... you would want to remove emotes because you get tilted from a little teasing? this is why we can't have good things.
most of the people I played with normally uses emotes for greeting and acknowledging some moment in the game, perfectly fine use. the much lesser other bunch uses it for BM and spamming, which you can Squelch. so how is any of this a problem?
1
Every single person I've met in life who was a bad loser/table flipper was a younger sibling. Competing with their older brothers led to a hyper comeptitive psyche that literally could not process losing at anything through anything but rage....if this is your case to, well maybe you can take that on now and change.
1
Yeah I'm not seeing this either, I've played CCG all my life.
In the early days of hearthstone the devs were very much just 'throwing shit at the wall and seeing what sticks'. We ended up with crazy charging molten giant decks and other broken stuff, but it wasn't in any way being force fed to the players as the devs themselves barely even knew what they were doing.
What we are seeing now compared to before is force-fed archetypes, There is no other way you could see it. So many many useless epics and legendaries that are competely terrible unless you own their entire 'synergy set'. Own it all, well you suddenly got a blizzard planned tier 1/tier 2 meta deck.
1
Can't really argue with anything you said, but I don't like the result - glorified, super expensive rock/paper/scissors. They need to work hard on reducing the 'hard-counter' factor that comes in to play with this heavy segmentation, it leaves virtually no room for skill...or even RNG for that matter.
1
But how will the player base cope if they can't play aggro paladin or spellstone-play-itself hunter and emote?
3
Yeah opening multiple useless epics is really frustrating. Epics is where blizzard makes their money these days I think, since the change to legendaries. So I understand there being some 'filler' epics but some just go too far. If the card isn't even passable in arena format they don't need to create such horrible but extremely rare cards. Greed.
1
Now we're talking. I never understand why people always bring up other card games as hearthstone's competiton. Please... hearthstone has had, and will have the card game market locked down for years yet.
But there is only so much time in the day...reality is I don't play hearthstone if I'm spending all my free time with another game...a real AAA game. Last Of Us was literally the most cinematic incredible gaming experience I've had in years. It made such and impression I have to go back to stuff like Ocarina of Time of the N64 or even Secret of Monkey Island on the Amiga to compete.
I can not wait for Last Of Us 2.
1
The actual answer, because it needs to be simple, not that it's something Blizzard will ever do because of their greed, is weighted rewards.
If you are playing a copy-paste highly popular tier 1 net deck, the system recognises and your win is worth a quarter star. Rewards for your win scale up quickly from there based on how closely tied your deck is to popular decks known to be dominating ladder.
3
Instead of flopping around on the old Aggro-Combo-Control cycle we head back in the direction of mid-range for all. Spice it up with more cards like defile to give them cheap board clear options with a skill factor (allowing for the cards to be somewhat OP) that it's possible to play them over more stats/tempo.
I bring this up right now as it looks like we may be heading into a highly polarised phase of hearthstone, odd paladin being what it is, OTKs that reliably go off before or on turn 10 and odd warrior...just wait till we see a refined fast hunter list.
There needs to be room in hearthstone for skill but arguable more importantly RNG, polarised matchups remove all that and suck the life from this game. Gauranteed win macthups are almost as little fun gauranteed losses. Pilot influence over a match is what keeps the game....a game. Mid range is a way out, arena remains fun as it ever was, all largely mid-range by nature.
1
I'd say it's comparable with witchwood, in other words, it doesn't seem very good when compared with dungeon run.
2
The problem is pirnting cards that allow a combo deck to just sit there, risk free all too often and wait for the combo. All that armor gain for druid is ridiculous.
I love cards that mess with my opponents directly like dirty rat, but too many salty babies playing do not.
I'm cool with combo decks as an archetype but I'm not cool with them being so pwoerful they completely squeeze mid-range decks out the game. I can't count deathratttle hunter and even lock as mid-range decks, sorry. They just don't play like them, they are closer to combo/control decks themselves.