Cracks me up that people whine about Reno so much when only *1* Reno deck has ever managed to make it to tier1 (warlock). Meanwhile, aggro decks have topped tier 1 for just about every meta. Aggro decks do not exist because of Reno decks -- Reno decks exist because of aggro. Aggro was around *loooooooooooong* before Reno ever existed.
Aggro is extremely appealing to people who want to ladder quickly because of the brevity of the games. Trying laddering with reno warlock (which takes some of the most skill to win with)... you spend 20 minutes battling out an amazing win against another midrange or control deck and then turn around and lose in 2 minutes to a pirate warrior. It makes you want to chew through leather. The game lengths make it difficult to ladder because of how long the matches are. Aggro, on the hand, can hammer through many, many games in a short period of time.
Having a balance between aggro and control is extremely important for the health of the game. Arguably control should have a slight edge to account for the average length of each game, but I do not think that is the reality in this particular meta. That's fine, but I wish they would nerf certain cards when it's obvious that aggro has the edge.
1
just wanted to point out Ogre is actually french LOL
Language in itself is often weird.
1
If that's the case - don't play the game IMO
That being said...
My view:
Standard -
More restrictions on gameplay due to the limited card pool.
Consistent shifting in meta with each expansion.
Copy/paste decks everywhere once the meta is set.
Creativity is stifled and not rewarding.
Blizzard has more focus on standard due to the financial gain.
Wild -
Massive card pool which can make catching up difficult.
Fluid meta ask expansions are added, exsiting meta is absorbed.
Copy/paste decks are not the go-to format but still an option.
Creativity is viable and often rewarded.
Blizzard sees some revenue so they keep an eye on it as needed.
Neither is better or worse, it's all dependant on what style of play you are interested in.
1
I love it - I think priest is the most talked-about class. And with what I've seen here I can only repeat what I've said in previous threads.
FIrst - There are generally only 2 states of priest within hearthstone.
Priest is viable Nerf it!!!
or
Priest isn't viable Fix it!!
Second (set in a spoiler to save space):
So, I was in the middle of cataloging all of the cards that can be used for:
Minion Damage/Removal - directly damages a minion or removes it
Potential Removal - 'damage to enemies' or just direct damage
Card creation - Cards that generate the above-mentioned cards (this includes the "theft" mechanic)
Other - this is a category for things like Hero power manipulation, polymorph effects, and in the case of priests, the ability to change the mechanics of spells (healing into damage)
The reason I started this project is due to the consistent argument that "priest is the king of removal".
I had only gotten through:
Class Direct Removal Potential Removal Card Creation Other
DH 5 4 N/A N/A
Druid 16 3 2 N/A
Hunter 23 10 5 1
Mage 29 22 27 4
Priest 28 4 15 13
The view here is that priest isn't the only class with removal in abundance. It's just the one that people dislike the most due to the accompanying kit behind it. And this list doesn't include Neutral cards this is just class-specific cards
I will probably still do this just for comparison's sake but put it in a different thread.
Creating an overview of the classes to show the differences, getting data, this can help show what is fact and what is opinion.
Opinions matter, but when a majority of the community bands together for a single cause, it's best to have some data behind it.
Card draw for priest is a flaw in the class, on purpose, I think it's fine. Having to rely on top draw and RNG creates a difference in the class which is fine.
The fact that games take forever, well go figure, the class is based of control/gimmicks and one card drawn every turn. if you want the game faster with priest - give it aggro/tempo/card draw to keep up with the faster decks.
And last but not least:
If you are playing to win and the conditions aren't favorable, it's your choice to continue or concede. If an opponent decides to play priest and you don't like the class, it's your choice to continue or concede.
If you don't like something that exists within hearthstone - it's your right to complain about it. BUT don't expect everyone to agree with you.
2
Currently Aggro is faster than when the deck was created, it is posing a larger problem.
However, proper use of Spirit Lash, Holy Nova, and Mass Hysteria can make a difference.
Some of the common mistakes (not saying this is you) are using these too early or too late.
If the opponent has two or three 1/1 or 2/1 minions then Mass Hysteria will be overkill. However, if you are playing a mech-hunter/pally then you will need to take that into consideration since those minions will snowball fast. Shadow Word: Pain and Shadow Word: Death are also staples for mulligans.
Unfortunately, there are no specifics I can give, much of this also comes down to knowing the meta at your rank and the most common matchups you will see and mulliganing for them.
There is a constant learning curve as you go through, I generally get to diamond 5 as a casual player and every new rank cap requires relearning the common decks of that cap.
I will try to get some new videos up for the different caps as the metas shift.
7
The climb to legend has become simpler for those who are/were at a high rank on ladder.
For those who are not at that high rank the climb is still the same.
for those who are using F2P vs P2W argument - that is only a small fraction of the climb being easier. After all $$$ doesn't translate into skill. Give a 6-year-old kid every card in the game and they won't be able to beat a veteran player with the same pool of cards.
Then there is the time investment into the game to factor in. Also what are you playing in the meta, what decks are you running into on ladder?
There are a lot of variables in place, for some the climb will be easy, for others the climb is still Everest.
1
So, I was in the middle of cataloging all of the cards that can be used for:
Minion Damage/Removal - directly damages a minion or removes it
Potential Removal - 'damage to enemies' or just direct damage
Card creation - Cards that generate the above-mentioned cards (this includes the "theft" mechanic)
Other - this is a category for things like Hero power manipulation, polymorph effects, and in the case of priests, the ability to change the mechanics of spells (healing into damage)
The reason I started this project is due to the consistent argument that "priest is the king of removal".
I had only gotten through:
Class Direct Removal Potential Removal Card Creation Other
DH 5 4 N/A N/A
Druid 16 3 2 N/A
Hunter 23 10 5 1
Mage 29 22 27 4
Priest 28 4 15 13
The view here is that priest isn't the only class with removal in abundance. It's just the one that people dislike the most due to the accompanying kit behind it. And this list doesn't include Neutral cards this is just class-specific cards
I will probably still do this just for comparison's sake but put it in a different thread.
Creating an overview of the classes to show the differences, getting data, this can help show what is fact and what is opinion.
Opinions matter, but when a majority of the community bands together for a single cause, it's best to have some data behind it.
1
It's interesting...
One side of the community believes that the "homebrew" decks losing is to be expected (after all they aren't optimized)
One side of the community believes that the game has lost all merit after 'XYZ' situation (developers, expansion, patch, etc.)
One side of the community believes that the game is currently built around meta specific win scenarios (odd, gala, highlander decks etc.)
One side of the community believes that the game should be balanced better than it was/is (insert meta time here)
So who's right?
Personally I think ingenuity and creativity should be rewarded just as much as copy/paste...
as well all tier decks were homebrew at one point until they became optimized and thus ended up tier quality...
5
We live in a world of instant gratification and self-entitlement.
I played past turn 5, this game is taking too long!
I lost a game the other class/cards/mechanics are OP and need to be nerfed!
Now - sarcasm set aside...
If the game were to be adjusted properly there would be a consistent rock-scissors-paper style of meta. Tempo, Control, Aggro where there is a balance between what style works best against another. Currently, the game fluxes predominantly with Tempo and Aggro, when a control deck does emerge it's met with heavy criticism.
To stay on par with this thread - priest has always been a 'love it' or 'hate it' class. It's very gimmick heavy and more often it's control based. When the deck did have an aggro theme (for a short time) it was HoF'd quickly because it relied on a gimmick for an easier strategy. Though it was publicly stated that the HoF happened for "more interactive gameplay" and now aggro priest is dead.
RNG, Control, Theif, Rez, OTK are the general mechanics that priest is known for.
There are multiple decks with OTK - but priest needs to be nerfed
There are multiple decks that run control - but priest needs to be nerfed
Rogue also uses Theif mechanics - but priest needs to be nerfed
Rez priest - has almost completely rotated out - in wild it's still viable though still readily countered.
RNG - well that's how hearthstone runs, and every class has some form of RNG that it deals with the simplest one is what card you draw next
If you are playing to win and the conditions aren't favorable, it's your choice to continue or concede. If an opponent decides to play priest and you don't like the class, it's your choice to continue or concede.
If you don't like something that exists within hearthstone - it's your right to complain about it. BUT don't expect everyone to agree with you.
1
Anduin this set: "Nothing new to see here, move along."
The community has been asking for alterations to priest for a while. Blizzards response: Hey lets reprint the same mechanics on different minions.
If the rest of the set looks like this for priest, it's going to be the same posts on threads as it has been for over a year.
However, if this is the new route they are taking for the class and this an insight as to it's core mechanics, then that would be interesting to see where it leads.
1
Seeing threads like this always make me smile inside from all the debates.
Pro players vs casuals
F2P vs P2P
Skill vs RNG
Back in my day vs current meta
And to you who is reading this, you are right, that's exactly why are where you are in the game. Your reason for winning or losing is absolutely correct. But the other person over there reading this, they are correct too.
Unless you are going to take the time to gather the "adequate amount of data", you are not in a position to say what is right or wrong. If you do have the "adequate amount of data" then, and only then, can you use that data to show someone else they are wrong.
Which begs the question, what is considered an "adequate amount of data"?
I pose a question - 2 people have the same deck that is stacked identically as well each card drawn each turn is the same for both players. Why does one lose and one win?
Now that is statistically improbably, but not impossible. So it's a theoretical situation. but it does point out that we as individuals will see a different reason each and won't always agree on a common point.
So rather than pointing out what is to blame or flaming each other because you don't agree with their stance, why not work together to make the game better? To help those who ask for it?
To the OP (Dismanled_Duck): Follow the videos presented, also if you look here on Hearthpwn there are written deck guides for beginners on how to move throughout the game and it's many functions. Just hit the forums and do a search.
Feel free to reach out with a DM and I will be willing to assist as well.