sacrifice alot in your deck. ever played a highlander vs nonhighlander version of the same deck? Reno doesnt win you the game it just helps you survive and is the only way to get rid of the portals. There should be more counterplays in the game.
While I disagree with some of your comments and overall sentiment, I agree that the Garden’s Grace nerf was laughable. It did nothing. The ability to play a card for zero mana has ALWAYS been wildly overpowered in HS. Corridor Creeper was a menace and GG is no different. I would have preferred to see it keep the stat buff but go to to maybe 12 or 14 mana.
I agree that reno is supposed to help you out in his own way, that's what a legendary card does at its core but comparatively reno does way more for less mana. Sargeras is op and is a game changer but he costs 9 mana and he can't attack until after you use all of his special abilities like all of the other titans. No card tiltes the game in your favor like reno or brann even. And from my understanding the reno decks are dead last for winrate in legend so I think was just unlucky or I wasn't moving fast enough, lol. I also agree there should be other ways to remove portals too.
I believe Brann is the real problem here cause his ability is so damn strong. The old Brann was a better design. I don't think Reno is a problem, but if it was to be nerfed maybe allow the opponent 2 slots for minions instead of 1 - I havent really lost against Reno and I rarely see him actually.
Although I do agree that Reno should be nerfed a bit I don't agree on auto-losses when Reno is played. When you know that card might be played, you should keep something in your hand that can be played after the opponent does so.
Like a 10 mana weapon for example.
I find it funny how you complain about control decks and then also mention some changes needed to aggro Pally. Make up your mind buddy.
I completely agree that Reno should be nerfed. It has far too many upsides for it's cost. I would suggest that Reno Clears both sides of the board and limits both players to 1 Minion. That would reinforce the Dueling flavour of the card and could be pretty fun.
I play control and aggro decks but like I explained, if control decks weren't so oppressive past turn 6 or 7, I.E. any warrior deck right now, you will see a decline in aggro. And Aggro paly is in a totally different league in comparison to other aggro decks. The deck is the best in the game rn. It has pushed paly to #1 for winrate. Playing against the deck is an uphill battle and it's the most common aggro deck other than treant druid and it's usage rate is going up. Diamond rank 4 to 3 is overrun with palys dude. Also anyone who's played the deck will tell you that is it much more effective in comparison to other top decks.
There’s so much work to do. I’d be nice if most games could get past round 4 or 5. Or limit the crystals to 5 maybe. A game with so much potential but so fucking wonky.
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I took it upon myself to grind to standard legend this season after playing hearthstone since 2016 and I have had some revelations. After playing back to back warriors and Palys, I completely get why people play aggro. An Aggro user isn't just someone bad at the game and deciding to play a deck that requires 0 thinking some of these decks are just simply unbeatable after turn 6 or 7 for not just aggro but many other non-aggro decks as well. Shaman and Rouges are a complete joke right now as well as Mage. Anytime I saw my opponent was playing shaman or Rouge, any anxiety I was feeling disappeared. 10/10 against shaman, I knew was going to win against these classes unless I got super unlucky.
Some cards I feel like they need to nerf asap: Reno, Brann, Shroomscavate, keeper's strength and Garden's Grace. Brann is self-explanatory but reno is just ridiculous. One sided board clear, new hero power, 5 armor, and the opponent can only play 1 minion next turn. This card is an absolute menace, the way the game shifts in their favor disproportionately is asinine. Anytime Reno was played it was almost an auto loss but see here's why I feel like the card should be nerfed. I noticed when my opponent did not have reno in hand or burned him, they always ended up losing the game, no matter how well they fought back and how screwed I seemed, it's like they cannot win without reno which is ridiculous because they can clear your board in other ways. They're too dependent on the turn skip and complete board clear for their opponent. They're not using their brains and seeing the other advantages and tools they have in the late game. If you're 100% dependent on 1 card out of 29 to win you the game whenever you're in trouble something is wrong.They can make reno clear both players' boards and cause a stand off for both players making it more fair and interesting you know like an actual standoff.
Shroomscavate and Garden's Grace is a nasty combination. The garden's grace nerf was simply NOT ENOUGH. Anytime your opponent just goes face and can punish you severely with a singular tiny minion that you left alive on turn 6 or 7, yah the deck is broken. And the worse part is.....they can even kill you sooner than turn 6 or 7 if they get a decent hand. They don't have to play certain minions to get the buffs, they don't have to bother killing your minions unless they have no choice, they don't have to work hard at all to get the Garden's Grace buff, they don't need to set anything up or think really, they can buff 1 minion to infinity and use the Minion to clear your board and KEEP THE MINION, yah they need to deal with these cards asap because on my journey it was pretty terrible and now they're everywhere. God forbid you make the fatal mistake of letting one 2-1 live on turn 5 or 6.
That's it thank you for coming to my ted-talk
feel much better now after the nerf. warr is completely autopilot same is pally. Reno is good the way it is. It is suppose to be strong because u sacrifice alot in your deck. ever played a highlander vs nonhighlander version of the same deck? Reno doesnt win you the game it just helps you survive and is the only way to get rid of the portals. There should be more counterplays in the game.
While I disagree with some of your comments and overall sentiment, I agree that the Garden’s Grace nerf was laughable. It did nothing. The ability to play a card for zero mana has ALWAYS been wildly overpowered in HS. Corridor Creeper was a menace and GG is no different. I would have preferred to see it keep the stat buff but go to to maybe 12 or 14 mana.
I agree that reno is supposed to help you out in his own way, that's what a legendary card does at its core but comparatively reno does way more for less mana. Sargeras is op and is a game changer but he costs 9 mana and he can't attack until after you use all of his special abilities like all of the other titans. No card tiltes the game in your favor like reno or brann even. And from my understanding the reno decks are dead last for winrate in legend so I think was just unlucky or I wasn't moving fast enough, lol. I also agree there should be other ways to remove portals too.
Yes, Blizzard doesnt care about aggro that much. they literally killed the excavate rogue once again. what a bunch of useless workers they are.
Brann should have never been made.
I believe Brann is the real problem here cause his ability is so damn strong. The old Brann was a better design. I don't think Reno is a problem, but if it was to be nerfed maybe allow the opponent 2 slots for minions instead of 1 - I havent really lost against Reno and I rarely see him actually.
Shaman is not a joke, Nature Shaman is quite strong right now
Although I do agree that Reno should be nerfed a bit I don't agree on auto-losses when Reno is played.
When you know that card might be played, you should keep something in your hand that can be played after the opponent does so.
Like a 10 mana weapon for example.
I find it funny how you complain about control decks and then also mention some changes needed to aggro Pally. Make up your mind buddy.
I completely agree that Reno should be nerfed. It has far too many upsides for it's cost. I would suggest that Reno Clears both sides of the board and limits both players to 1 Minion. That would reinforce the Dueling flavour of the card and could be pretty fun.
I play control and aggro decks but like I explained, if control decks weren't so oppressive past turn 6 or 7, I.E. any warrior deck right now, you will see a decline in aggro. And Aggro paly is in a totally different league in comparison to other aggro decks. The deck is the best in the game rn. It has pushed paly to #1 for winrate. Playing against the deck is an uphill battle and it's the most common aggro deck other than treant druid and it's usage rate is going up. Diamond rank 4 to 3 is overrun with palys dude. Also anyone who's played the deck will tell you that is it much more effective in comparison to other top decks.
There’s so much work to do. I’d be nice if most games could get past round 4 or 5. Or limit the crystals to 5 maybe. A game with so much potential but so fucking wonky.