They will nerf Reckless Experimenter before patch goes live, they did the same with Shadowboxer and Zilliax.
Yeah, if they soft nerf Reckless Experimenter so that it can't reduce costs to below 1, then the combo is still brutal late game but it's not insta-kill on t5.
But can they afford a second nerf patch 10 days after releasing one?
Something like "no less than (1)" is not a soft-nerf, it's a full-blown nerf and not even a subtle one.
2. It is literally impossible to respect wild gameplay when releasing a new expansion. They were pretty vocal about that right from the beginning and it‘s the main reason, wild exists in the first place! Nerfs like molten giant are unfortunate but necessary. I mean, what else do you suggest?
This is (partly) false. Releasing broken Graveyard and Summon mechanics was unnecessary for Standard. Releasing stuff like Quartermaster or Vilespine Slayer at (5) was unnecessary for Standard. Releasing Bloodbloom at (2) was unnecessary for Standard. And so on and so forth.
On top of that, leaving those cards STILL unnerfed UPON Rotation into Wild-only was unnecessary for Standard by definition.
It is unnecessary to release cards that are obviously insanely powerful/flawed for the turn they are played. This is not just a matter of powercreep gone rampant. It's just broken/flawed stuff entirely from the moment they are released: powerful synergies can be kept in check by tuning their mana cost according to an appropriate phase of the game: eg. Emperor Thaurissan (powerful but ok, at (6)) vs Bloodbloom (actually weak overall, but obviously flawed, at (2)).
> Anything is acceptable in the game - as long as it is restricted to happen in appropriately proportionate turns.
There is a difference between design freedom, which is a good thing, and careless/flawed design, which is outright bad.
You know, it feels like the game is developed by Goblin Engineers, extremely clever, but also extremely careless...
I do understand, and i'm ok with planned obsolescence as part of a business policy (especially where the environment is not involved).
Standard players know that, and they actually like it.
Thing is Wild is treated once more as the trashbin of the game. Sure, it's not the major mode, but why having it at all, if all they do is making it more unpleasant every expansion?
Do they understand that most of the current Wild players woukd rather leave the game than switching back to Standard?
If rampant Brokenness (which is different from sheer OPness) on one hand, and the random destruction of Classic cards (with unnecessary Wild meta repercussions) is a means to carve out some Wild players and push them to Standard, they are making a big mistake...
0
But can they afford a second nerf patch 10 days after releasing one?
Something like "no less than (1)" is not a soft-nerf, it's a full-blown nerf and not even a subtle one.
0
Miracle Mage is the most similar thing to Miracle Rogue.
Even better in Wild. ;)
0
This is (partly) false. Releasing broken Graveyard and Summon mechanics was unnecessary for Standard. Releasing stuff like Quartermaster or Vilespine Slayer at (5) was unnecessary for Standard. Releasing Bloodbloom at (2) was unnecessary for Standard. And so on and so forth.
On top of that, leaving those cards STILL unnerfed UPON Rotation into Wild-only was unnecessary for Standard by definition.
It is unnecessary to release cards that are obviously insanely powerful/flawed for the turn they are played. This is not just a matter of powercreep gone rampant. It's just broken/flawed stuff entirely from the moment they are released: powerful synergies can be kept in check by tuning their mana cost according to an appropriate phase of the game: eg. Emperor Thaurissan (powerful but ok, at (6)) vs Bloodbloom (actually weak overall, but obviously flawed, at (2)).
> Anything is acceptable in the game - as long as it is restricted to happen in appropriately proportionate turns.
There is a difference between design freedom, which is a good thing, and careless/flawed design, which is outright bad.
You know, it feels like the game is developed by Goblin Engineers, extremely clever, but also extremely careless...
0
I can't complain of a deck that contributes to keep Big Priest winrates in check.
That's telling of how retarded the whole thing is getting...
7
Obviously, anything that can abuse Mana Cheating is powerful.
Equally obviously, Mana Cheating is the source of the problem.
Conjurer's Calling is perfectly fine, nothing more than a powerful card.
Yet, in the case of Giants, they are forced to do nothing for several turns...
3
I do understand, and i'm ok with planned obsolescence as part of a business policy (especially where the environment is not involved).
Standard players know that, and they actually like it.
Thing is Wild is treated once more as the trashbin of the game. Sure, it's not the major mode, but why having it at all, if all they do is making it more unpleasant every expansion?
Do they understand that most of the current Wild players woukd rather leave the game than switching back to Standard?
If rampant Brokenness (which is different from sheer OPness) on one hand, and the random destruction of Classic cards (with unnecessary Wild meta repercussions) is a means to carve out some Wild players and push them to Standard, they are making a big mistake...
2
Cheers man, i'm glad i could help with some fun.
3
The nerf on Prep is plain out wrong in Wild.
But i'm more upset by the fact they think the Summon/Graveyard system is perfectly fine.
I don't care the winrates, Darkest Hour Warlock and Big Priest are cancer decks (and i don't easily use that label).
Toxic for the overall fun of the mode.
I'm tired of being forced to Even Shaman to stand some fair chances in this meta against hyper-Aggro on one side and Brokenness on the other...
5
Problem is that the outcome of this nerf is bound to the design of spells in future expansions.
While most Rogue spells are now way worse.
Which is why i dislike this nerf.
It also makes worse the best counter to Big Priest in Wild, lol...
Old Prep was powerful, but this is a terribad nerf nonetheless.
0
A fair nerf.
5
An ok nerf.
Card is still powerful enough to be used in a variety of decks.
This is how nerfs should be.
1
There we go!
I'll be back soon with top results and the winner of the Bingo!
2
Meh, again no Wild change.
Back to Even Shaman for climbing and Miracle Mage for fun, i guess.
I'm just not sure i can take such a narrow viability for much longer...
0
No idea, you should ask the devs. :p
I think they will take action, if anything as an excuse to nerf some more cards from the Classic set, and make Rotative Sets more compelling.
But we have nothing official about a nerf so far, not even a "we are keeping an eye on it", so we can't be sure.
0
It sucks, but not as much as a real paywall. Not even close, because 1 month wait is pretty much nothing.
EDIT