Totally agree with OP. Every time I look at the card tracker and see an opponent has 1/3 of the cards played not even starting in their deck (aside from Thief Rogue and Priest, obv), or when I lose a win condition or a game outright due to something that was never in my opponents deck, that gets pretty irritating. "Play around it" means very little and depletes any hint of "skill" in a game where an opponent can just will a win condition into existence. It even feels filthy when I end up doing it myself.
- MolmQQ
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Suikiele posted a message on The longer they ignore it the bigger the problem will getPosted in: General Discussion -
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Reinan23 posted a message on The longer they ignore it the bigger the problem will getPosted in: General Discussionidk if discover is the problem but 26 out of my 30 recent opponents was a DK, i dont even know what to say this is just dumb...
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NovaFrost posted a message on The longer they ignore it the bigger the problem will getPosted in: General DiscussionHearthstone has had many problems throughout it's lifespan and there will always be problems no doubt in that. I think we can all agree on one of the current problems and that is discover. Discovering needs to be possible only on gimmick cards with specific drawbacks or limitations, card like suspicious alchemist, flowrider, tooth of nefarian are perfect examples of such cards. They also need to be limited in number and very rarely be in the neutural card pool, if ever.
Now we have gotten to a point where you can generate stuff over and over and over even in aggro decks. This is a huge problem and makes deckbuilding pointless if you just can spew out new stuff over and over. It also makes legendaries obsolete since you can get several of them in the same game.
We need a massive overhaul before it' too late. Significantly nerf cards make the strong swing turn cards gimmicky and counterable with tech cards. Add new tech cards to the game. Make theo 5 mana again. Make the game interactive. More tech cards more denial. Also remove aoe removals almost completely unless they also are gimmiky. Playing 1 card to remove 7 without any requiremenets except mana should not be possible if not extremely rarely. Brawl is an excellent card which has a potential big drawback, its fun and more interactive than just wiping the whole board with 0 risk. Fight over me is also excellent and requires thoughtfull play.
Summary: Stop printing bs cards you can play with 0 risk or thought. Make strong cards counterable with a big gimmick instead of just insta playing it like a robot. Discover needs to be adressed first and utmost before it even spirals more out of control and becomes even a bigger problem. Inifnite card generation is not fun. Thanks
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Maskuser2 posted a message on New Shaman Rare Card Revealed - Convincing DisguisePosted in: NewsEvolve is back.... yay... Everyone loves playing against that.. totally fair and not completely reliant on luck at all.
... God I hate evolve... its so stupid to play against.
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SpaceTimeDream posted a message on New Shaman Rare Card Revealed - Convincing DisguisePosted in: NewsWhen in doubt, give Shamans evolve mechanic. Sigh, I am sick of this mechanic. It doesn’t make sense for the class and it just invite RNG BS as a winning condition.
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Chamberlain posted a message on Only a creative Community can create an interesting GamePosted in: General DiscussionHey people, I decided to open my first thread ever in any HS forum because there is something that's bothering me quite a bit. Playing HS since its release and following the discussions here and in other forums from time to time I've seen the topic of the infamous "Boring Meta" where someone complains about x amount of decks being the best and if you want to be successful you absolutely have to play those an innumerable amount of times. And obviously Team5 is responsible for that because they have to be complete morons and don't know anything about balancing their game. To those guys I just wanted to say: You're wrong.
I have always been a (T)CG enthusiast and to me one integral part of these card games is experimenting and creating decks on your own. Yeah sure, you gotta get in the winning column eventually, atleast in my books, to get the motivation to play a deck for an extended time. But contrary to what seems to be popular belief, this does not require you to go to hsreplay, hearthpwn or whatever other site you get your meta information from and search out the one meta deck that doesn't make you hate yourself while playing it until legend. Instead I'd like to challenge people to get creative again, some good old "Trial and Error" picking a unique deck idea that they came up with on their own, try to refine it and eventually have success with it. That's how I get my drive to climb to legend every season since the release of Darkmoon Faire (came back from a year-long break).
Sure, not every deck will work. If your favorite card from an expansion is trash and there is no possible way to build around it to make it work outside of the occasional super mega highroll, that's unfortunate. But there is much more to Hearthstone than the 2-3 meta decks that get all the spotlight. Take Voyage to the Sunken City: DH, Control Warrior, Quest Hunter and some Mechs, that seems to be what the game consists of right now. And as per usual, people prefer to complain about those decks being too strong, draining the fun from the game instead of taking it as a motivation to beat those decks. The problem here is Net Decking.
Okay, I understand that if you don't have the time to do a lot of trying out and refining your own deck ideas, getting some help from the online herd intelligence is nice. Also if you are not the best player, feeling the need to pick out the one deck that seems to be the absolute strongest right now is understandable. But what if I told you that I made it to legend without those preselected decks, using my own ones and it is the most fun you can have. Beating those netdeckers with your own creation feels amazing!
Recently I have mostly been playing
- Quest Druid (with my own list, using e.g. Wickerclaw) which beats DH, all kinds of Warrior AND Quest Hunter most of the time while still having feasible matchups against everything else. It's not as rare as the other decks but it's still pretty clear to me that it doesn't get the attention it deserves strength-wise because it beats the most popular decks. Why? Because somehow it doesn't show up on hsreplay.
- Murloc Shaman which beats DH most of the time, admittedly is very bad against CW, has okay chances against Quest Hunter but beats everthing else from Mechs over Pirates to Druids. I've only seen one opponent ever playing this deck on ladder.
- Serpent Wig Priest, my absolute favorite deck of the expansion. It took me about a 3 or 4 days to refine it, making it able to beat DH, Warrior, Hunter, Druid and all the mechs but now it is probably the most fun I ever had with HS. My explanation to why it is such a strong deck but nobody even seems to know about it, is because noone ever tried to make it work on their own. I am currently on a 8-2 run with the deck and I wouldn't have gotten that experience, had I relied only on what showed up in the meta reports.
Obviously I am not the only person that's trying to create cool and unique competitive decks - content creators like Kibler for example are highlighting new successful decks on a regular basis - but I am sure that if more people followed the same idea we would reach a point of variety that's unheard of.
What I’m trying to say is: it is not (entirely) Team5's fault that the game is what it is right now and that it seems to be stale and very restricting in deck building. It's the community that makes the game what it is right now and a main part of that is Net Decking and just "stealing" ideas, making it easy for yourself. There is a lot of untapped potential within the cards that are currently available and it should be our motivation to use that to make HS a game with even more variety than it already has. I would love to hear your ideas on this topic!
tl;dr: Net Decking is the reason for a stale and boring Meta. There are more than enough options to make new AND competitive decks right now and if more people took their time to figure out beating the Meta using unique strategies, we would have a much more interesting and evolving game.
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MisterCerberus posted a message on The Druid Problem: An AnalysisPosted in: General DiscussionOne obvious problem with Oracle of Elune is how inconsistently it decides whether something costs less than 2 mana.
The card text on Naga Giant says that it costs 20, but it's effect make it cost 0. In that instance, Oracle of Elune ignores the card text and bases its decision on the effective cost. Then you have the opposite case with Ivus, the Forest Lord, where its card text says that it costs 1, but its effect make it cost 17. In that instance, Oracle of Elune ignores the *effective cost* and instead bases its decision on the *card text*
It picks and chooses how the rules work based on whatever is most beneficial to the Druid at the time. It needs to pick one or the other.
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I think the best example is -The Scourge-
I don't see a lot of people hard run this card in their deck, but you do lose games to it, when they discover it through Nerubian Vizier (which is played in 80% of the decks).
People don't pay the price (drawing it early, clogging up their hand) of running a situational 9 cost card in their decks, they just play random discovers and sometimes reaping what should be the reward for running the 9 mana spell in their deck.
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How about the Juggernaut giving a 3/1 Weapon and a 3/3 Pirate, instead of Gorehowl and Mr.Smite? Yep, just losed to our favourite experience right here