I think the big issue with Hearthstonen isn't ignite at all - it's pretty much everything that's meta now. It's just not fun to play anymore - so little interaction, so many obviously OP cards (im mean OP in an objective context, not in synergy with anything else) so much infinite value (of which ignite is one of the problem cards), several OTK's, too much draw and mana cheat for some decks - and none for others.
They buffed a card to be a (conditional) 8/8/8 Deal 10 to all enemies and it's too slow for the game - that tells you the state this game is in.
They've created a rock-paper-scissor simulator, because most decks are so polarised now in their winrates it almost makes no sense to actually attempt to win in the unfavoured games. It's all about going face, face, face...
p.s. *off-topic* tell me again why renew and apotheosis got nerfed???
Renew was too much value for one low price, and allowing it to be generated by Wandmaker made it way, way too good. Releasing it at a Cost of 1 was just plain wrong.
Apotheosis was nerfed because of its interaction with Samuro, no other reason.
I assume you are wandering down this path because you think Quest Mage should not be allowed to outlast a fatigue-style Priest deck. The thing is, the recent versions of Quest Priest are perfectly capable of beating Mage long before fatigue, even if the Priest never finishes the quest. They just win with a lot of heals and good boards that the Mage can't deal with. This is much a much healthier win condition than dragging every game into fatigue.
Not sure why you think I'm specifically referencing quest mage when I mentioned renew and apotheosis, nor why fatigue matters in that discussion either. If you read my post you would also see that I actually said I didn't think ignite needed a nerf as the only decks it really punishes are super greedy control decks (the sort of fatigue deck you seem to think I want to play).
Either way - I don't think either card (renew or apotheosis) is particularly overpowered for the cost. If potentially generating another renew from wandmaker is such a problem then maybe fix/change wandmaker. As for Samuro - he is a one-off in a deck and can be played around by not going wide on the board. If massive burst damage is OK for multiple classes why shoudn't massive healing be OK for the healing class?
Also - a priest deck beating a quest mage once in a while has no bearing on either of these cards.
I think ignite may be an issue in it's design (insofar as it's infinite damage and no fatigue), however I think the main issue is the excessive cheap draw and that pesky + 3 spell damage they have to work soo hard to get... (/s). The combination with Cram Session and to a lesser extent Refreshing Spring Water is what really seals the game.
Even though I had a whole post about mana reduction, I don't actually think that's the main issue here either, as the shuffled ignites presumably return to full cost (even if the rest of the deck is discounted). Mana reduction does facilitate the draw though.
I think in a different release cycle ignite wouldn't see play as it's objectively quite slow. It's a bit like jade idol back in the day - infinite damage but only really ruins heavy control decks with no win condition. If you were to consider a nerf arguably it could start at 1 damage, but in all honesty I don't think it really needs a change, and I say this as a control played who has negatively posted multiple times about the current state of the game.
p.s. *off-topic* tell me again why renew and apotheosis got nerfed???
Rollback Post to RevisionRollBack
To post a comment, please login or register a new account.
⚙
Learn More
Cosmetics
Related Cards
Card Pools
✕
×
PopCard Settings
Click on the buttons to change the PopCard background.
Elements settings
Click on the button to hide or unhide popcard elements.
I think the big issue with Hearthstonen isn't ignite at all - it's pretty much everything that's meta now. It's just not fun to play anymore - so little interaction, so many obviously OP cards (im mean OP in an objective context, not in synergy with anything else) so much infinite value (of which ignite is one of the problem cards), several OTK's, too much draw and mana cheat for some decks - and none for others.
They buffed a card to be a (conditional) 8/8/8 Deal 10 to all enemies and it's too slow for the game - that tells you the state this game is in.
They've created a rock-paper-scissor simulator, because most decks are so polarised now in their winrates it almost makes no sense to actually attempt to win in the unfavoured games. It's all about going face, face, face...
Not sure why you think I'm specifically referencing quest mage when I mentioned renew and apotheosis, nor why fatigue matters in that discussion either. If you read my post you would also see that I actually said I didn't think ignite needed a nerf as the only decks it really punishes are super greedy control decks (the sort of fatigue deck you seem to think I want to play).
Either way - I don't think either card (renew or apotheosis) is particularly overpowered for the cost. If potentially generating another renew from wandmaker is such a problem then maybe fix/change wandmaker. As for Samuro - he is a one-off in a deck and can be played around by not going wide on the board. If massive burst damage is OK for multiple classes why shoudn't massive healing be OK for the healing class?
Also - a priest deck beating a quest mage once in a while has no bearing on either of these cards.
I think ignite may be an issue in it's design (insofar as it's infinite damage and no fatigue), however I think the main issue is the excessive cheap draw and that pesky + 3 spell damage they have to work soo hard to get... (/s). The combination with Cram Session and to a lesser extent Refreshing Spring Water is what really seals the game.
Even though I had a whole post about mana reduction, I don't actually think that's the main issue here either, as the shuffled ignites presumably return to full cost (even if the rest of the deck is discounted). Mana reduction does facilitate the draw though.
I think in a different release cycle ignite wouldn't see play as it's objectively quite slow. It's a bit like jade idol back in the day - infinite damage but only really ruins heavy control decks with no win condition. If you were to consider a nerf arguably it could start at 1 damage, but in all honesty I don't think it really needs a change, and I say this as a control played who has negatively posted multiple times about the current state of the game.
p.s. *off-topic* tell me again why renew and apotheosis got nerfed???