A lot of crazy stat-dumps around now, but at least counters do not seem impossible. It would be surprised if it settles like this.
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Aug 5, 2020SlydE posted a message on Why Wild is in one of the WORSE spots it has ever been in:Posted in: General Discussion
I am a F2P player who mostly plays Wild due to alot of my collection is there. I want to make this post not to encourage salt, but to tell everyone my opinion why I feel like Wild is in one of the worse spots it has ever been in:
Wild VS Broken:
Wild is mean't to have some broken combos, I understand that, it should allow players to do stuff which should not be possible in standard, however it should have so limitation so it is not just super swingy and crazy. Like Doing Wild combos is fine like stealing your opponents deck with King Togwaggle with druid, Milling your opponents deck with Coldlight Oracle and Having OTKS with Shudderwock locking your opponent out the game or Shadowreaper Anduin hitting your face with a zero cost hero power. These are fin examples of Wild things which are powerful, but not broken. Then you get Mech Paladin making a 10/14 windfurry Mech by turn 5 which requires you to kill it immediately, Warlock cheating out 20 mana worth of Demons by turn 7 or Pirate warrior hitting you for 15 damage on turn 3 and you need to top deck a heal the next turn or you loose. These decks start to become uninteractive and very highrolley. You need to get equally as lucky with your broken deck to win and then it becomes not "Wild and fun", but more just "Tilting and 100% based on luck".
Games End before they start:
If you think standard games are fast, Wild games can easily end on turn 6 or 7 as most classes choose to play really aggressive aggro decks. Some of the top decks from last month include: Mech Handbuff Paladin, Pirate Warrior, Odd Demon Hunter, Discard Warlock and more aggro decks, Aggro decks are fine, but these wild aggro decks are super highrolley and require either godlike hands, playing equally as aggro decks with better draws or having that reno before turn 6 to win. It does not feel healthy to have decks able to swing 20 damage in the first 5 turns on a game. I think wild should stand for crazy and fun things, but the last few months have seen less fun interesting decks with crazy combos and more just super aggro decks refined to kill your opponent within 6 turns. I think these decks have a place in wild, but not as the main focus on ladder every season.
Cheating Mana has become RIDICULOUS:
Cheating out 12 mana worth of mechs on turn 2 or 20 mana worth of demons on turn 7 seems just beyond unfair. Skull of the Man'ari is still super hard to win against if you don't draw your weapon removal before they draw it. Now cubelock is one of the best control decks and have a pretty good chance against aggro decks, but a deck which can only win if they cheat out MASSIVE creatures seems another really unhealthy way to play Wild. Mech Handbuff Paladin can also cheat out tons of massive mechs which steamrolls most classes unless they have a good hand. Cheating mana has become really popular in hearthstone lately in the last year of expansions, but wild seems to be a place where you must be prepared to face a 9 cost card as early as turn 5.
Reno decks seem like easy outs for classes which are weaker:
Highlander decks in standard are seen as pretty strong, but mostly fun , however the card Reno Jackson in wild has lately become really frustrating to play and play against. If you play aggro and your opponent has reno by turn 6 you mostly loose and if you are playing reno and don't draw him you feel super angry and unhappy. It is a card which Im happy exists, but now it become a cheat card which frustrates either or both of the players.
This is just my opinion, so please take that in mind! I just think it will be nice if Wild have more attention and have some small balance patches each few months just to ensure the game remains fresh.
All of these things have been in the game a LONG time, and some of them for YEARS.
I am not sure if you are trolling, but if something is worse than ever, the problems should at least be recent. The latest addition to the Wild meta is probably Discolock, but that does not seem to bother you at all.
The worst state of Wild was the SA-druid tyranny. THAT was broken, an otk board wipe combodeck with no counters.
Aug 4, 2020Posted in: Card Discussion
Several times, extremely strong cards have been printed which were still not broken enough to carry an archetype. I have to say Secret Passage is one of the strongest cards I have ever seen, but if the decks it fits in has good counters is still unclear.
I hope odd rogue will be viable again!
Aug 2, 2020SlydE posted a message on The Aggro v Aggro mirror is the best game of hearthstone. CHANGE MY MINDPosted in: General Discussion
I agree that if you play aggro/tempo yourself, playing vs similar decks is usually the most fun and challenging. The opening hands and topdecks CAN be deciding, but my experience is that the games are often very close and hinge on every move you make. Also, when 2 fast decks face off, both fight viciously for the board for the first turns, but a very accurate call to go for the killing blow needs to be made.
Also, when playing aggro vs control decks, you have to hope they don't draw that key card, and vs combo, it is all boring smocing. Mid-range vs aggro games can be fun, but are usually about if the mid-range player hits the early game and gets to do their swing moves before they die.
Combo and control mirrors can be fun too, but they are so different and so much slower I don't think it is even worth discussing.
Aug 1, 2020Posted in: General Deck Building
Some more than others. There are aggro decks which can refill their board a few times.
Jul 30, 2020Posted in: Paladin
I have not seen any hate against Odd Paladin in ages, and there has been plenty of whine about the Wild meta. I am also not convinced it is any easier to play than the older midrange decks you praise. Quartermaster is still the powerplay, just with even more synergy.
Also, your complain about the Paladin class is the same for every class. The problem is that they can't both plan long-term and introduce frequent quick-fixed in terms of HoF inclusions and nerfs.
Also, what is a "Paladin" exactly? Healer-warleader-tank? The whole concept is pretty ambiguous, so it should be no surprise that defining an identity is difficult, and will naturally go in different directions and step on the toes of other classes.
Jul 28, 2020Posted in: Card Discussion
Speaking of Wild, I've been playing some OTK paladin with Auctionmaster Beardo and I'm convinced that the deck is pretty strong. I think it would be a good idea to move it up at least a tier (although personally I would put it in Tier 2).
Sorry for not following this up, but the deck seems to do worse at higher levels. Please keep me posted if you comfortably reach legend with OTKDK paladin, but for me, a solid tier 2 seems like a reach.
The legendaries from the latest expansion have finally been listed at the top of the OP, with "expected tiers" being the next step. The list will be updated more frequently going forward. I have been AFK for a while, and editing the list from the phone is unfortunately not an option.
Jul 22, 2020Posted in: General Discussion
So what is optimal matchmaking? since heartstone ranked is one vs one optimal matchmaking supposed to try to hold your winrate at %50 so if you go above %50 it will try to counter your deck with unfavored archetypes. but it doesn't mean that you will end up with %50 winrate because even if matchmaking system match you with worst matchup your opponent is still a human and human makes mistakes they don't make optimal play . that is how players increases their ranks and winrates and it is how it supposed to be.
No, this is also rigged, but also not what happens. By facing players with higher MMR you will naturally play against better players and counterdecks, and your winrate will almost certainly go lower until you reach your "true" level. There is no need and very complicated to hardcode "countermatchups" like so many claim to be the case. There has been no proof presented that the matchmaker has any idea what deck you cue up with, and considering anything but your rank/mmr would only make the waiting time longer and the game less fair for no reason.
Jul 21, 2020Posted in: General Discussion
Listen I've been playing this game for at least 4 years now and before they changed the system I never noticed this strange win/loss streaks alternance
Did you log your games?
Remember they did change the matchmaking a lot so getting a very high winrate while climbing through lower ranks is a lot harder now.
Jul 21, 2020Posted in: General Discussion
...every time I am in a win streak, it is immediately followed by a loss streak at least just as long?
How is it statistically possible that 1) I can't play my deck anymore 2) I get all the possible counters
Statistically, win and losing streak are extremely probable, and you should expect them. Log a few 100 games, and you will see.
Also, it can be good to stop playing on a losing streak, as your level of play might drop a bit if tilted.
Jul 21, 2020Posted in: Standard Format
Try reaching legend with ANY Murloc deck in Wild. It is pretty dam hard. Way too many removals and you do have to play smart if you want to finish your opponent.
I really don't think pirates and Murlocs are that different from other things the game has to offer.
That being said, the prism/scales paladin decks do get some very easy wins with the combo in place...
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