Just checked the meta (Americas) on HSreplay and I have to say. The diversity of the classes (8 Classes!!) in Tier 1 and 2 is the best I have seen in a long time. Now the meta has not settled yet post mini set but I do hope that it will stay like this.
- CaptKnucklez42
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PetiteMouche posted a message on Anyone else feels sad wild is treated the way it is?Posted in: General DiscussionQuote from eskimodavid >>I understand before everyone starts screaming "Wild is mean't to be wild" at me, but I feel like the gamemode has really become worse and worse over the years.
I really enjoyed wild as it allowed me to play with most of the cards and decks I used to, but in the last year Wild has taken a deep into a pit and seems to only be getting worse and worse.
Wild has been ignored almost with no balance patches, cards breaking the format every other expansion and the same decks just taking over the format for years.
Anyone else feels like having more attention bought to wild with problematic cards and future cards would be a good idea?
Just as alot of players are frustrated that the gamemode keeps breaking every time new cards are added!
EDIT: Not calling wild bad, broken or unbalance. More highlighting how so many new cards seem to make game breaking and ASAP Nerfs to the game mode which seems like it is ignored compared to the other gamemodes.
Wild is fun if you play meta decks on tier list, all the other decks get wrecked by these. Tried doing casual/fun play but doesn't work since everyone wants to do a meta deck
That is not true.
Due to the naturally high power level of wild decks (if you know how to build a deck), you can totally play non meta decks and climb with them. Of course your non-meta deck needs a way to destroy at least some of the meta decks, and you will get destroyed by some other meta decks, but that is true even for the tier 1 decks.
If your definition of "casual/fun" is literally unplayable meme decks with no win condition and very low power curve plays, then it won't work in Wild... But it won't work in Standard either.
Playing fun decks in Hearthstone means playable viable strategies with a couple fun/unexpected cards in the deck, not taking 30 weird cards totally at random and expect it to be competitive against high level optimized decks.
The only difference is meta decks will have 55-60% win rate and your non-meta deck will have 50-51% win rate if built properly. Now as I said, if you build a 15% win rate deck, expect a 15% win rate.
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TwistedCardmaster posted a message on Anyone else feels sad wild is treated the way it is?Posted in: General DiscussionPeople have to finally realize one thing - wild was created only for one purpose... to distract players from the truth. When the rotation system was first introduced in HS, they couldn't just say: OK people, the cards you collected over the years, which you spent hundreds of dollars on, and which were meant to be yours forever, will soon be gone for good. Can you imagine the outrage after that? In addition, they would have to guarantee a full dust refund, which would be a huge waste of money for them. That's why a separate mode was added to the game, to give people the (false) feeling that they still own their collection... even though it actually isn't that useful anymore, stored in a dusty box somewhere in the garage.
They said many times already, that some cards couldn't be printed, because other cards were in play and their coexistence would be toxic for the game. And now, suddenly, all these cards coexist in the wild... You can try control it to some extent, but in the long run, some mechanics just work together too well and they always be broken. Sometimes the only solution is to nerf the card to the point where it becomes useless, but is that fair to those who own those cards and enjoy them?
The wild cannot be balanced and it will never happen.
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SlydE posted a message on Is it Worth It to Disenchant Wild Cards for Standard?Posted in: General DiscussionI would not bother with commons and rares, you need to DE too many to get a relevant amount of dust.
Bad Epics and Legendaries... Yes, if you do some research you can DE them pretty safely, and you will rarely regret it.
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P4dge posted a message on Is it Worth It to Disenchant Wild Cards for Standard?Posted in: General DiscussionI thought about this very often but I do Play duels so it's a different thing.
Here is what I did after my comeback. I hand picked cards, one by one, making sure I only disenchant goldens when I had the basic ones and also all cards that are definitly trash, including useless legendary.
This gave me a truckload of dust and a super quick comeback without the feeling of deleting my whole colection.
This is pretty much what I started doing. I did used to dust everything and I have regretted that a bit. I started playing wild last month (having previously been absolutely sure I never, ever would) and was glad I'd changed my approach. I'd kept cards like zilliax and others, clearly good cards. Anything fringe or for a deck/archetype I just don't enjoy, such as some old legendary that only really fits in like token druid, for example, then I dusted those.
I've actually found wild to be a ton of fun and kind of evidence that a lot of absolute nonsense gets spouted on places like this, by people who seem more interested in spreading discontent about the game than anything else. From what I'd heard, wild was a broken mess the devs don't care about it, it has stupid decks and combos etc etc. I've actually found it really quite diverse much, much more so than standard. I don't cover up against the really string 'broken' decks all that often and even when I do, I've been able to get a good amount of wins against them, once I know what they are about. I used highlander mage, espionage rogue and a sky temple quest mage and hit diamond 2 without any real effort.
I would personally recommend saving the good wild cards at least. They are so inefficient from a cost perspective to craft that unless you absolutely need the dust, just leave them. Of course, if you want a specific card or deck and have no dust, you probably may as well. I'd just only do it as and when it was really needed. Don't dust cards just to sit on dust.
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soapfaj posted a message on Is it Worth It to Disenchant Wild Cards for Standard?Posted in: General DiscussionAs a wild player, i can tell you that its worth, after so many games against secret mages and aggro paladin and murloc shamans i got super tired of the decks there, decided to try standard this season and been having a lot of fun honestly, i dusted most of my bad or unplayable wild legendaries and epics and crafted some fun standard decks, i did keep some of my favorite decks in case i decide to come back to wild, decks like togwaggle druid and razakus priest and shudderwock shaman, so i suggest you do the same dust bad cards keep cool cards that you think you might come back to soon.
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thebitterfig posted a message on Idea: Draw card at END of turnPosted in: General DiscussionI think the benefits are slim (much of a turn can be planned ahead of time anyhow), but there's a few small flaws.
- You miss a reasonably good signal that your turn is beginning. I think it's kinda nice to have that process, and it might be easier to AFK through the first little bit of a turn without it.
- Turn 1 is either disadvantaged since they don't start with a draw, but starting with an extra card in hand probably means +1 card to mulligan, and that might make a difference.
- Mindrender Illucia and Toggwaggle and other sorts of hand or deck swap things could be a bit more awkward.
- One niche issue is that it makes stream sniping even more powerful, since the sniper could now play around what would have been topdecked.
None of those are that bad, but the more I think about it, I don't like it, because of one thing: it kills the thrill of the topdeck. End-of-Turn draw means you'll have that answer already in hand, and maybe your opponent plays into it, maybe they don't. It's not quite as exciting. But there's a thrill of knowing "there's only one card in my deck that can answer this," having the Start-of-Turn draw, and getting the answer. Losing that source of excitement probably hurts the fun, even if it doesn't really make a big competitive difference.
Starting a turn with "One time, Fireball off the top!" is more fun than ending a turn with "Drew Fireball, so if they don't heal they're roasted." One is a feeling of getting lucky (or not). The other is either inevitability or disappointment.
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Carlsberg posted a message on possible fix to overloadPosted in: General DiscussionOverload isnt even the problem in the current meta, they have no end game, they can't heal enough to stay alive they have no card draw. No strengths, all weaknesses. They need Shudderwock in the classic set imo.
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TwistedCardmaster posted a message on possible fix to overloadPosted in: General DiscussionI would simply merge overload with choose one mechanic, similar to Guidance. For example:
- Lightning Bolt: 1 mana Choose One: deal 3 damage to a minion or deal 3 damage. Overload: (1). That way it could be played as Holy Smite equivalent (aka one of the best early game removals) without any tempo loss or as a face damage but with additional mana cost, borrowed from the next turn.
- Lightning Storm: 3 mana Choose One: deal 2 damage to all enemy minions or deal 3 damage to all enemy minions. Overload: (1).
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SEA_Shaman posted a message on Murlocs ain't ShamansPosted in: ShamanMurlocs should be mostly 90% neutral with 10% specific related cards in the classes that represents them lorewise. A swarm type archetype for a class with no draw, useless HP, is a burden. Sometimes i believe paladin has better usage for murloc archetypes with a weapon that draws and a murloc HP.
Murlocs has 7 classes in the TCG and in the game, nightcrawler are rogues, shadowcasters are priest, tidehunters are well...... hunters., and tiderunners are warrios.... If murlocs are evenly distributed between 8 out of 10 classes, which means all classes has access to a standarized aggro swarm achetype, balancing will be easier, and actually unburdens Shaman...
tldr: Murlocs for everyone!!! - To post a comment, please login or register a new account.
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Played wild for a short period of time because I really like to deck experiment, and realized that i'm better off focusing solely on standard since Blizz focus more on balancing standard, while wild is probably going to remain just that, WILD! Anything is possible in wild, and if you enjoy seeing what new ways you can create a deck
I don't have much interest in seeing what old cards would work with the latest cards in every expansions. Sure it's a different kind of fun, and a way to unlock my mad scientist ideas, but when some decks in wild will probably never go away, it's more satisfying to just work on trying to do what I do in standard since Blizz puts more focusing on trying to balance that format, and new cards come out every 2 years.
Duels is just wild with custom cards introduced. Not very appealing to me. Again, a different kind of fun.
Wild and Duels imo seem more so modes you play when you want to get away from standard. In that case, I'd rather go to BG's, and enjoy the variety of ways to play with each hero.
Therefore, I just DE certain cards(epics, goldens, and legendaries mainly), and put my dust into standard. Any cash or gold I put into standard just becomes a sunk cost after rotations that I try to recoup via dusting, and move on with life. It's like going to a bar/club, and paying a cover and buying overpriced drinks. You'll never get that cash back, but at least you had a good time and enjoyed yourself hopefully. Sometimes you just want to do what makes you happy no matter the cost. That's life 101.
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Many have already harped on it already, but it's just too many synergies and combos for Blizz to care about wild. Wild is just supposed to be a "fun" mode for people that want to experiment with crazy combos and synergies. It's supposed to be a deck builders paradise to experiment and play mad scientist in HS ala MarkMcKz on YouTube.
That guy is constantly finding odd stuff that works in Wild. Because of that, they have zero interest in completely balancing the format. They leave that up to us to find "balance" in the format. Right now there's probably some wacky combo/synergy out there that no one or very few have considered, and could possibly break the format if you looked for it.
I mean they already have a hard time addressing cards in standard. Imagine what it would take to keep wild in check the same way they try to do in standard. Wild is truly a byproduct of standard, so outside of something being completely broken to the extent that nothing can stop it, they're going to focus mostly on standard.
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Shaman main here. I play this game to always crack the off meta code, and make sub par classes work. Oddly enough, it seems it's always Shaman at the bottom of the meta. With that said, I have ventured to other classes throughout the years and still do(Unicorn Priest, rough times of Paladin, Warlock) . I agree with you that netdecking is boring at times, but I do enjoy seeing others ideas, and creativity to further enhance my own homebrews or simply build upon what they were thinking/had in mind. Sometimes they were headed in the right direction, but overlooked a combo or interaction that could have pushed their deck further.
Everyone doesn't have the ideals as you do. Because of that, continue to be a homebrewer, but with a different purpose. Use your envy towards netdecking as fuel to demolish them with something that is off-meta. I get so much satisfaction out of beating a paladin as a shaman after they bm all game thinking they have an easy win, only to get demolished. I use the Thunder King portrait just for his emotes. It can be rewarding in other ways also when your opponent adds you as a friend only to get your deck code, and gives you a thumbs up for creating a fun, but strong deck.
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I've faced that before. As a shaman you have tools to negate this opener. Is it powerful? Sure it is. Could you still win? Yes. I actually kept my Landslide in my mulligan, and discovered Novice Zapper T1. T2 he conceded. In the end, he nutted T1, but I prepared for that(Actually I figured T3 is when I would need it), and won the game because of that.
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Well, it's easy to be salty about Mage/Pally, but my gripe is how they essentially gut Shaman of it's burst/finishers, and then give it basically a bunch of neutral cards(Murlocs), Pit Master, and cards that are power creeped entirely. Legendary cards have literally no synergy with each other at all. The closest possible synergy would be with Ras, Bru'kan, and Vashj, but then again, Bru'kan only affects nature spells. So now you're really just relying on Vashj and Ras to do 2 damage to all enemies for 8 mana btw. Xyrella with heals(which priest has plenty of) can remove 5 times that amount for 6 mana.
The totems would be better suited just being included in the HP instead. Quite honestly, you could just cut Seering totem and strength totem, and just replace them with Trick totem and Mana tide totem. Even if they got nerfed to 2 health, that would at least give a greater impact than what the former provides. Ey'sor could even be included with the HP as well. It's not like it has synergies with anything else other than totems, so I think I would rather roll it in hopes that I have maybe 2 or 3 totems at that time. The damn card doesn't even buff itself unless you copied it with reflection.
If you're forcing murlocs into shaman, at least give them stronger synergy and effects. Flurgl would be so much better if Underbelly and Ghost light angler were still around. Groundskeeper lost all value after not adding any 5+ cost spells. Essentially control shaman has to rely on having C'thun spells. What am I suppose to do with a 1/2 that summons 2 3/2 minions on turn 5 without any real aggro tools? Better yet, 2 3/2's on turn 4(if I even attacked).
Most importantly, why do I have to lose mana for playing my cards, but don't get anything to at least encourage me to play said negative cards?! I don't even want to get started on why everything in the class almost has a condition attached to it.
Lurker below is the epitome of a card that was power creeped. Adding a 6/5 body to dealing 3 damage to a minion means very little when I could just play bumper car and parade leader and do the same thing. I could even add Playmaker, and make an even bigger combo, and I could also trade a big minion instead of just hitting it for 3 damage.
Let's not stop there though, because Shattered Rumblers 5/6 body doesn't mean much either when I have to also play a spell the turn before just to deal 2 damage to all minions(yes, mines included). Fire Breather in warlock literally does the same thing without the condition, and excludes demons, which Warlock has plenty of those. That's just 1 example of how badly the power creep is. School spirits just shits on Rumbler. Both cards at least give upside to damaging your minions. Think I would almost rather just play wretched tutor with a 1 mana spell and get the same result. Cycle of hatred even gives me more upside if my intent is to clear the board.
SMH at how tuuuurrrrible Shaman is. My favorite class, and I have to fight tooth and nail just to win 40% of my matches. Sigh. Well I feel a tad bit better for now.