Geez you made it to turn 6 in wild? Might as well play fatigue warrior if games last that long. That is pretty funny though. But with quest mage and demon seeds running rampant, I think its been clear for a while they dont mind Wild being what it is. Wouldnt hold my breath on them making it better, id be prepared for it to get even worse at this point.
This deck is pretty easy to beat, but you have to realize they are playing it.
Maybe, but I do not believe the devs even intend it to exist; it appears to be a broken synergy of "almost unlimited mana" that they did not anticipate; they leave it in because they don't care.
And I believe they don't care because I believe Wild in general is a cash cow almost-exclusively; they want completionists' money; but they can't get that money without keeping it broken(because it's approximately impossible to balance a billion expansions + promise to people they can buy those cards at the same time (they would have to remove cards and I doubt they even have the time and ability to balance the immense complexity of dozens of expansions with massive synergistic mechanics like questlines and excavations coexisting with titans and whatever else))).
This deck is pretty easy to beat, but you have to realize they are playing it.
Maybe, but I do not believe the devs even intend it to exist; it appears to be a broken synergy of "almost unlimited mana" that they did not anticipate; they leave it in because they don't care.
And I believe they don't care because I believe Wild in general is a cash cow almost-exclusively; they want completionists' money; but they can't get that money without keeping it broken(because it's approximately impossible to balance a billion expansions + promise to people they can buy those cards at the same time (they would have to remove cards and I doubt they even have the time and ability to balance the immense complexity of dozens of expansions with massive synergistic mechanics like questlines and excavations coexisting with titans and whatever else))).
Almost as if they have stated multiple times that wild will be wild and that they have no intention to balance it more than necessary. Which, yes, they do if things get out of hand. Sure, they ban things or overnerf but they still do something.
So I don't know what you want to say that hasn't already been said. It's not a cash cow for completionists, it's just wild. Like the majority of cards are dead. Even the highrolling Topsy Priest you encountered is usually in a bad spot as other decks can highroll even harder and straight up murder you.
This deck is pretty easy to beat, but you have to realize they are playing it.
Maybe, but I do not believe the devs even intend it to exist; it appears to be a broken synergy of "almost unlimited mana" that they did not anticipate; they leave it in because they don't care.
And I believe they don't care because I believe Wild in general is a cash cow almost-exclusively; they want completionists' money; but they can't get that money without keeping it broken(because it's approximately impossible to balance a billion expansions + promise to people they can buy those cards at the same time (they would have to remove cards and I doubt they even have the time and ability to balance the immense complexity of dozens of expansions with massive synergistic mechanics like questlines and excavations coexisting with titans and whatever else))).
A cash cow?! Wild?!?! They want completionists’ money?! That actually sounds like incentives to balance the mode, not keep it broken. As a Wild player, why would I spend money to obtain cards I’ll never use if 90+% of them are essentially worthless?
That very fact is why people would always say that in the long run Wild is cheaper. In the past fewer new cards made an impact so you didn’t need all the cards. These days there are more new decks in Wild each expansion because of power creep, but still some decks with little to no new cards remain strong. And this is likely why they don’t curate new cards with Wild in mind: it’s not a money maker. At all! If Wild is their cash cow, the milk’s gone dry!
In fact the only reason I spend money as a primarily Wild player is to have the Standard cards I need to play that mode when I want.
This deck is pretty easy to beat, but you have to realize they are playing it.
Maybe, but I do not believe the devs even intend it to exist; it appears to be a broken synergy of "almost unlimited mana" that they did not anticipate; they leave it in because they don't care.
And I believe they don't care because I believe Wild in general is a cash cow almost-exclusively; they want completionists' money; but they can't get that money without keeping it broken(because it's approximately impossible to balance a billion expansions + promise to people they can buy those cards at the same time (they would have to remove cards and I doubt they even have the time and ability to balance the immense complexity of dozens of expansions with massive synergistic mechanics like questlines and excavations coexisting with titans and whatever else))).
A cash cow?! Wild?!?! They want completionists’ money?! That actually sounds like incentives to balance the mode, not keep it broken.
Of course they should theoretically. But I implied the true reason and practical situation. It's just obscenely complicated; half of the expansions have obscenely overpowered cards (like Titans or Questlines) that on their own expansion alone they are extremely complex to balance so when you throw them together it becomes even a bigger clusterfuck; hence they have the cash cow and at the same time an extremely hard problem that would only easily be solved fast by banning cards and they probably believe mass-banning would be worse than having them working (for profits from people who want the cards) [i.e. the only practical alternative is throwing multiple times more human resources on solving the problem (it's an exponentially-harder problem than Standard when you add cards (not linearly-harder)) and they probably believe it's not worth it compared to keeping broken + selling the cards (maybe they are wrong but that's a discussion that needs a lot of analysis (including knowing their financials)].
[PS Perhaps they are stupid and it only needs like 7 more people working on it and maybe better simulations or whatnot in-house but it's unclear to me and it probably needs a good study on the mathematics on the game to have even a surface-level understanding of the exact-complexity of the problem.]
You conveniently skipped the next sentence that 90% of the cards in wild are DEAD. Entire expansions are not worth buying because they won't see play.
Yes, some titans are used. Yes, some quests are used. The rest of the 135 cards from the expansion? Not needed. How is that a cash cow? This isn't standard where cards are used because there are no alternatives. Where decks are balanced every so often. That's where you need the majority of cards. For wild you cherry pick what you want to craft and are good for years.
There is also no hidden reason: they said multiple times that wild is hands off. They don't want to balance wild outside of broken interactions.
rest of the 135 cards from the expansion? Not needed. How is that a cash cow?
You probably misunderstand the meaning of completionism. Those players don't care as much if the cards are great but they care that they have all the cards. But I suspect if the cards are banned then even completionists would consider them "non-cards" so in order to feed the addiction of completionists: they need to have a mountain of working cards even if everything is broken or bad.
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I was doing achievements so I'm not whining or anything; I just found it very amusing; it's obvious that THE DEVS are not even checking.
https://replays.firestoneapp.com/?reviewId=329dfb8f-e342-47a2-b728-0e1c60a331ab&turn=11&action=7
Geez you made it to turn 6 in wild? Might as well play fatigue warrior if games last that long.
That is pretty funny though. But with quest mage and demon seeds running rampant, I think its been clear for a while they dont mind Wild being what it is. Wouldnt hold my breath on them making it better, id be prepared for it to get even worse at this point.
This deck is pretty easy to beat, but you have to realize they are playing it. If you just never play minions and hold removal they can never win.
Maybe, but I do not believe the devs even intend it to exist; it appears to be a broken synergy of "almost unlimited mana" that they did not anticipate; they leave it in because they don't care.
And I believe they don't care because I believe Wild in general is a cash cow almost-exclusively; they want completionists' money; but they can't get that money without keeping it broken(because it's approximately impossible to balance a billion expansions + promise to people they can buy those cards at the same time (they would have to remove cards and I doubt they even have the time and ability to balance the immense complexity of dozens of expansions with massive synergistic mechanics like questlines and excavations coexisting with titans and whatever else))).
Almost as if they have stated multiple times that wild will be wild and that they have no intention to balance it more than necessary.
Which, yes, they do if things get out of hand. Sure, they ban things or overnerf but they still do something.
So I don't know what you want to say that hasn't already been said. It's not a cash cow for completionists, it's just wild.
Like the majority of cards are dead. Even the highrolling Topsy Priest you encountered is usually in a bad spot as other decks can highroll even harder and straight up murder you.
Its been like this in wild since at least Stormwind.
A cash cow?! Wild?!?! They want completionists’ money?! That actually sounds like incentives to balance the mode, not keep it broken. As a Wild player, why would I spend money to obtain cards I’ll never use if 90+% of them are essentially worthless?
That very fact is why people would always say that in the long run Wild is cheaper. In the past fewer new cards made an impact so you didn’t need all the cards. These days there are more new decks in Wild each expansion because of power creep, but still some decks with little to no new cards remain strong. And this is likely why they don’t curate new cards with Wild in mind: it’s not a money maker. At all! If Wild is their cash cow, the milk’s gone dry!
In fact the only reason I spend money as a primarily Wild player is to have the Standard cards I need to play that mode when I want.
Wild is totally broken.
Oops...
Of course they should theoretically. But I implied the true reason and practical situation. It's just obscenely complicated; half of the expansions have obscenely overpowered cards (like Titans or Questlines) that on their own expansion alone they are extremely complex to balance so when you throw them together it becomes even a bigger clusterfuck; hence they have the cash cow and at the same time an extremely hard problem that would only easily be solved fast by banning cards and they probably believe mass-banning would be worse than having them working (for profits from people who want the cards) [i.e. the only practical alternative is throwing multiple times more human resources on solving the problem (it's an exponentially-harder problem than Standard when you add cards (not linearly-harder)) and they probably believe it's not worth it compared to keeping broken + selling the cards (maybe they are wrong but that's a discussion that needs a lot of analysis (including knowing their financials)].
[PS Perhaps they are stupid and it only needs like 7 more people working on it and maybe better simulations or whatnot in-house but it's unclear to me and it probably needs a good study on the mathematics on the game to have even a surface-level understanding of the exact-complexity of the problem.]
You conveniently skipped the next sentence that 90% of the cards in wild are DEAD. Entire expansions are not worth buying because they won't see play.
Yes, some titans are used. Yes, some quests are used. The rest of the 135 cards from the expansion? Not needed.
How is that a cash cow? This isn't standard where cards are used because there are no alternatives. Where decks are balanced every so often. That's where you need the majority of cards. For wild you cherry pick what you want to craft and are good for years.
There is also no hidden reason: they said multiple times that wild is hands off. They don't want to balance wild outside of broken interactions.
I use only Reno Renthal decks in wild and I reach legend every season. Wild is crazy but fun
You probably misunderstand the meaning of completionism. Those players don't care as much if the cards are great but they care that they have all the cards. But I suspect if the cards are banned then even completionists would consider them "non-cards" so in order to feed the addiction of completionists: they need to have a mountain of working cards even if everything is broken or bad.