people judging joust and inspire as "too slow" and ineffective before ever playing are jumping the gun at the very least. Blizzard play tested this and their staff loves their job and wants to create a fun game, so Im sure these mechanics offer more interesting gameplay than the pessimistic complainers assume.
The OP and similar complainers stating we have an aggro meta that always decide games before turn 7 are playing a different game than me. This is the LEAST aggro meta Ive seen in Hearthstone i think. Face Hunter and Mech Mage are not considered top decks and rarely seen if you get into the teens of ranked play. Control Warrior and Handlock are top tier control decks. The main Hunter build seen is much more well rounded midrange. Paladin is the main aggro deck surprisingly, a nice change of pace. The "best" deck is a combo deck that wins in the later turns, and there are ways to play around it better once you understand how it works, and is hardly trivial to play correctly. Complaining you can't drop a lot of 1 power dudes on turn 7 vs patron warrior is refusing to adapt and learn, not prove its OP. and regardless, i expect we will see a warsong commander tweak to stop it from charging the Berserker if it grows past 3 attack, which would take away a lot of the one turn burst people complain about while still being a competitive deck. Taunt-heavy Ramp Druid control matches certainly play for a long game and are NOT decided before turn 9 quite often, so I can imagine the Legend working, AND druid is getting more early game cards to help support other play styles too. Shaman looks like its getting a lot of new tools etc...Anuburak is like a sticky Shredder-like minion that keeps on coming back, which is hard to fight back against if opponent is already on the back foot, how is that horrible even if it doesnt slot right in to oil rogue?? I seriously don't understand the loud complaints, but expectations seem very out of line from all the arguments i see.
if you are frequenting forums about the game, you probably are a bigger fan than most. Regret you preordered packs? were you seriously considering NOT playing hearthstone anymore yet stalk forums for new info? Seems a strange mix of feelings. Have some faith in Blizzard and have fun experimenting before drawing rash conclusions. Ive played expandable card games for years and understand why every card in a new set can't be TOP TIER, but i really like what Im seeing personally. /shrug
never compare Hearthstone to Magic someone said in this thread? that seems crazy, they are clearly similar in many many ways, though i also appreciate their differences.
to the complainers: HINT, your card evaluation skills and game developer instincts may need improvement.
12
Meanwhile, druid still runs havoc with OP bullshit
9
Bullshit. If they would omit the pack fillers, there are less cards in each set than an adventure usually had. Also, both Naxx and BRM certainly had enough cards to shake up the meta even though there were fillers as well.
The truth simply is that adventures aren't nearly as lucrative financially as expansions are. Adventures were buy-once things that most of the players paid with gold, not with cash. Expansions sell probably multiple times more pre-orders with money (as that is the only option) as adventures sell overall. And this isn't even considering plenty of players spend even more cash afterwards.
1
Omg I already am so much more into MTGA that I immediately thought of Lyra the Dawnbringer and totally did not think about hearthstone's Lyra when I read the title
4
Cool idea, but you'll probably be dead way before you get to your Mechathun-like wincondition.
1
Both Psychic Scream and Lightbomb have waaaaaay more value than Brawl, where most of the time (as you usually want to brawl when your opponent has more minions) a enemy minon survives. No way Brawl is getting HoFd.
I could see Auctioneer, Malygos and Nourish in HoF though.
-4
I don't like they removed MCT. Sure, its variance was pretty high, but it also was a card that raised the skill cap by a decent margin, since decisions like "do I play MCT as a vanilla 3/3 just for tempo or do I wait and hope and can steal something" or "do I play a fourth minion to push for lethal, but risking to get MCT'd?" often are among the hardest decisions you have to make, and imo hearthstone desperately needs cards that bring in such decisions, as this is what makes the game fun and interesting. Also, thinking stuff like "my opponent didn't seem to have MCT two turns ago as he definitely would have played it if he had, so unless he topdecked one I can safely play my 4th minion" is what separates an excellent arena player from a good one. And MCT was a card that brought in many of those aspects quite often. Sad to see him go.