After reading through these posts, I suppose it's just that I don't like Standard right now, not necessarily the expansion (although I'm not sure there was a lot of mill support in there).
As far as people being annoyed by fatigue decks, merry christmas! Play standard right now and you won't run into very many fatigue decks! If that style of play gets too much hate, perhaps it will be phased out entirely, but the fact is that it exists so deal with it. Also, I hate this whole "play the game as it was meant to be played" argument. You don't know what types of playstyles are "supposed to be" played. What does that even mean? Is there a manual that I missed reading? As a player, I'd rather have a long, thoughtful somewhat drawn-out game with lots of swings back and forth in what I think the outcome is going to be. For me, aggro is the archtype that is the least fun to play AS and AGAINST. So get rid of it. It's not how the game is meant to be played™.
Anywho, before this expansion I played fatigue Priest, Mage, Druid, Rogue, Warrior and, yes, Shaman. It was a blast! And that blast is gone for me, hopefully temporarily.
I'm not the best player in the world, let me get that perfectly clear from the start. I'm a casual scrub who has never been past rank 15. I'm used to there being OP decks and the like. I don't play games to win, I play them to have fun and try wonky decks to see how far I can push them.
The problem with this expansion is that it has entirely removed the potential of an entire style of play: fatigue.
Now I know mill has never been an insanely viable strategy, but I happen to enjoy the idea of it and the play-style of it. Or, at least, I used to. I always felt (and had the experience that) while my mill decks wouldn't carry me far up the ladder, they had the potential to win. I am not feeling that anymore. The glut of hyper-fast aggro decks, C'Thun decks (which mill is AWFUL against), and other stuff I'm running into just makes it not fun. I was OK winning 30% of my games with mill. It was satisfying to crush good decks with a wonky mill strategy.
Now it's just not possible. I'm going to wait a few weeks and see what pops up, if people come up with some viable fatigue options. If I keep coming up against C'Thun druid after C'Thun druid this might be it for me and Hearthstone.
Yes there's RNG involved, but this Brawl is one of the most thoughtful experiences you can have in Hearthstone. Remembering what your opponent drafted, making your choices accordingly, deciding the best use of your cards every turn: it's an unparalleled experience.
Worst Design: Someone else mentioned it, but Anyfin Can Happen really, really irks me. It's a card that punishes the opponent for clearing minions that they HAVE TO CLEAR to survive. Then suddenly, bam, 300 charging murloc damage. As if Paladin didn't already have Mysterious Challenger, which is almost impossible to deal with outside of Flare, which is limited to only Hunter.
Best Design: Hobgoblin. This card makes you look at weak creatures in a whole new light. When one card can make others viable, that's a good thing. Also, it's not OP. I've seen some really inventive decks using it, and I think inventiveness is always great fun, even if it doesn't win all the time.
This new Murloc Paladin annoys me to no end. It plays like aggro and midrange all wrapped into one with an OTK or two thrown in for good measure. Hate. It.
Ogre Ninja. A 6/6 for 5 is insanely efficient, plus stealth, plus it has won me soooo many games when I luck out and it gets around a taunter and hits face.
8
Tech in Nozdormu. Handy, that.
0
After reading through these posts, I suppose it's just that I don't like Standard right now, not necessarily the expansion (although I'm not sure there was a lot of mill support in there).
As far as people being annoyed by fatigue decks, merry christmas! Play standard right now and you won't run into very many fatigue decks! If that style of play gets too much hate, perhaps it will be phased out entirely, but the fact is that it exists so deal with it. Also, I hate this whole "play the game as it was meant to be played" argument. You don't know what types of playstyles are "supposed to be" played. What does that even mean? Is there a manual that I missed reading? As a player, I'd rather have a long, thoughtful somewhat drawn-out game with lots of swings back and forth in what I think the outcome is going to be. For me, aggro is the archtype that is the least fun to play AS and AGAINST. So get rid of it. It's not how the game is meant to be played™.
Anywho, before this expansion I played fatigue Priest, Mage, Druid, Rogue, Warrior and, yes, Shaman. It was a blast! And that blast is gone for me, hopefully temporarily.
13
I'm not the best player in the world, let me get that perfectly clear from the start. I'm a casual scrub who has never been past rank 15. I'm used to there being OP decks and the like. I don't play games to win, I play them to have fun and try wonky decks to see how far I can push them.
The problem with this expansion is that it has entirely removed the potential of an entire style of play: fatigue.
Now I know mill has never been an insanely viable strategy, but I happen to enjoy the idea of it and the play-style of it. Or, at least, I used to. I always felt (and had the experience that) while my mill decks wouldn't carry me far up the ladder, they had the potential to win. I am not feeling that anymore. The glut of hyper-fast aggro decks, C'Thun decks (which mill is AWFUL against), and other stuff I'm running into just makes it not fun. I was OK winning 30% of my games with mill. It was satisfying to crush good decks with a wonky mill strategy.
Now it's just not possible. I'm going to wait a few weeks and see what pops up, if people come up with some viable fatigue options. If I keep coming up against C'Thun druid after C'Thun druid this might be it for me and Hearthstone.
2
I love this card for the same reason I love Hobgoblin. It makes you see a lot of unused minions a new light.
2
Yes there's RNG involved, but this Brawl is one of the most thoughtful experiences you can have in Hearthstone. Remembering what your opponent drafted, making your choices accordingly, deciding the best use of your cards every turn: it's an unparalleled experience.
That being said, don't play warrior. It blows.
5
I tech in Nozdormu to prevent getting roped by my opponent or being tempted to rope my opponent.
0
Maybe tech in Nozdormu to counter roping.
0
Worst Design: Someone else mentioned it, but Anyfin Can Happen really, really irks me. It's a card that punishes the opponent for clearing minions that they HAVE TO CLEAR to survive. Then suddenly, bam, 300 charging murloc damage. As if Paladin didn't already have Mysterious Challenger, which is almost impossible to deal with outside of Flare, which is limited to only Hunter.
Best Design: Hobgoblin. This card makes you look at weak creatures in a whole new light. When one card can make others viable, that's a good thing. Also, it's not OP. I've seen some really inventive decks using it, and I think inventiveness is always great fun, even if it doesn't win all the time.
2
This new Murloc Paladin annoys me to no end. It plays like aggro and midrange all wrapped into one with an OTK or two thrown in for good measure. Hate. It.
0
Shadow Control Fatigue Priest is my favorite thing to play! So many decisions to be made on how to deal with all the opponent's threats.
-6
100% Win Rate with Alleria, 0% with this garbage deck.
0
Does anyone else feel like Rogue is terrible at this mode?!
0
I auto-concede to mages.
0
Ogre Ninja. A 6/6 for 5 is insanely efficient, plus stealth, plus it has won me soooo many games when I luck out and it gets around a taunter and hits face.
0
Wow, I transcribed it wrong, Yes, I am running Fel Reaver. Editing now.