I played against a bunch of them the past few days. Made the deck myself, and played 5 games. Won them all easily and in extremely unfair ways despite not even getting decent mulligans.
Back to playing Reno Mage. I can't play degeneracy like the way Shaman is right now. It doesn't feel good to win with it and it sure as hell doesn't feel good to lose to it.
As for a balanced meta: I mean, it's pretty clear that they're fully incompetent at doing this. Is it even a debate at this point?
I can understand why ppl think this deck is broken becuase they are rank +10 low skilled players who play shit/non competitve decks and gets destroyed and think shaman needs nerf while at rank 5 up to legend where 99% of ppl are playing meta decks such as reno mage, reno hunter, quest hunter and pirate warrior, shaman is just as powerful as the other meta decks out there and you can't win every single game becuase "it's op, pls nerf".
Truly an idiotic take. Really? The "git gud" response? Are you 12?
I play rank 5 and below consistently and when I can afford the time I make legend. We get it. You are playing Shaman and you like that it's powerful and you can beat people and it makes you feel like you're the shit.
But if your theory was correct then why, pray tell, are Blizzard responding with their quickest nerfs in the history of the game aimed at Shaman? Hmm?
The golden age of Hearthstone is firmly in the rearview mirror. Meaningful experimentation is over. Finding interesting interactions and strategies is over. Everyone knew exactly what would be OP as soon as they released the cards and any attempt to homebrew against the established power curve is hilariously pointless.
The game is too swingy and they seem unable to playtest their own game before releasing it. I've been here since beta and have watched misstep after misstep with Hearthstone.
Remember when academic espionage rogue was almost viable? Probably one of the healthier metas but even then Odd Pally made too many matches an oppressive slog. There was still room to try things though.
I really feel that the lackeys were a mistake. 1 mana 1/1's with ridiculous effects that combo off tons of other things makes the game a race to lethal instead of an interesting strategy of counterplay.
But if we want to talk about the design issues for a moment look at Corrupt the Waters and the Druid quest, Untapped Potential (one of the stronger quests).
With the Druid quest, you have to have mana unspent for 4 turns. This is an actual sacrifice. You are losing tempo for 4 crucial turns to get a strong effect for the rest of the game as a reward. The strong effect is that the choose one cards are combined. It's a good quest and well designed. It doesn't automatically steamroll opponents but is a strong effect that is worth the sacrifice of tempo loss in decks that design around it.
Now, look at Corrupt the Waters. Play 6 Battlecry minions and for the rest of the game, you can spend 2 mana to double all battlecries.
Now on the surface, this looks like it has some disadvantages to the Druid quest. Firstly 6 minions vs 4 turns. Well, we all know that with lackey generation and the fact that you WANT to be playing Battlecry cards anyway this is no hindrance and the quest can often be finished by turn 4 anyway without any of the tempo loss. The requirements are much better than the Druid quest.
So the reward is clearly better than the choose one combined effect so you have to spend 2 mana each turn activating the effect as opposed to the Druid quest that remains passive.
You can see the logic behind how they attempted to balance it but it shows how badly thought out their balancing actually is. It simply doesn't take in to account how easy it is to spend 2 mana a turn with the sheer amount of strong Battlecrys attached to cheap bodies in the game.
OK, so it's a bit of a screw-up so you expect them to not make the same mistake twice...
Nope. They don't just ignore the issue they actively decide what it really needs is to be buffed with even more ridiculous Battlecry cards that make it even stronger.
How is this stupidity getting through playtesting? It's not feasible for a competent team.
If you are still not convinced imagine you had seen all the cards for DoD on the Custom Hearthstone subreddit. What would have been your honest reaction to most of them?
I am always hesitant to whine about oppressive decks because usually there is a counter but after playing against Galkrond Quest Shaman and then playing it myself it's pretty clear it's busted.
I would be shocked if they didn't nerf the quest requirements to be harder to complete. But this is Blizzard we're talking about. Even if they do it won't be for ages.
It's needed at this point. We all know that the wait between expansions is too much to keep the game fresh. I think that's a pretty universal position for everyone so meta shake-ups are very welcome.
Of course, that has to be balanced with if they're expecting to get more money out of the player base. They've been pretty good with that so far with the Wild cards and buffs not coming with any cost attached.
If they're attached to an adventure then they need to make sure that they don't phone it in.
Nobody knows but given the fact that the next expansion looks to be the most powerful ever printed the power level of Shaman Quest will be superseded so don't count on it.
Let me make this crystal clear: FUCK YOU BLIZZARD you dirty pieces of shit. Utter scumbags bending over backwards for an authoritarian regime with an absolutely atrocious record on human rights. I hope this costs you a fortune.
This has been Hearthstone for a long time. Basically, any deck that is "fair" will be hopeless in ranked play. Every deck that reaches Tier 1 or 2 has to have some mechanic that lets it do unfair things to be competitive. The game is literally who can pull off their OP plays before the other one can.
It's a strong card but it's not really a staple in any deck. I see it as a strong flex card most of the time. There are many candidates for crafting I'd go for ahead of it if you have an incomplete collection.
As others have said, the fact that Divine/Inner Fire is a thing in every single expansion is a joke at this point. Especially given the cards that have been nerfed/hall of famed instead of it.
Even when the deck is not that competitive it's still a shitty thing to face and a horrible way to lose.
0
I played against a bunch of them the past few days. Made the deck myself, and played 5 games. Won them all easily and in extremely unfair ways despite not even getting decent mulligans.
Back to playing Reno Mage. I can't play degeneracy like the way Shaman is right now. It doesn't feel good to win with it and it sure as hell doesn't feel good to lose to it.
As for a balanced meta: I mean, it's pretty clear that they're fully incompetent at doing this. Is it even a debate at this point?
4
Truly an idiotic take. Really? The "git gud" response? Are you 12?
I play rank 5 and below consistently and when I can afford the time I make legend. We get it. You are playing Shaman and you like that it's powerful and you can beat people and it makes you feel like you're the shit.
But if your theory was correct then why, pray tell, are Blizzard responding with their quickest nerfs in the history of the game aimed at Shaman? Hmm?
13
1
The golden age of Hearthstone is firmly in the rearview mirror. Meaningful experimentation is over. Finding interesting interactions and strategies is over. Everyone knew exactly what would be OP as soon as they released the cards and any attempt to homebrew against the established power curve is hilariously pointless.
The game is too swingy and they seem unable to playtest their own game before releasing it. I've been here since beta and have watched misstep after misstep with Hearthstone.
Remember when academic espionage rogue was almost viable? Probably one of the healthier metas but even then Odd Pally made too many matches an oppressive slog. There was still room to try things though.
I really feel that the lackeys were a mistake. 1 mana 1/1's with ridiculous effects that combo off tons of other things makes the game a race to lethal instead of an interesting strategy of counterplay.
But if we want to talk about the design issues for a moment look at Corrupt the Waters and the Druid quest, Untapped Potential (one of the stronger quests).
With the Druid quest, you have to have mana unspent for 4 turns. This is an actual sacrifice. You are losing tempo for 4 crucial turns to get a strong effect for the rest of the game as a reward. The strong effect is that the choose one cards are combined. It's a good quest and well designed. It doesn't automatically steamroll opponents but is a strong effect that is worth the sacrifice of tempo loss in decks that design around it.
Now, look at Corrupt the Waters. Play 6 Battlecry minions and for the rest of the game, you can spend 2 mana to double all battlecries.
Now on the surface, this looks like it has some disadvantages to the Druid quest. Firstly 6 minions vs 4 turns. Well, we all know that with lackey generation and the fact that you WANT to be playing Battlecry cards anyway this is no hindrance and the quest can often be finished by turn 4 anyway without any of the tempo loss. The requirements are much better than the Druid quest.
So the reward is clearly better than the choose one combined effect so you have to spend 2 mana each turn activating the effect as opposed to the Druid quest that remains passive.
You can see the logic behind how they attempted to balance it but it shows how badly thought out their balancing actually is. It simply doesn't take in to account how easy it is to spend 2 mana a turn with the sheer amount of strong Battlecrys attached to cheap bodies in the game.
OK, so it's a bit of a screw-up so you expect them to not make the same mistake twice...
Nope. They don't just ignore the issue they actively decide what it really needs is to be buffed with even more ridiculous Battlecry cards that make it even stronger.
How is this stupidity getting through playtesting? It's not feasible for a competent team.
If you are still not convinced imagine you had seen all the cards for DoD on the Custom Hearthstone subreddit. What would have been your honest reaction to most of them?
Be honest.
0
I am always hesitant to whine about oppressive decks because usually there is a counter but after playing against Galkrond Quest Shaman and then playing it myself it's pretty clear it's busted.
I would be shocked if they didn't nerf the quest requirements to be harder to complete. But this is Blizzard we're talking about. Even if they do it won't be for ages.
0
Be patient and don't spend your dust until we know what's viable.
That said if Galakrond decks are viable (and they will be) then Kronx Dragonhoof seems mandatory and an incredibly safe craft.
0
It's needed at this point. We all know that the wait between expansions is too much to keep the game fresh. I think that's a pretty universal position for everyone so meta shake-ups are very welcome.
Of course, that has to be balanced with if they're expecting to get more money out of the player base. They've been pretty good with that so far with the Wild cards and buffs not coming with any cost attached.
If they're attached to an adventure then they need to make sure that they don't phone it in.
0
And by your own definition how many opponents are playing 1/1's?
0
Nobody knows but given the fact that the next expansion looks to be the most powerful ever printed the power level of Shaman Quest will be superseded so don't count on it.
0
Did a 25-minute speedrun with Lazul. It's ridiculously hopelessly overpowered with the right treasures. Pretty fun.
20
Friendly reminder that the Chinese government is currently involved in state-sponsored organ harvesting of those it deems undesirable.
The whole world should be on the Hong Kong protestors side for liberation from these monsters in complete and utter unity.
23
Let me make this crystal clear: FUCK YOU BLIZZARD you dirty pieces of shit. Utter scumbags bending over backwards for an authoritarian regime with an absolutely atrocious record on human rights. I hope this costs you a fortune.
1
This has been Hearthstone for a long time. Basically, any deck that is "fair" will be hopeless in ranked play. Every deck that reaches Tier 1 or 2 has to have some mechanic that lets it do unfair things to be competitive. The game is literally who can pull off their OP plays before the other one can.
0
It's a strong card but it's not really a staple in any deck. I see it as a strong flex card most of the time. There are many candidates for crafting I'd go for ahead of it if you have an incomplete collection.
1
As others have said, the fact that Divine/Inner Fire is a thing in every single expansion is a joke at this point. Especially given the cards that have been nerfed/hall of famed instead of it.
Even when the deck is not that competitive it's still a shitty thing to face and a horrible way to lose.