• 5

    posted a message on Iksar on Basic and Classic - Set Goals and Nerf Philosophy

    Ramping too hard used to be a risk. It left you with no cards and no board. Any deck that can create a board would just overrun you.

    But with Plague and UI it doesn't matter. Got no board? Play Plague and survive for another 3 turns. Got no cards? Play UI and have a hand again with a good minion and some armour thrown in for free. 

    Posted in: News
  • 3

    posted a message on Iksar on Basic and Classic - Set Goals and Nerf Philosophy

    Why is it so hard for Blizzard to stay consistent with their statements and actions? 

    They want a set that stays around forever so players will always have something to fall back on but at the same time they don't want any players to use the cards from that set forever. 

    They nerfed and delete cards with Charge again and again because they worried about OTK combos. Leeroy, Warsong Commander, the Charge spell, Force of Nature, Arcane Golem. But spell damage OTK is untouched. 

    On that same topic they nerf decks like Shudderwock and Quest Rogue because they didn't like the Control bullying but then keep making OTK and OTK support cards. And then you have infinite value cards like DK Rexxar, Jaina and Warrior Quest. 

    They talk about class philosophy to nerf Kingsbane Rogue but have had no problems butchering Warrior class identity through nerfing Charge and Control cards. 

    I also don't understand why Fireball would be safe? It's a better card than Nourish was. Nourish isn't that great as a standalone card. It's the massive number of new cards that synergized with it that made it good. Don't give Druid so much stall, armour and card draw. So what if Druids have 8 mana when you only have 5 when they have no board and no cards in hand versus your full board. Instead of neutering basic and class cards for all time admit that mistakes were made and nerf the overpowered expansion cards. 

    Posted in: News
  • 3

    posted a message on How will Artifact Affect the Hearthstone Economy

    Having to pay to play, pay to buy packs, or pay to get individual cards is going to kill most interest in the game. It's true that for people in HS who are already paying the system won't be so bad; it would actually be better in the long-term. But that's also where the problem lies. The up-front payment is a tough pill to swallow for those that aren't already set on playing the game already. 

    There-in lies the problem for Artifact. They're forcing people to pick  and invest in their game without allowing them to try first. Not only that, if they're HS players already there's a chance that those players are already invested in HS. Speaking personally I played HS since launch as a F2P before finally pre-ordering packs in Un'goro. 

    The only reason anyone is paying any attention to this game is based off of the Valve name alone. If this were from a no-name developer I doubt anyone would care at all. And even on that point it mainly concerns esports viability. 

    You know what WOULD make it an instant success though? If it was bundled with Half-Life 3. 

    Posted in: General Discussion
  • 4

    posted a message on Control players are not superior to any other

    Aggro has slowed down a lot these days and have gotten little support in comparison to control tools. Nothing new and nerfs. Odd Paladin and Odd Rogue? They're so slow any aggro deck from the past would've eaten them alive. Compare the Turn 1-2-3 plays now of the "aggro" decks now with ones from the past. The upgraded hero powers are a lot weaker in comparison but you get consistency instead. Just look at Murloc Pally compared to Odd Pally. Murloc Tidecaller into Rockpool Hunter gives 5/6 worth of stats on Turn 2. 2 1/1 dudes can't compare. 2/2 weapon for 2 mana? Fiery Win Axe gave 3/2 for 2 mana. AND it has synergy with the rest of the deck. Aggro decks these days don't take off until Turn 3-4. 

    The problem is that they lump the majority of decks into the aggro category. Face, Zoo, Tempo, Token, Burn, etc. are all different in their own way, with different strengths and weaknesses, but they consider any deck that is faster than theirs aggro. 

    Posted in: General Discussion
  • 2

    posted a message on Druid is virtually unbeatable and this needs to be changed fast
    Quote from booganzoth >>
    Quote from bny >>
    Quote from booganzoth >>
    Quote from bny>>
    Quote from booganzoth>>
    Quote from LobsterEmperor>>
    Quote from booganzoth>>
    Quote from Harmonius>>
    Quote from booganzoth>>

    For those who are interested in looking at some data, you may be surprised to learn that the deck with the current highest win rate is...not Jade Druid.

    It is Murloc Paladin. 

    Sixty percent of the top ten decks - including the top spot - at hsreplay.net are Mulococ Paladin. (Hsreplay.net tracks data from hundreds of thousands of games: https://hsreplay.net/decks/#sortBy=winrate)

    And Vicious Syndicate reports: "...the archetype that currently boasts the highest win rate in the game is not a Druid deck. Murloc Paladin, simply put, looks unbeatable right now." (https://www.vicioussyndicate.com/early-frontrunners-knights-frozen-throne/)

    Not remotely surprised as the deck farms  the ubiquitous Jade Druid. That deck is a whole other can of worms but it feels more fair and that can actually be alot more important than just WR in a casual game where the goal is fun at the end of the day. Seriously though, I think that if Blizz had a mind to rein in Murloc Paladin then all it would take would be setting Tidecaller's hp to 1 and maybe making warleader a 2/3 or 3/2. Deck would still probably even be t1. 
    My post was in response to OP's original comment, which specifically referred to the win rate of Druid decks and the fact that they are "unbeatable".
    To be clear, I am no fan of Jade decks. But I think the hate directed at Jade Druid is excessive, especially when there doesn't seem to be a single thread calling for balance adjustments to Murloc Paladin - even though it is in fact the more powerful deck, and has been for several seasons.
    Fairness and (even more so) "fun" are subjective matters. To me, having a swarm of fish that shout mrglgrl and pound your face in by turn five is no less fair or "unfun" to play against than hordes of green 10+/10+  statues that say grrrr into fatigue. 
    Regardless, if you are going to play ranked and you want to win - you either play the most powerful meta decks or you play decks that counter them. If your goal is strictly to have fun, then casual mode is always an option too (especially if you are not interested in winrate).
     M8. Tempostorm made the joke S Tier a reality just to shove every Druid in there.
    But I do agree with you when it comes to Murlocs, but at least most Murloc games are done quickly. They also hard counter my Priest deck. So I am sad.
    That's exactly what I'm talking about - the hate is excessive. There is no way that Malygos Druid is even remotely Tier 2, never mind "Tier S" as it is rated on TempoStorm.
    A lot of people are taking that seriously, even though it is clearly intended to be tongue-in-cheek.
     haha, I highly doubt anyone taking that tier seriously as in druid being unbeatable because clearly it's not. Pretty sure the purpose is to get attention in order to make blizzard address some valid issues with the druid class.
    There have been several posts here and elsewhere that have cited the TempoStorm S-tier as something to be taken seriously. See for example: http://www.hearthpwn.com/forums/hearthstone-general/general-discussion/201006-new-tempostorm-metasnapshot
    Basically what they want is innervate moved to hall of fame because of how mana is gained in hearthstone (linear unlike many other card games) and the value of it. This put blizzard in an awkward position since they can't really balance the cards for druid with an appropriate value due to the tempo swings and very unique combos innervate introduce as a mechanic. They have to gamble a bit and hope they aren't too far off and that the meta adjust for it (which makes the class either inferior or superior since it plays in it's own little league value wise).
    Every class has access to cards that allow them to cheat out mana. Counterfeit Coin, Sorcerer's Apprentice, Summoning Portal, Corpse Widow, Thing from Below, Primordial Glyph to name a few - plus neutrals like Dread Corsair, Burgly Bully and the Giants. It may be that Innervate is the best of these but that is part of Druid's identity. You could just as easily say that cheap spells put Rogue in a class of its own,  or armor gain for Warrior.
    Also what stats are you referring to? Most stats I've seen lately have put druid ahead of any other class stats wise rank 5 to legend. Paladin have higher win % between rank 20-10 if I recall (which is a vast majority of the playerbase) and only differ 1-2% on rank 5 to legend (which is the ranks you want to look at for balance issues). Now keep in mind that almost everyone that isn't playing druid is running decks that targeting druid, strongest contender being murloc paladin, so that the runner up deck would have close to or even higher win % isn't really that odd since you wont see ppl go "Oh let's tech against those pesky murlocs and forget about the jades for a minute!".

    Here again are the sources originally cited:

    Sixty percent of the top ten decks - including the top spot - at hsreplay.net are Mulococ Paladin. (Hsreplay.net tracks data from hundreds of thousands of games: https://hsreplay.net/decks/#sortBy=winrate)

    And Vicious Syndicate reports: "...the archetype that currently boasts the highest win rate in the game is not a Druid deck. Murloc Paladin, simply put, looks unbeatable right now." (https://www.vicioussyndicate.com/early-frontrunners-knights-frozen-throne/

     
    well your own source, https://www.vicioussyndicate.com/infographics/frontrunners-frozen-throne-infographic/ have both jade druid and aggro druid ranked before murloc pala when it comes to meta impact. Your own source also acknowledge that you can't take numbers like winratio out of context to determine the true value of a deck.
    Different sources will have different data but all seem to have druid as favorite. Here's another one btw. http://metastats.net/decks/winrate/
    And again, numbers can be very deceiving. Winratio is just one of many variables to determine how good something actually really is in this game.
    well your own source, https://www.vicioussyndicate.com/infographics/frontrunners-frozen-throne-infographic/ have both jade druid and aggro druid ranked before murloc pala when it comes to meta impact. Your own source also acknowledge that you can't take numbers like winratio out of context to determine the true value of a deck.
    Different sources will have different data but all seem to have druid as favorite. Here's another one btw. http://metastats.net/decks/winrate/
    And again, numbers can be very deceiving. Winratio is just one of many variables to determine how good something actually really is in this game.
     
    The comments from the original poster on page 1 were specifically addressing win rate, and claimed that Druid is "unbeatable". This is what my post was responding to:
    "This needs to be addressed by Blizzard because Druid is above a 62% winrate on hsreplay, the highest winrate a deck has ever had in this game"
    I'm not saying that Jade Druid and Aggro Token Druid are not Tier 1 decks, and I'm not saying that they are not impactful.
    My point is that several of the most reliable data-driven sources have reported Murloc Paladin to be more powerful. It is also a Tier 1 deck, and has been for several seasons now.  Personally I don't think either of them merits a balance adjustment, but in any case I don't see how one is OP and the other is not.
     Murloc Paladins have a counter. Ironically one of those counters is just Token Druid putting crabs back into their decks. Their other counters, such as Token Shaman or Control decks, are being eaten alive by Jade Druid. Murloc Paladin doesn't shut down an entire archetype by simply existing on the ladder. And I wonder if Murloc Paladin has their numbers skewed because they're favoured against Jade Druids while there are tons of Jade Druids out there. Jade Druid still has a good chance against decks that counter it but decks that Jade Druid counters get absolutely wrecked. 
    Jade Druid on the other hand have been given tools to which shores up their weaknesses and punishes their counters. Jade Druid has traditionally been weak against wide boards and big minions as well as the risk of having too much ramp leaving them with nothing in hand. 
    Now let's look at what tools they have now. Wide board? Spreading Plague. Ramping too fast? 5 card draw with UI (more consistent than the old draw engine of Auctioneer). Big minions? Well that's easy; now that they don't need to worry about synergy with Auctioneer, and only needs one card to draw, they can run tech cards for big minions. BGH? Silence? Even The Black Knight with how common Bonemares and the Lich King are. Want to drop big minions instead of buffing? Good luck with that when they have infinitely growing minions while 4 mana crystals ahead of you. 
    Posted in: General Discussion
  • 2

    posted a message on Why blizzard isnt ballancing/beta testing before release?
    Quote from akas >>

    Claiming that Team 5 does not playtest new content is a statement that simply is not true. As others said before me, the current situation of Druid being so prevalent is likely to be due to some last minute change that changed the context of the metagame.

    In addition to that, this metagame has not been on this world for a single season and it is still early to make some statements.

    It is also important to acknowledge that if Druid did not receive the tools it received and something like Jade Idol caught the ban hammer, it is highly likely that some other class would be dominant as its main enemy would no longer exist and people would have been crying about that. This is how CCGs work - look at M:TG, for example, its standard format is very similar to the one in HS and similar situations are happening again and again, that one deck is dominant in the metagame.

    I think that if there is an issue in the standard format that causes dominance of certain classes then it is both the basic and the classic set. Some classes, unfortunately enough, have more powerful tools in those sets than the others and as long as those prevalent classes gain even more support in other standard sets they are very likely to form a big part of the standard metagame and to even be dominant in it - which is exactly what is happening now.

     The issue isn't just that Druids are dominant but that they're so far ahead that their mere presence makes certain archetypes completely unfeasible. Quest Rogue was nerfed because of that despite not even being a T1 deck and I agree with that. No deck should be able to make another auto-concede while still having good odds against their counters. 
    Posted in: General Discussion
  • 1

    posted a message on Why blizzard isnt ballancing/beta testing before release?
    Quote from CriticalBastard >>
    Quote from gazzik >>

    Why there are no testers or whatsoever to test things out before expansion releases? For me this kills the joy of playing new expansions. Previous expansion was quest rogue deck that blocked any type of controll on ladder, now there is jade stone. And nerfing broken cards takes them soooo long. Cant they predict cards they make are so broken that never should leave drawing board?

    My guess is overpowered cards come from three possiblities:
    1. Cards get changed too close to release. If you've ever been a corporate environment, you know this is usually at the gut reaction of a manager and over the protest of playtesters who know better.
     
     The irony is that when it comes to making cards they DESIGN and finalize cards last minute, and that's apparently OK, something they brag about, and the accepted norm. However when it comes to making small adjustments to current cards that is ABSOLUTELY UNACCEPTABLE MORE PLAYTESTING NEEDED FOR 3 MONTHS OR IT'LL RUIN THE META FOREVER. And at the end they forgo any actual balance and just nerfs it to the point of unplayability anyways.
    Posted in: General Discussion
  • 6

    posted a message on Max McCall on Keywords in Standard Format

    Right, learning a dozen keywords is the reason new players would stop playing the game. Not the fact that they'll be hobbled because Blizzard gives content (packs) at less than a trickle and it'll take months to get a decent collection, but because having to exit the game and read a wiki article is simply too much effort and new players are too stupid to learn as they go. 

    Posted in: News
  • 14

    posted a message on Blizzard Rethinking Wild Pack Purchases

    If Blizzard really wanted to help Wild they would give Wild packs as daily log-in rewards too. Ooooooh so people get 40 dust a day. So what? Wow, they'll have enough for a legendary every 40 days! 

    New players aren't going to get Wild cards otherwise. No one is going to sink time and money into a format that gets no support or balance. If anything, it's quite the opposite, where troublesome cards get sent to Wild where Blizzard doesn't have to care anymore. 

    With daily rewards old players get a dust reward for playing a long time and new players get a taste of Wild. If old players don't like it that's too bad. If Blizzard wants people to play Wild they have to make it easily accessible instead of impenetrable. 

    Posted in: News
  • 4

    posted a message on Year of the Mammoth Login Rewards Start Wednesday, March 29th!

    How can a small indie dev like Activision-Blizzard afford to just give away digital content? Do you know how much it costs to print an individual card in Hearthstone? It takes a week's worth of overtime to make a golden legendary you know!

    Posted in: News
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