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.
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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.