Well, I played wild until I reached Platinum rank and from there forward all I see are 3 decks, Secret Mage, Zoo Self-Damage Warlock and Resurrect Big Priest.
All the cards in the world made available and people just netdeck and play 3 decks. Why people buy packs with real money for if they end up using a very small limited pool of them?
I realize that am probably exaggerating things but playing Wild just proved to be the same as Standard. People netdecking with no promise of experimenting and making their own homebrewed decks. I am curious what happens with the physical TCG, if they too experience netdecking
Rant over.
Well, people suck the fun out of games because the vast vajority of them play only to win.
Let me give you an equivalent: Back when we were kids, my friends and I used to play an amazing (for its time) soccer game on the SNES, Kick Off 3. It had an amazing depth of play, really complicated combinations, a cool dribbling system and challenging AI...
Until we found a glitch. You could press the high cross button from a specific area around the center of the field and it would fly straight to the goal, 100% score chance without fail. The game soon devolved to who can get to the center in the right location and abuse this more times within the match limit. I tried to impose a no-glitch rule but the other kids lost their interest in the game and eventually gravitated to other ones. Why? Because without it they had no chance of beating my best friend and me who played more hours and thus could play better.
It's the same reason why 90% of soccer fans are with the top teams. People don't like to lose even when they don't play themselves.
Physical TCG used to be way better than this, (bar magic, which was more "serious" and people had the same shitty philosophy). The reason was they were ridiculously expensive, especially when you were <18 years old. You could not collect everything nor predict the way the meta would evolve (and there were not a lot of balance changes because it was difficult to do), so you usually picked a hero/faction/class or whatever the game had and you mained it. Everyone played different shit/what they liked, and it wasn't always competitive. In Hearthstone terms, everyone knew the others by deck, and few people had more than 3-4 real decks. You were the "Galvadon dude" or the "Barnabus main". In tournaments people from other areas would come and you could see in hearthstone terms matchups like Murlock Warlock VS spell damage Hunter. And guess what: It was awesome.
Nowadays, you only have 1 way out: To have a good amount of RL firends or internet friends decent enough to have an understanding amongst you and play a game the way you want to. Otherwise, all games devolve into maximum-efficiency play to win crap, no fun allowed, no experimentation, nothing. See what happened to Overwatch. That's why Blizzard try to make it into a PvE experience so that people can actually pick their playstyle and hero and still win.
Well, people suck the fun out of games because the vast vajority of them play only to win.
Let me give you an equivalent: Back when we were kids, my friends and I used to play an amazing (for its time) soccer game on the SNES, Kick Off 3. It had an amazing depth of play, really complicated combinations, a cool dribbling system and challenging AI...
Until we found a glitch. You could press the high cross button from a specific area around the center of the field and it would fly straight to the goal, 100% score chance without fail. The game soon devolved to who can get to the center in the right location and abuse this more times within the match limit. I tried to impose a no-glitch rule but the other kids lost their interest in the game and eventually gravitated to other ones. Why? Because without it they had no chance of beating my best friend and me who played more hours and thus could play better.
It's the same reason why 90% of soccer fans are with the top teams. People don't like to lose even when they don't play themselves.
Physical TCG used to be way better than this, (bar magic, which was more "serious" and people had the same shitty philosophy). The reason was they were ridiculously expensive, especially when you were <18 years old. You could not collect everything nor predict the way the meta would evolve (and there were not a lot of balance changes because it was difficult to do), so you usually picked a hero/faction/class or whatever the game had and you mained it. Everyone played different shit/what they liked, and it wasn't always competitive. In Hearthstone terms, everyone knew the others by deck, and few people had more than 3-4 real decks. You were the "Galvadon dude" or the "Barnabus main". In tournaments people from other areas would come and you could see in hearthstone terms matchups like Murlock Warlock VS spell damage Hunter. And guess what: It was awesome.
Nowadays, you only have 1 way out: To have a good amount of RL firends or internet friends decent enough to have an understanding amongst you and play a game the way you want to. Otherwise, all games devolve into maximum-efficiency play to win crap, no fun allowed, no experimentation, nothing. See what happened to Overwatch. That's why Blizzard try to make it into a PvE experience so that people can actually pick their playstyle and hero and still win.