So the goal of the pruning was to drop cards that went face? To make the game more minion-focused then - and maybe games less super quick with aggro?
But cards like Blizzard went away too - lot of freeze cards so I guess they don't want that anymore?
It seems like the goal is to get rid of non interactive design space. It isn't fun to play when your opponent stops you from doing anything or wins without interacting with you.
if you don't understand how the game has become more expensive then you don't understand the game
I understand it perfectly. I have played since beta. Even just the last 4 sets, I spent $80 on the mega bundle for each. I was missing 20-30 cards from each set; I am only missing 3 cards from Darkmoon Faire. And I went back and bought ~20 packs of Scholo with gold to pull Vectus. Obviously, that means I got more value for the same amount of money.
And every one of those cards makes something that actually has a significant impact. A 3/10 that does 3 to face is good, but it's hardly gamebreaking. This card is not faster, because you have more deck to go through. If it shuffles the card into the bottom 5, or bottom 10 it is just as slow as any of the other cards I mentioned.
Assuming you drop him on t3, you have about a 20% chance to draw her in the next 5 turns, maybe 30% if you're lock or something. And a 3/10 on turn 10+ is just ok. It's not that big a deal because it's not that consistent.
It makes trying to make a decent OTK deck (spell-based) a really torrid and unlikely affair. We know (from past experience) that Blizzard have outright stated they hate OTK decks and think they shouldn't be a thing and this is just another nail in the coffin that pushes Control decks to the fore. There might be other non-spell based OTK decks, for sure. But the spell damage ones are by far the most fun and this change definitely signals a drop in the fun-factor of the game for me.
So the fun factor of the game for you is to be able to play a non interactive deck where your win or loss is determined by what cards you draw and not your actual skill?
That sounds like a pretty shitty way to play dude.
This is a SEVEN MANA combo that removes ONE SINGLE MINION. In what world is this problematic?
In the world of a game which heavily relies on minions for win conditions for the greatest percentage of decks. Wonder what game that might be. Something beginning with "Hearthst....."?
And your comment kind of shows you don't see what this combo actually does. It removes 2 minions, not one. And it also only costs 5 mana, with the discounts mentioned above.
It doesnt remove two. It removes 1, then removes a second temporarily until Jailer dies.
And fine, 5 mana for the first set. That makes it a 2 card 10 mana combo that "kills" two minions. You know what else is a 2 mana 10 card combo that kills two minions? Two copies of Assassinate, which nobody even runs.
It gives you the advantage of disrupting combo decks, at the cost of being next to useless against aggro, and risking hitting something like a 1 drop. It's not problematic at all, it's barely even decent.
dont return to the game, the strategy of it has diminished to an almost non existent level, with random effects "balancing the game" rather than a more strategy based solution and the real money aspect has grown in large parts.
so basically it is less fun and it costs more
They literally give you more for free than they have ever given you at any point in the game before, by a good 100%. If you think the real money aspect is bigger than before, you don't actively play the game.
I bought the miniset with gold, bought probably 40 packs with gold, and have over 2k gold rn, and I've missed 5 or 6 weekly quests as well as probably 15 dailies.
I dont get why you people keep playing until the last minute.
what is wrong with these HS players that just keep playing even though they know they r not going to win
Is that a card game thing?
it's a bad loser thing, something related to player's own pride and bad manners in life. A glimpse of what happens when u have awful parents that doesn't teach you fair play; how to accept lose and how not to be an abysmal winner/player.
TFW you think that wanting to play a game out to the end somehow makes you a bad loser
Do you think football games should end at halftime if one side is 20 points ahead? That Call of Duty should just end its matches when one side has 40 kills and the other has 15 and it's first to 70? That a chess match should end when one player loses their queen?
If that's your attitude you probably just shouldn't interact with other human beings at all
I'm not going to stop playing something I'm enjoying and having fun with just because I'm losing, that's stupid.
Thank you for the maths lesson my dude. Could've done without the rudeness, but thanks none the less
I find a little rudeness helps motivate people to actually put in the effort to do things themselves rather than ask others to do it for them. It took me ten seconds on google to find those numbers, it would have taken you the same amount of time.
This card design has existed since League of Explorers my dude. Elise had this effect in Explorers as well as Ungoro and she was basically a staple in multiple decks. This is also literally the effect of every single Prime legendary, as well as Waxadred, Baleful Banker, White Eyes, Doomcaller, and multiple others.
No. This is how these cards always work. Look at Cthun the Shattered, it doesnt say what any of his pieces do. Or the og Elise that just shuffles a Map to the Golden Monkey into your deck. We'll have to wait until they reveal the token.
So no original basic and classic cards are rotating at all?
Can you not count?
Classic has 240 cards, Basic has 143, for a total of 383. 2nd grade math shows that means 233 basic and classic cards are being rotated out, they are leaving about 40% of the existing sets in.
Illidari Studies: Not sure why this is a problem, DH is the third worst class in the game rn in Standard and Wild, and barely makes it up one extra spot in Arena. It doesn't need a nerf.
Allura: You have to build an entire deck around her effect to make it consistent. The issue right now is Tip the Scales, which is already rotating out in the next expansion. The only other deck she's used in is Pure Pally, so the only thing your nerf would do is make her not pull Libram of Hope. Pointless nerf.
Secret Passage is also fine. Its played winrate is 4% lower than the decks it's in (it drops 60-61% winrate decks to 56-57%), and is literally the worst card for winrate in those decks, unless they run Sap. Secret Passage is a "I'm losing and this is my Hail Mary for my last chance to win" card. I mean, if you count "add 4 random temporary cards to your hand" as broken, why don't you count Evocation as broken too?
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It seems like the goal is to get rid of non interactive design space. It isn't fun to play when your opponent stops you from doing anything or wins without interacting with you.
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If it's turn 8 and you have only one minion on board, you already lost the game.
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I understand it perfectly. I have played since beta. Even just the last 4 sets, I spent $80 on the mega bundle for each. I was missing 20-30 cards from each set; I am only missing 3 cards from Darkmoon Faire. And I went back and bought ~20 packs of Scholo with gold to pull Vectus. Obviously, that means I got more value for the same amount of money.
1
And every one of those cards makes something that actually has a significant impact. A 3/10 that does 3 to face is good, but it's hardly gamebreaking. This card is not faster, because you have more deck to go through. If it shuffles the card into the bottom 5, or bottom 10 it is just as slow as any of the other cards I mentioned.
Assuming you drop him on t3, you have about a 20% chance to draw her in the next 5 turns, maybe 30% if you're lock or something. And a 3/10 on turn 10+ is just ok. It's not that big a deal because it's not that consistent.
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So the fun factor of the game for you is to be able to play a non interactive deck where your win or loss is determined by what cards you draw and not your actual skill?
That sounds like a pretty shitty way to play dude.
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It doesnt remove two. It removes 1, then removes a second temporarily until Jailer dies.
And fine, 5 mana for the first set. That makes it a 2 card 10 mana combo that "kills" two minions. You know what else is a 2 mana 10 card combo that kills two minions? Two copies of Assassinate, which nobody even runs.
It gives you the advantage of disrupting combo decks, at the cost of being next to useless against aggro, and risking hitting something like a 1 drop. It's not problematic at all, it's barely even decent.
2
They literally give you more for free than they have ever given you at any point in the game before, by a good 100%. If you think the real money aspect is bigger than before, you don't actively play the game.
I bought the miniset with gold, bought probably 40 packs with gold, and have over 2k gold rn, and I've missed 5 or 6 weekly quests as well as probably 15 dailies.
0
TFW you think that wanting to play a game out to the end somehow makes you a bad loser
Do you think football games should end at halftime if one side is 20 points ahead? That Call of Duty should just end its matches when one side has 40 kills and the other has 15 and it's first to 70? That a chess match should end when one player loses their queen?
If that's your attitude you probably just shouldn't interact with other human beings at all
I'm not going to stop playing something I'm enjoying and having fun with just because I'm losing, that's stupid.
2
I find a little rudeness helps motivate people to actually put in the effort to do things themselves rather than ask others to do it for them. It took me ten seconds on google to find those numbers, it would have taken you the same amount of time.
2
This card design has existed since League of Explorers my dude. Elise had this effect in Explorers as well as Ungoro and she was basically a staple in multiple decks. This is also literally the effect of every single Prime legendary, as well as Waxadred, Baleful Banker, White Eyes, Doomcaller, and multiple others.
1
No. This is how these cards always work. Look at Cthun the Shattered, it doesnt say what any of his pieces do. Or the og Elise that just shuffles a Map to the Golden Monkey into your deck. We'll have to wait until they reveal the token.
4
Can you not count?
Classic has 240 cards, Basic has 143, for a total of 383. 2nd grade math shows that means 233 basic and classic cards are being rotated out, they are leaving about 40% of the existing sets in.
2
They literally already said this like two weeks ago dude.
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Animated Broomstick: Yes, agreed.
Illidari Studies: Not sure why this is a problem, DH is the third worst class in the game rn in Standard and Wild, and barely makes it up one extra spot in Arena. It doesn't need a nerf.
Allura: You have to build an entire deck around her effect to make it consistent. The issue right now is Tip the Scales, which is already rotating out in the next expansion. The only other deck she's used in is Pure Pally, so the only thing your nerf would do is make her not pull Libram of Hope. Pointless nerf.
Secret Passage is also fine. Its played winrate is 4% lower than the decks it's in (it drops 60-61% winrate decks to 56-57%), and is literally the worst card for winrate in those decks, unless they run Sap. Secret Passage is a "I'm losing and this is my Hail Mary for my last chance to win" card. I mean, if you count "add 4 random temporary cards to your hand" as broken, why don't you count Evocation as broken too?
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Lmao I just had a priest who quintuple mass rezzed yesterday and I never dropped below 15 health as Prime Warlock
Bomb War also has zero trouble with them
Maybe stop playing aggro trash and you'd win against them