While off topic for this thread, I think one of the reasons that aggro decks are considered easier than control relates to the mulligan and the consistency of drawing low mana, playable cards in the early game. A bad mulligan for a control deck can be game losing (being too greedy, mulliganing for the wrong opponent deck style or just getting high cost cards). In contrast an aggro mulligan is nearly alway "get a 1 drop" which is easier to do due to the larger number of 1/2 drops included in the deck (im simplifiying, but you get the picture) and you're often not too concerned with which opponent you're playing against - that probably matters less than your own start (a bad mulligan still kills an aggro deck too - it's just much less likely to happen).
During the game the aggro gameplan is often fairly single minded and it's not really that cruicial which opponent you're playing. While historically aggro had to manage resources and play around board clears, current hearhtstone doesn't punish plays into board clears anywhere near as much (that and the fact that contrary to their name, most board clears do not, in fact, clear a board). Similarly, resources are much easier to come by, so you often don't need to hold things back in the same way as old (most aggro decks have very strong card draw engines now).
On the flip side, I think its really easy to look at an aggro gameplan and think there's nothing to it but to go face. In reality a good aggro player will be thinking about total damage in two or three turns and deciding when to trade and when to go face, knowing which "outs" they have left in the deck.
Finally (and brining it back to this thread), aggro decks can now use Denathrius as a big FU to the control player who has managed to stabilise. Sure, they're given up a slot for a card which can't be played until turn 10, but aggro games in the age of Renethal can easily stretch into this territory without running out of steam (look at imp-lock - multiple instant boards, multiple buffs etc.).
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Sire DenathriusNov 21, 2022(March of the Lich King Pre-Patch)
And also extremely unfun (imo). This point is often missed but really is important given that the whole point of a game is to have fun. Fun and balance are two seprate issues (although in this case I think they both apply).
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Sire DenathriusNov 21, 2022(March of the Lich King Pre-Patch)
I gotta say - I hope more than anything that they nerf/HoF Denathrius, especially with the nerf to Theotar (who is also a stupid card but will still end up being played because of Denathrius). So many games where you lose because a card they had in hand becomes a win condition on its own basically just by playing the game. Did you manage to steal/eat it? - you win. No? You lose. Even though Shaman isn't currently viable on ladder, the shennanigans possible in those decks is ever more stupid, where even a 10 damage Denathrius is enough to set up the OTK.
This isn't an "im salty" post, but playing against implock (for example) - you clear board after board, you finally stabilise, they're low on resources and then "boom" - game over. Wow - much fun.
It doesn't really generate any sort of meaningful counterplay or fun interaction. Even playing it isn't fun (imo) - it's basically like an "I win" card if drawn at the appropriate time and it's super un-fun to have your own mega Denathrius stolen/eaten.
If it were up to me I would nerf him to minion damage only - a minion that clears a board and heals your hero to full and leaves a 10/10 lifesteal on the board is pretty good imo (though it would definitely see a lot less play than the current version).
Either way, Hearthstone is gonna be extremely un-fun if he's left as is until he rotates.
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While off topic for this thread, I think one of the reasons that aggro decks are considered easier than control relates to the mulligan and the consistency of drawing low mana, playable cards in the early game. A bad mulligan for a control deck can be game losing (being too greedy, mulliganing for the wrong opponent deck style or just getting high cost cards). In contrast an aggro mulligan is nearly alway "get a 1 drop" which is easier to do due to the larger number of 1/2 drops included in the deck (im simplifiying, but you get the picture) and you're often not too concerned with which opponent you're playing against - that probably matters less than your own start (a bad mulligan still kills an aggro deck too - it's just much less likely to happen).
During the game the aggro gameplan is often fairly single minded and it's not really that cruicial which opponent you're playing. While historically aggro had to manage resources and play around board clears, current hearhtstone doesn't punish plays into board clears anywhere near as much (that and the fact that contrary to their name, most board clears do not, in fact, clear a board). Similarly, resources are much easier to come by, so you often don't need to hold things back in the same way as old (most aggro decks have very strong card draw engines now).
On the flip side, I think its really easy to look at an aggro gameplan and think there's nothing to it but to go face. In reality a good aggro player will be thinking about total damage in two or three turns and deciding when to trade and when to go face, knowing which "outs" they have left in the deck.
Finally (and brining it back to this thread), aggro decks can now use Denathrius as a big FU to the control player who has managed to stabilise. Sure, they're given up a slot for a card which can't be played until turn 10, but aggro games in the age of Renethal can easily stretch into this territory without running out of steam (look at imp-lock - multiple instant boards, multiple buffs etc.).
And also extremely unfun (imo). This point is often missed but really is important given that the whole point of a game is to have fun. Fun and balance are two seprate issues (although in this case I think they both apply).
I gotta say - I hope more than anything that they nerf/HoF Denathrius, especially with the nerf to Theotar (who is also a stupid card but will still end up being played because of Denathrius). So many games where you lose because a card they had in hand becomes a win condition on its own basically just by playing the game. Did you manage to steal/eat it? - you win. No? You lose. Even though Shaman isn't currently viable on ladder, the shennanigans possible in those decks is ever more stupid, where even a 10 damage Denathrius is enough to set up the OTK.
This isn't an "im salty" post, but playing against implock (for example) - you clear board after board, you finally stabilise, they're low on resources and then "boom" - game over. Wow - much fun.
It doesn't really generate any sort of meaningful counterplay or fun interaction. Even playing it isn't fun (imo) - it's basically like an "I win" card if drawn at the appropriate time and it's super un-fun to have your own mega Denathrius stolen/eaten.
If it were up to me I would nerf him to minion damage only - a minion that clears a board and heals your hero to full and leaves a 10/10 lifesteal on the board is pretty good imo (though it would definitely see a lot less play than the current version).
Either way, Hearthstone is gonna be extremely un-fun if he's left as is until he rotates.