Reasons for losing: Not drawing Auchenai or Circle of Healing versus zoolock or facehunter. Not drawing Mind Control versus Control Warrior. Not drawing both Shadow Word: Death and BGH versus Handlock
...
There's so few cards that actually COUNTER other cards.
Where's the early game cards that negate the damage from pirates..? What 1 or even 2 mana card negates the potential 9 damage from Spirit Claws? What 1 or 2 mana card replaces the 3 minion board advantage from Spirit Claws?
Where's the 2/3 for 1 that cannot attack heroes, and restores 3 health to your hero at the end of turn? That's the only thing that actually negates a 3/2 for 1 completely, without being horrible situational.
I mean. Take a serious look on Drain Life. And let that card sink in for a couple of seconds. 3 mana. 2 damage, one time. Heal for 2. It doesn't even negate one single 1 cost minion, for 3 mana.
only retard or newbie believe this games need a lot of skill. Only 10% skill in this games. Don't tell me control vs control =skill. Yes, some extend of skill compare to aggro but outcome of the games decide by RNG. ie:good kazakus RNG, cabal tome into cabal tome, draw leeroy combo in turn 10 have exact lethal when.opponent left 20hp etc.
You talk like 10% skill is nothing. Thats the difference between a 40 and 60 percent winrate.
Yep, like every card game... Ever play poker? How the hell do the same players make it to the final table all the time in a game of 90% luck? That 10% skill goes a long long long way in success in card based games.
Because, after seeing their initial hand -- poker players can go "Screw this." and fold -- losing only 0.1 game, while the other player only wins 0.1 game from beating the player who folded.
The only way to win the equivalent of 1 game is if both players like their mulligans, and like their turns 3-5, losing only 0.1 game if they accept their mulligan and don't like how the game has played on turn 3, if the other player didn't try to force them to bet more towards the maximum of 1 win possible: The player with the best hand may have to hold back, no matter how good their hand is, until at least turn 4 -- to force the other player to invest as much of the 1 win maximum as possible at that point, and then try to make the other player invest the remaining win before the game is decided.
Aggro players are the equivalent of "All in!" on the pre-flop. ...
I'd love if Hearthstone allowed you to say "screw you; I'm not going to give you a win!" to aggro players, and leave them with only 0.01 win for you conceding to their cancer decks, EXCEPT when you have the hand to match them.
It's called selective memory if he's "constantly" facing meta decks.
... That depends entirely upon the amount of new players vs. old accounts; monthly cardback collectors / Arena players / Returning players
...and they literally do nothing for new players:
New player ladder -- where you never lose stars at the end of the season, but don't get ranked rewards until you get to normal ladder?
"Resetting MMR-ladder" is simply not a good idea.
It never was.
Because new players burn out when they face too good decks. They want more cards when other new players have a couple, even a legendary -- Not when they get raped.
The problem with Free to Play -- is that you achieve access to 50 times more ingame content from going to work an extra day, for 8 hours, than playing for 8 hours; You'll have to play the game for 8 hours 50 days extra to achieve the same as an extra day at work would give you.
... Notice I said this is the problem with Free to Play. The fact that the devs/publishers rather want you to go to work and then pay them, rather than playing the game to unlock the content, is the shady part. Especially because there is no spending cap:
Like; An ethical Free to Play game would limit your spending to 100$, and give you unlimited free access to all content at that point, possibly still allowing the purchase of additional cosmetics purely to offer a way to further support the game.
If cards are overpowered in standard -- odds are they're just contributing to the demise of Wild if they leave Standard unchanged.
Wild WILL need balance, or else it will become a dumpster mode. There is no NEED for Wild to be a dumpster mode. Seriously.
Regardless, they could stop the dust refunds if they wanted to: Just don't kill cards so that players feel cheated.
They aren't overpowered, their just isn't a reason to use other cards when they exist unless there was a specific reason to use other cards.
You never see Auctioneer in any deck that isn't trying to combo finish, so he's clearly not overpowered, he's just really good at what he does for instance. It's not the card's fault that Burgle Rogue was a bad idea.
You will see auctioneer in every single deck that uses low cost spells to reach a combo finisher, however.
Instead of playing control cards and controlling the game until the combo, they are allowed to just play 0-2 mana spells -- and auto-win if they draw Auctioneer and then their combo.
Rogue doesn't need auctioneer. Rogue needs something that makes them NOT need auctioneer. Control cards. A 3 mana 2/2 that saps. An Assassinate buff down to 4 mana; Hex silences AND kills a minion, so a 4 mana assassinate is perfectly apropriately costed. Sticky defensive deathrattle minions. Something to spend their heropower on without losing too much health.
Is it that hard to take 5 seconds to press a button at the beginning of the match?
Hell what else are you doing on your opponents turn 1?
5 seconds. 1 million players. 1000 matches each; 3 games each day for a year.
5 000 000 000 seconds.
158 years.
If you want to squelch all the games for all the players that wants the feature, go ahead.
158 years is two lifetimes. Two lifetimes are wasted each year, and Blizzard could've stopped the waste of human life in a couple of hours.
Two human lives could be saved each year with auto-squelch.
As much as I respect all that math, I feel you're making this way bigger of a deal than it is. It's a button. You aren't doing anything during your opponents turn 1. Deal with it.
It's a couple of coffee breaks for Blizzard.
I don't get to go to the kitchen and make a cup of coffee because I have to sit and wait after the mulligan.
You're saying that the single second it takes you to hit the squelch button makes the difference between you getting a cup of coffee or not? Even if they end their turn one instantly what do you intend to do on your turn one? You certainly don't have enough to think about that you showing up a bit late with a nice cup of coffee loses the game for you.
You have to wait the 30 seconds until your opponent finishes his mulligan as well, before you can squelch.
Given that he clearly explained his definition of "cancerous", and that the "best aggro decks" fit that description, I fail to see your point.
What a definition! All the decks stopping you from building a greedy deck are cancerous. Thanks a lot. I didn't know it.
Control decks -- Greedy
Midrange decks -- Situational / draw dependant; needs to curve out
Aggro -- Overextends
Combo -- Depends on specific cards surviving and/or being drawn
Decks that shut down archetypes are cancerous; All of them are supposed to have weaknesses -- and in any ideal PvP game, skill determines the outcome of most games.
Is it that hard to take 5 seconds to press a button at the beginning of the match?
Hell what else are you doing on your opponents turn 1?
5 seconds. 1 million players. 1000 matches each; 3 games each day for a year.
5 000 000 000 seconds.
158 years.
If you want to squelch all the games for all the players that wants the feature, go ahead.
158 years is two lifetimes. Two lifetimes are wasted each year, and Blizzard could've stopped the waste of human life in a couple of hours.
Two human lives could be saved each year with auto-squelch.
As much as I respect all that math, I feel you're making this way bigger of a deal than it is. It's a button. You aren't doing anything during your opponents turn 1. Deal with it.
It's a couple of coffee breaks for Blizzard.
I don't get to go to the kitchen and make a cup of coffee because I have to sit and wait after the mulligan.
1
I remember playing priest at release:
Reasons for losing:
Not drawing Auchenai or Circle of Healing versus zoolock or facehunter.
Not drawing Mind Control versus Control Warrior.
Not drawing both Shadow Word: Death and BGH versus Handlock
...
There's so few cards that actually COUNTER other cards.
Where's the early game cards that negate the damage from pirates..?
What 1 or even 2 mana card negates the potential 9 damage from Spirit Claws?
What 1 or 2 mana card replaces the 3 minion board advantage from Spirit Claws?
Where's the 2/3 for 1 that cannot attack heroes, and restores 3 health to your hero at the end of turn?
That's the only thing that actually negates a 3/2 for 1 completely, without being horrible situational.
I mean. Take a serious look on Drain Life.
And let that card sink in for a couple of seconds.
3 mana.
2 damage, one time. Heal for 2. It doesn't even negate one single 1 cost minion, for 3 mana.
1
I liked Blizzard's reaction to the players' reaction the best.
^___________________^
1
The only way to win the equivalent of 1 game is if both players like their mulligans, and like their turns 3-5, losing only 0.1 game if they accept their mulligan and don't like how the game has played on turn 3, if the other player didn't try to force them to bet more towards the maximum of 1 win possible:
The player with the best hand may have to hold back, no matter how good their hand is, until at least turn 4 -- to force the other player to invest as much of the 1 win maximum as possible at that point, and then try to make the other player invest the remaining win before the game is decided.
Aggro players are the equivalent of "All in!" on the pre-flop.
...
I'd love if Hearthstone allowed you to say "screw you; I'm not going to give you a win!" to aggro players, and leave them with only 0.01 win for you conceding to their cancer decks, EXCEPT when you have the hand to match them.
0
0
Dust.
It's effect is NEUTRAL.
I mean.
How the hell is Kel Thuzad 8 mana, and Mayor 9..?
He's just a fun card like Nozdormu, and just like Nozdormu, he's overcosted as hell.
0
The problem with Free to Play -- is that you achieve access to 50 times more ingame content from going to work an extra day, for 8 hours, than playing for 8 hours;
You'll have to play the game for 8 hours 50 days extra to achieve the same as an extra day at work would give you.
...
Notice I said this is the problem with Free to Play.
The fact that the devs/publishers rather want you to go to work and then pay them, rather than playing the game to unlock the content, is the shady part.
Especially because there is no spending cap:
Like; An ethical Free to Play game would limit your spending to 100$, and give you unlimited free access to all content at that point, possibly still allowing the purchase of additional cosmetics purely to offer a way to further support the game.
2
Instead of playing control cards and controlling the game until the combo, they are allowed to just play 0-2 mana spells -- and auto-win if they draw Auctioneer and then their combo.
Rogue doesn't need auctioneer.
Rogue needs something that makes them NOT need auctioneer.
Control cards.
A 3 mana 2/2 that saps.
An Assassinate buff down to 4 mana; Hex silences AND kills a minion, so a 4 mana assassinate is perfectly apropriately costed.
Sticky defensive deathrattle minions.
Something to spend their heropower on without losing too much health.
0
If cards are overpowered in standard -- odds are they're just contributing to the demise of Wild if they leave Standard unchanged.
Wild WILL need balance, or else it will become a dumpster mode.
There is no NEED for Wild to be a dumpster mode.
Seriously.
Regardless, they could stop the dust refunds if they wanted to:
Just don't kill cards so that players feel cheated.
0
WAIT. Just wait a second.
...what if...
Reno was a part of the Kabal?!
0
Drakonid Operative
Dragonfire Potion
...Kabal and Priest looked undefeatable as a control deck!
Jade Idol crushed that dream.
Upon my very first view of the card, I knew Priest couldn't win the late game.
Jaraxxus heropower on steroids.
0
Ressurect.
0
0
Removing minions is so easy that universal silence shouldn't be a thing.
And by the gods -- Hex and Polymorph DO silence cards, permanently.
5
Midrange decks -- Situational / draw dependant; needs to curve out
Aggro -- Overextends
Combo -- Depends on specific cards surviving and/or being drawn
Decks that shut down archetypes are cancerous; All of them are supposed to have weaknesses -- and in any ideal PvP game, skill determines the outcome of most games.
0
It's a couple of coffee breaks for Blizzard.
I don't get to go to the kitchen and make a cup of coffee because I have to sit and wait after the mulligan.