Calm down buddy. He should have spared his rude remarks but that doesn’t make two wrongs right.
And it’s totally fine being a new hearthstone player with excitement over casual games. Most current players are numb and just netdeck to win anyways. Including me. Hearthstone lost it’s magic long ago so I envy new players like you.
Might not be high above 50% wr but super frustrating for some classes to play against with the constant mana cheat. Performance of a deck or play style is not everything but also the feel. Example: shudderwock, ress priest, freeze mage
Buff all warrior fire cards and Armor cards. They are small baby version of druid cards it’s ridiculous. Drumkit must go to 3 mana and weapons expert to 2 mana. Asvedon: discover and cast a spell your opponent played during the last 3 turns, choose targets if possible.
Nerf: Shadow priest Frostworm fury, dh, Druid, rouge (mainly pirate weapon stuff and a bit of concoction spam) Warlock (mana cheat is ridiculous), Paladin, shaman (totems)
Buff: mage (be very careful with burn stuff, perhaps buff skeleton package for value playstyle) Priest (a lot of cards are simply too fair compared to the rest of the meta, reduce svalna to a 5 mana drop and the spell she gives to 2 mana)
Standard: Theotar goes back to 5 mana (6 is too much), Denathrius infuse 1 but can only target minions, Coilfang 3 mana, Concert drake 6 mana 6/6, faerie dragon 3/3, primordial drake 6 mana 4/7, soul seeker 4 mana, Voodo doctor 1/2 taunt restore 3 health, senjin 3/8, sleepy dragon 7 mana 4/12 Undead dk buff perhaps reduce mana cost of 1 or 2 cards Shaman (cards that doesn’t include totems), Paladin (mainly the core stuff like hammer of wrath etc), Hunter leave as it is, gonna rise up after other classes have been tuned down in worst case reduce mana cost of 1-2 cards.
Buff all warrior fire cards and Armor cards. They are small baby version of druid cards it’s ridiculous.
Nerf: Shadow priest Frostworm fury, dh, Druid, rouge (mainly pirate weapon stuff and a bit of concoction spam) Warlock (mana cheat is ridiculous), Paladin, shaman (totems)
Buff: mage (be very careful with burn stuff, perhaps buff skeleton package for value playstyle) Priest (a lot of cards are simply too fair compared to rest of the meta, reduce svalna to a 5 mana drop and the spell she gives to 2 mana) Undead dk buff perhaps reduce mana cost of 1 or 2 cards Shaman (cards that doesn’t include totems), Paladin (mainly the core stuff like hammer of wrath etc), Hunter leave as it is, gonna rise up after other classes have been tuned down in worst case reduce mana cost of 1-2 cards.
Anti freeze, discover denial, end of turn denial, battlecry denial. All these effects should only be on a legendary with a battlecry effect that lasts for 1-2 turns to not make it useless nor op or a medium-high health minion that can't be discovered through normal means. A cool idea of the top of my mind a 2/4 3mana battlecry: your enemy can only play 1 minion next turn, would be good against aggro and combo decks. Another one for warrior: 4/6 taunt 5 mana battlecry: gain armor for the next 2 turns for the amount of mana your opponent spends.
Maybe more niche tech cards too, very situational print lots of them so you have one for every situation in weird dekcs.
Hearthstone 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
Look at crap games like clash of clans which has been around forever mainly due to consistent updates which hs is also really good at but also the vast amount of events and social aspects they are consistently adding. We need something similar in hs for the longevity of the game but also for the motivation for playing. Many players reach legend the first week then just log of until the new season. Adding a clan or guild system similar to clash of clans with weekly guild battles raids etc would be awesome this would also fix many of the progression problems of new players with new interesting ways to earn loot.
Also something as simple as having the ability to communicate daily with an in game community would vastly improve the motivation to log on and hang out in the guild/clan hub.
The main key to getting to legend is consistency if you stay consistent over and over and over you’ll eventually reach legend. Also not swapping around decks every time you lose or get frustrated rather play 1 deck you see a lot of success with and stick with that take short breaks when you feel frustrated.
Also it is definitely skill based and not bad luck you are more than likely making minor mistakes here and there that might go unnoticed since the result of x action show up much later than immediately after. If you really are dedicated and no matter how long you play you can’t see to break through then your deserved rank is rank 3. I would recommend getting a coach if you are really serious.
1
Calm down buddy. He should have spared his rude remarks but that doesn’t make two wrongs right.
And it’s totally fine being a new hearthstone player with excitement over casual games. Most current players are numb and just netdeck to win anyways. Including me. Hearthstone lost it’s magic long ago so I envy new players like you.
3
This might allow miracle priest in the future.
0
Would be the perfect card for warrior. Hoping for more control paladin options.
5
Go play marvel snap if you want brainless Aggro spam. Or yu gi oh where you can end games on turn 1. We don’t want you in this game.
3
That card is not broken at all. Stop smoking
1
Play standard and dust all your wild cards
0
Might not be high above 50% wr but super frustrating for some classes to play against with the constant mana cheat. Performance of a deck or play style is not everything but also the feel. Example: shudderwock, ress priest, freeze mage
0
Buff all warrior fire cards and Armor cards. They are small baby version of druid cards it’s ridiculous. Drumkit must go to 3 mana and weapons expert to 2 mana. Asvedon: discover and cast a spell your opponent played during the last 3 turns, choose targets if possible.
Nerf: Shadow priest
Frostworm fury, dh, Druid, rouge (mainly pirate weapon stuff and a bit of concoction spam)
Warlock (mana cheat is ridiculous), Paladin, shaman (totems)
Buff: mage (be very careful with burn stuff, perhaps buff skeleton package for value playstyle)
Priest (a lot of cards are simply too fair compared to the rest of the meta, reduce svalna to a 5 mana drop and the spell she gives to 2 mana)
Standard: Theotar goes back to 5 mana (6 is too much), Denathrius infuse 1 but can only target minions, Coilfang 3 mana, Concert drake 6 mana 6/6, faerie dragon 3/3, primordial drake 6 mana 4/7, soul seeker 4 mana, Voodo doctor 1/2 taunt restore 3 health, senjin 3/8, sleepy dragon 7 mana 4/12
Undead dk buff perhaps reduce mana cost of 1 or 2 cards
Shaman (cards that doesn’t include totems), Paladin (mainly the core stuff like hammer of wrath etc), Hunter leave as it is, gonna rise up after other classes have been tuned down in worst case reduce mana cost of 1-2 cards.
0
Buff all warrior fire cards and Armor cards. They are small baby version of druid cards it’s ridiculous.
Nerf: Shadow priest
Frostworm fury, dh, Druid, rouge (mainly pirate weapon stuff and a bit of concoction spam)
Warlock (mana cheat is ridiculous), Paladin, shaman (totems)
Buff: mage (be very careful with burn stuff, perhaps buff skeleton package for value playstyle)
Priest (a lot of cards are simply too fair compared to rest of the meta, reduce svalna to a 5 mana drop and the spell she gives to 2 mana)
Undead dk buff perhaps reduce mana cost of 1 or 2 cards
Shaman (cards that doesn’t include totems), Paladin (mainly the core stuff like hammer of wrath etc), Hunter leave as it is, gonna rise up after other classes have been tuned down in worst case reduce mana cost of 1-2 cards.
1
Because player numbers are extremely low in standard compared to the past. If there were no bots there would be much longer queues.
0
Anti freeze, discover denial, end of turn denial, battlecry denial. All these effects should only be on a legendary with a battlecry effect that lasts for 1-2 turns to not make it useless nor op or a medium-high health minion that can't be discovered through normal means. A cool idea of the top of my mind a 2/4 3mana battlecry: your enemy can only play 1 minion next turn, would be good against aggro and combo decks. Another one for warrior: 4/6 taunt 5 mana battlecry: gain armor for the next 2 turns for the amount of mana your opponent spends.
Maybe more niche tech cards too, very situational print lots of them so you have one for every situation in weird dekcs.
8
Hearthstone 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
1
50 packs. 2 legendaries
1
Look at crap games like clash of clans which has been around forever mainly due to consistent updates which hs is also really good at but also the vast amount of events and social aspects they are consistently adding. We need something similar in hs for the longevity of the game but also for the motivation for playing. Many players reach legend the first week then just log of until the new season. Adding a clan or guild system similar to clash of clans with weekly guild battles raids etc would be awesome this would also fix many of the progression problems of new players with new interesting ways to earn loot.
Also something as simple as having the ability to communicate daily with an in game community would vastly improve the motivation to log on and hang out in the guild/clan hub.
0
The main key to getting to legend is consistency if you stay consistent over and over and over you’ll eventually reach legend. Also not swapping around decks every time you lose or get frustrated rather play 1 deck you see a lot of success with and stick with that take short breaks when you feel frustrated.
Also it is definitely skill based and not bad luck you are more than likely making minor mistakes here and there that might go unnoticed since the result of x action show up much later than immediately after. If you really are dedicated and no matter how long you play you can’t see to break through then your deserved rank is rank 3. I would recommend getting a coach if you are really serious.