• 1

    posted a message on Once upon a time shaman was bad
    Quote from Alex_chr >>

    Does anyone remember the good old days where shaman was the worst class? The days where you could play any deck and hit legend. PLEASE GIVE THEM BACK :((((

     The days where you could play any deck and hit legend?  That hasn't been the case since the first few seasons at the dawn of Hearthstone.  And that has little to do with balance and with everybody being inexperienced.
    But that nitpick aside, it'd be nice to face more of something other than Shaman.
    Posted in: General Discussion
  • 1

    posted a message on How the hell Warlock EXECUTED my Deathwing????

    Another possibility that comes to mind is Kabal Courier into some sort of Priest card which allowed him to steal from you.

    Posted in: Standard Format
  • 2

    posted a message on What are the Biggest Problems for Hand-Buff Paladin?

    I highly disagree with some of the assessment that "stats don't matter."  I have spent a great deal of (frustrating) time these last few seasons trying to make handbuff Paladin work, and honestly it's not too far from being viable.  However, what others have pointed out is depressingly accurate: Shaman does everything you want to do, it just does it better.  The deck will definitely benefit from a slower meta, if that comes about due to the nerfs.

    The frustrating thing is that if they had united the handbuff mechanics of Paladin with the actually useful handbuff minions of Hunter (Dispatch Kodo, Rat Pack) it might have actually worked.  

    Posted in: Paladin
  • 5

    posted a message on I'm a little worried...
    Quote from scorpyon >>

    Removing Ice Lance is just pure bafflement, though

     " Ice Lance also prevented us from making powerful Spell Damage cards and designs that allowed you to duplicate your cards."
    Their reasons were more than just, "it can be used for burst."  They also felt that such a cheap damage spell allowed players to abuse certain mechanics to an unhealthy degree.  I mean, just imagine if they tried to print a spell duplicate card like this:
    "Archmage's Blessing: Whenever you cast a spell this turn, add a duplicate of it to your hand."  
    Could be a fun card, but you can't print a card like that with Ice Lance because you could just chain them over and over into the enemy's face until they die.  (Yes, I'm aware you could add an "only once" clause, or other limitations, but this is just a single example).  
    Posted in: General Discussion
  • 2

    posted a message on Blizzard doesn't care about high skill players
    Quote from Hooghout >>
    Spoken like a true aggro-player, defending Brode and consort for carddesign that favours a fast meta, which means cheap, low skill cap, easy winfix/laddering, focussing on expanding the playerbase, ergo increase revenues quickly (20 MILLION A MONTH). You can't deny and not justyfied angry, that carddesign is not focussed on a slower meta as that would mean less income by the very fact of a higher skill cap.
     ...did you...did you just take over three weeks to come up with a response and necro a thread for another shot at me?
    If I may I would like to respond to the video you posted for nevr3000.  I feel that while the author is on the right track in some regards, he also doesn't appreciate the potential implications of some of his suggestions.  The outlines of his video are fairly familiar and unoriginal: aggro decks are currently too good at what they do, and this has been a recurrent issue with the game.  I have no disagreement with this.
    However, where I part with his thinking is when he suggests that answers be "equal" to problems.  As he says, Flamewreathed Faceless is always useful, but Shadow Word: Death only sometimes has a target.  Now imagine for a moment that answers were equal to or superior to threats.  There would be all the incentive to play nothing but ultraflexible answer cards, where the first person to play the wrong answer loses.  In other words, it's like when two fatigue decks run into each other; they sit there with full hands, afraid to waste their precious answers while neither one offers problems to the other.  You can argue that such games take far more planning and understanding than face aggro, and you would be right, but for general enjoyment a game like that is more of a disaster than any amount of pirates could ever cause.  It would be the death knell of Hearthstone.
    This is why I think he is profoundly wrong that cards like Hex are a good model for future design.  Common, well-rounded, auto-include answer cards completely devalue problems, slowing the game to a critical degree.  Sure, we're burning up right now but living in the Arctic only sounds good until we reach it.
    Posted in: General Discussion
  • 3

    posted a message on Conceal is rotating to Wild

    I'm grateful for the change.  I say this as somebody who has played more games as Rogue than any other class.  Early on I was really inspired by players such as Colma who built tempo Rogue decks that were designed to abuse the ability of Rogues to cheaply remove minions and put their own on the board in the same turn.  It was a delicate balance of aggression and value, where going all in too rapidly was costly and moving too slowly just as bad.  It also benefited greatly from elements of planning in which you had to be able to reliably trigger combos, sometimes forgoing a turn 2 play so you could combo better on 3, etc.  All in all, I really love the playstyle.

    However, Miracle has been better since...forever.  It didn't take long for people to figure out that they could draw massive portions of their deck by combining Gadgetzan Auctioneer and Conceal, and the rest is history.  Expansion after expansion I feel like I've watched Rogues get interesting cards that end up being completely ignored due to their inability to fit into miracle, and Blizzard having to be excessively timid with adding any tools that could be used too well by miracle.

    Obviously this is a bit of a step off the deep end, because I know that tempo Rogue decks have not been particularly viable in a long time and the class has had to cling tenaciously to miracle to stay afloat.  But I am optimistic that things will work out.

    Posted in: Card Discussion
  • 5

    posted a message on The Problem With the Ladder System and Why Blizzard Hasn't Fixed It

    This post has been on my mind for some time, and in light of the recent nerfs to aggro it felt pertinent to make.  Much of this will be old news, but I hope to shed some insight into why Blizzard has not taken any steps to address the situation.

    The Problem: The ladder system inherently favors aggro decks.  The reasoning is as follows:

    • All victories are worth the same on ladder
    • Shorter games give you more opportunities to win (and lose)
    • Over the long run the greater number of games played results in faster leveling
    • This effect can even outweigh an inferior winrate if the games are fast enough (e.g. a 53% win rate aggro deck is better/faster for leveling than a 56% win rate deck that is slower)

    This is not a tirade against aggro decks.  If the opposite were to occur, and control decks were inherently favored by the system, this would also be a problem.  The issue is that factors outside of the actual game dictate which type of deck is best to play, regardless of personal preference, collection size, or the meta.  

    The "Solutions": This is where the crux of the issue is: my goal is to demonstrate that even though there is a problem, there is no easy solution.

    Let us then assume that if we want to counteract the bonus of short games that we should reward longer games more to compensate.  So how do we measure the length of a game?  There are at least three distinct possibilities: time spent in game, number of turns, number of cards played.

    Time would clearly an utter failure.  It would make people rope every...single...turn to maximize their returns.  This would be a miserable experience.  We can safely discard it.  The second and third I am going to discuss together, because while they are appealing on the surface, they both share the same drawback: they change the way you play for rank.

    In Hearthstone there is one surety: if you have lethal, you take it.  It does not take much effort to find clips of people who thought they could BM, only to cost themselves the game.  But now imagine that your reward for victory depends on the "length" of the game.  Now there is a new question: "How long is it possible to draw a game out safely to maximize rewards?"  Just think about that for a second.  Not only are you constantly asking yourself how to win, but also asking yourself if you are sure enough to win one turn (or three cards) later.  In this case you are no longer playing the game, you are playing the system.  

    This is far worse than aggro simply having a statistical advantage, because it invades the way people interact in the game.  The savvy Hearthstone player will be encouraged to milk victories, never ending them until the opponent is forced to concede.  And speaking of those who concede...they would reduce their opponent's potential rating and so make it easier for them to climb.  Conceding would be an act of spite and expedience.  Again, take a minute to imagine this.  People, if they aren't feeling generous (and let's be honest: this is Hearthstone) would be encouraged to give up early just to make somebody else's victory worse.  This is an ugly dynamic, where both winners and losers are fully vindicated for their toxic behavior.

    In summary, I know this post has not covered all possibilities.  I did not touch on the challenges of converting the current star system to a Legend-like ranking or of even more dubious suggestions to judging the "length" of games.  I merely wanted to give a bare discussion of why the commonly-suggested alterations to the ladder system would likely have unintended negative consequences, and hence why Blizzard has not adopted them.  Thank you for those who read this far.

    Posted in: General Discussion
  • 11

    posted a message on Discuss the Nerf - Small-Time Buccaneer

    Primary effects:

    Has no direct impact on the ability of already-susceptible classes such as Hunter or Paladin.  That said, the collective effect of the nerfs will likely be to make the pirate package less common since it is more easily countered by popular decks such as Reno Mage.  So indirectly we may see an increase in Paladin and Hunter, but this remains to be seen.

    Personally I was hoping for a reduction in attack rather than health seeing as that more directly gave slower starts a chance and less selectively favors certain classes with the nerf over others.  However, as mentioned meta shifts may get the desired result.

    Posted in: Card Discussion
  • 2

    posted a message on Max McCall Talks About Charge and Taunt - Concerns, Experimentation, and Execution

    ...do you...do you seriously read Blizzard like that?

    At this point I have to ask you honestly: has Blizzard ever replied to a comment about balance with "play another deck"?  I'm pretty sure that's what the forums tell you, not what Blizzard tells you.

    Posted in: News
  • 1

    posted a message on Make Hearthstone Great Again
    Quote from KenjiiKidoo >>

    I put all my hope in the next expansion and the upcoming "nerfs". But still i dont want the game to die...  Since i really started to enjoy the game. Do u think the game is dying?

     From the 1st quarter Activision-Blizzard earnings call: "Hearthstone had its highest annual monthly active users in 2016, growing more than 20%." Link to slide for reference.
    No, Hearthstone is not "dying."  The forums are a place where the disgruntled gather and vent their spleen at Blizzard and each other.  Typically your enjoyment of a game will be inversely proportional to the amount of time you spend on its associated forums.
    Now, to answer the inevitable rebuttal: "Sure it's numbers might have grown, but Blizzard is grossly mismanaging this game.  They are sacrificing quality for casual consumption and in the end it will cost them!"  Yeah, yeah, never heard that one before.  Blizzard has a vision for the game that is not perfectly aligned with the hardcore gamer.  Blizzard also has a timetable for its changes which can only be regarded as "glacial."  Combined people misconstrue Blizzard doing things slowly and in a different way than they would as "wrong" and therefore will clearly lead to THE END OF HEARTHSTONE AS WE KNOW IT.
    Posted in: General Discussion
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