what you call "broken" , "OP" , "combo" or "busted" are synergies. how cards interact with each other and the game. ofc that will "speed up" the process. thats the whole point of this game no ? would you like to play a "fair" game with 0 synergy ? i would not. there are tons of more classical card games for that (and still ... they rely on card synergies, with also strong combos). i prefer having synergies alive and existing with time to time nerfs when its way too good (ex: switcheroo) than none.
and yes you need to have good synergies and combos if you want to compete against good synergies / combos. whats wrong with that? its pushing people up, especially in deck building. just look how many peeps want to find decks "which can deal with naga dh"
and btw there are shaman and priest decks with strong synergies / combos atm , just give a look
look at...well any other card game that is this game direct competition and you will see the difference between "pushing synergies over tempo" and "literally throwing tempo out the window from the balance of the game" - right now Heathstone is just doing the second point. YEAH synergies look amazing for the person that is playing the deck constanly specially when you need to little effort to make them work - not like in other expansions where you Jade Druid deck has so little space to run any other plan B or your Shudderwock almost dictated how 60% of your deck will be builded. But at the same time they also feel boring to play against because there is not a real gameplan to Victory aside for beating plan A and hoping that the oponent dont get a great plan B and surrenders.
I needed to read that statement thrice to understand it properly, so be ready to read some confused comments friend. So your point (now) is that deck synergies are so powerful that decks aren't flexible enough, because it's s much better to go 100% on one win con right?
EVERY dragon deck has a strategy for aggro and one for control that are completely different. Even quest hunter runs two different hero powers depending on the opponents defensive tools. Mech decks are sort of doing the same no matter what, but they are arguably a lot more like your old school mid range deck which has the board fights as tactical variation. DH sometimes go for big burst wins against control-ish decks. The number of OTK decks are lower than all of last year and control decks are (almost) better than ever. Had you written this comment back during UiS I would understand your frustration and I somewhat wish that more "off-ideas" would be better, but the game isn't any worse than before.
i dont remember ANY tempo deck in the past that was not nerfed playing 4 cards from their hands, dealing 12 AoE ping damage and creating 4 new cards all at the same time. And even if there was any deck like that in the past (and was not nerfed) why would be belive that is fine in a meta were AoE is such in a weak spot? Were most "trival" deck lack of half the card generation that this particular deck has. That regarding mech Mage. Quest hunt running a plan B? Sure, that i why for the 20+ i match the deck they do literally the same regardless the deck i am playing. not a linear deck at all.
Control decks are worse than ever literally only 3 classes are able to go truly control. Warrior like always because of the armor mechanic, Mage because is the best class in the game and Warlock, and is not even in a great spot. I dont even consider Paladin as a "control deck" is just a value deck that outperforms control in the long game by default for the hero passive. I dont see any value rogue doing well, i dont need to talk about Shaman or Priest. The game right now is literally Mage, DH and the only classes that do well against DH and Mage. And i am not implaying there is not viability, i can see the stats, most of the decks that are viable are only fast decks that cheap a lot of mana. I have played enough of the expansion to see what is working and what is underperforming -there is a huge- problem with most control decks, midrange that dont run mech. Of all the expansions i have played this is the one (Death knight expansion aside) with the less interesting deck i have seem in a long time.
what you call "broken" , "OP" , "combo" or "busted" are synergies. how cards interact with each other and the game. ofc that will "speed up" the process. thats the whole point of this game no ? would you like to play a "fair" game with 0 synergy ? i would not. there are tons of more classical card games for that (and still ... they rely on card synergies, with also strong combos). i prefer having synergies alive and existing with time to time nerfs when its way too good (ex: switcheroo) than none.
and yes you need to have good synergies and combos if you want to compete against good synergies / combos. whats wrong with that? its pushing people up, especially in deck building. just look how many peeps want to find decks "which can deal with naga dh"
and btw there are shaman and priest decks with strong synergies / combos atm , just give a look
look at...well any other card game that is this game direct competition and you will see the difference between "pushing synergies over tempo" and "literally throwing tempo out the window from the balance of the game" - right now Heathstone is just doing the second point. YEAH synergies look amazing for the person that is playing the deck constanly specially when you need to little effort to make them work - not like in other expansions where you Jade Druid deck has so little space to run any other plan B or your Shudderwock almost dictated how 60% of your deck will be builded. But at the same time they also feel boring to play against because there is not a real gameplan to Victory aside for beating plan A and hoping that the oponent dont get a great plan B and surrenders.
The whole point of the meta right now is punishing people for "playing on fair ground" pretty much.
People say this every single set, from vanilla to now. Fair decks have never stood a chance, ever, they've always had to rely on some kind of busted combo. Sometimes that's crazy burst, sometimes it's crazy healing, sometimes it's crazy armor, sometimes it's crazy board presence, etc. I too want the meta to change, but you will never see fair decks on top.
That was not "always" the case. i can name atleast 6 metas were the game has a lot of space "take your time" control leaving Warrior +100 armor aside. Specially on vanilla after Druid charge stuff was hit. The problem is not "fair decks not being on top" i belive people missunderstand that point.
What i mean is that there is a Huge different between waiting to turn X to do Y card combination and get a lot of value for it....to for example playing Mech Shark and generate 4 low cost extra mech or playing 4 spells and 4 minions from your naga turn. Or spending all your low cost draw/cycle spells in dealing 20 damage with your hero power.
Similar decks exist in the past and there was ALWAYS a deck that can just out-board them because in that past this decks lack of one of 2 things: they cant comeback from board clear - they just have 1 or 2 chances to win the game because the deck has not space for secondary wincons.
My problem right now is that you can play for example the core "curse" lock in almost any Warlock shell and still generate enough burn damage to win the long game. Or you can still play enough spell generation cards in mech mage to get late-game spell finishers when you run out of gas (if that is even possible with 2 colossals being Mech). I see the post of the people saying "nah is not that bad i play this other deck that is kinda exactly what you are talking about and i do fine...oh wait whatever play those kinds of decks, its the meta" and i feel like people really dont care about this being a thing anymore.
How people pretend that the game becomes something like "balance" (not in the utopic sense of the word) when literally any class that cant cheap 10 mana with combos is totally unplayable. Quest Hunter is the Perfect example of what is wrong in the game right now. And you can take any meta relevant example like naga mage or mech mage or aggro DH, we have plenty of options here. If you play minions on curve, you will lose 100% of the times against any of this decks. You play a value deck? sorry this decks also will punish you for playing slow or you can just get paired with Warlock that has a mechanic that literally kills any slow deck for not reason at all. So we cant play for tempo, we cant play for control. There is just aggro and "combo" decks and the ones that can cheap that much mana that are allow to co-exist.
The worse part? i can keep naming decks that operate in the same way. There is not suprise we we see classes like Shaman or Priest being just plain bad and other classes being limited to one or two viable builds on standard. The whole point of the meta right now is punishing people for "playing on fair ground" pretty much.
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i dont remember ANY tempo deck in the past that was not nerfed playing 4 cards from their hands, dealing 12 AoE ping damage and creating 4 new cards all at the same time. And even if there was any deck like that in the past (and was not nerfed) why would be belive that is fine in a meta were AoE is such in a weak spot? Were most "trival" deck lack of half the card generation that this particular deck has. That regarding mech Mage. Quest hunt running a plan B? Sure, that i why for the 20+ i match the deck they do literally the same regardless the deck i am playing. not a linear deck at all.
Control decks are worse than ever literally only 3 classes are able to go truly control. Warrior like always because of the armor mechanic, Mage because is the best class in the game and Warlock, and is not even in a great spot. I dont even consider Paladin as a "control deck" is just a value deck that outperforms control in the long game by default for the hero passive. I dont see any value rogue doing well, i dont need to talk about Shaman or Priest. The game right now is literally Mage, DH and the only classes that do well against DH and Mage. And i am not implaying there is not viability, i can see the stats, most of the decks that are viable are only fast decks that cheap a lot of mana. I have played enough of the expansion to see what is working and what is underperforming -there is a huge- problem with most control decks, midrange that dont run mech. Of all the expansions i have played this is the one (Death knight expansion aside) with the less interesting deck i have seem in a long time.
look at...well any other card game that is this game direct competition and you will see the difference between "pushing synergies over tempo" and "literally throwing tempo out the window from the balance of the game" - right now Heathstone is just doing the second point. YEAH synergies look amazing for the person that is playing the deck constanly specially when you need to little effort to make them work - not like in other expansions where you Jade Druid deck has so little space to run any other plan B or your Shudderwock almost dictated how 60% of your deck will be builded. But at the same time they also feel boring to play against because there is not a real gameplan to Victory aside for beating plan A and hoping that the oponent dont get a great plan B and surrenders.
That was not "always" the case. i can name atleast 6 metas were the game has a lot of space "take your time" control leaving Warrior +100 armor aside. Specially on vanilla after Druid charge stuff was hit. The problem is not "fair decks not being on top" i belive people missunderstand that point.
What i mean is that there is a Huge different between waiting to turn X to do Y card combination and get a lot of value for it....to for example playing Mech Shark and generate 4 low cost extra mech or playing 4 spells and 4 minions from your naga turn. Or spending all your low cost draw/cycle spells in dealing 20 damage with your hero power.
Similar decks exist in the past and there was ALWAYS a deck that can just out-board them because in that past this decks lack of one of 2 things: they cant comeback from board clear - they just have 1 or 2 chances to win the game because the deck has not space for secondary wincons.
My problem right now is that you can play for example the core "curse" lock in almost any Warlock shell and still generate enough burn damage to win the long game. Or you can still play enough spell generation cards in mech mage to get late-game spell finishers when you run out of gas (if that is even possible with 2 colossals being Mech). I see the post of the people saying "nah is not that bad i play this other deck that is kinda exactly what you are talking about and i do fine...oh wait whatever play those kinds of decks, its the meta" and i feel like people really dont care about this being a thing anymore.
How people pretend that the game becomes something like "balance" (not in the utopic sense of the word) when literally any class that cant cheap 10 mana with combos is totally unplayable. Quest Hunter is the Perfect example of what is wrong in the game right now. And you can take any meta relevant example like naga mage or mech mage or aggro DH, we have plenty of options here. If you play minions on curve, you will lose 100% of the times against any of this decks. You play a value deck? sorry this decks also will punish you for playing slow or you can just get paired with Warlock that has a mechanic that literally kills any slow deck for not reason at all. So we cant play for tempo, we cant play for control. There is just aggro and "combo" decks and the ones that can cheap that much mana that are allow to co-exist.
The worse part? i can keep naming decks that operate in the same way. There is not suprise we we see classes like Shaman or Priest being just plain bad and other classes being limited to one or two viable builds on standard. The whole point of the meta right now is punishing people for "playing on fair ground" pretty much.