I am not against selling decks, but this is awful idea only because of one reason. They would never want to nerf them! The main problem of expensive hearthstone is that they was really afraid to nerf before. Now hs imo is much more affordable than before. You earn twice more gold than before, you have much better preorders than before. And now they finally can nerf cards freely and again... they will be afraid to nerf cards, because this will ruin this decks. They would better just sell all class cards and that would sounds much better.
- Xirom
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Member for 7 years and 14 days
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fordagame posted a message on Quilboars Join Battlegrounds & Battle-Ready Decks - Full Patch Notes 20.2 TomorrowPosted in: News -
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Greator posted a message on Quilboars Join Battlegrounds & Battle-Ready Decks - Full Patch Notes 20.2 TomorrowPosted in: NewsWhy do you need to call me deluded and elitist?
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TheArcanist236 posted a message on Quilboars Join Battlegrounds & Battle-Ready Decks - Full Patch Notes 20.2 TomorrowPosted in: NewsWhizbang the Wonderful died for this
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OverholtNA posted a message on Yshaarj. the defiler, ''is this the problem?''Posted in: General DiscussionWait, you think generating up to 5 cards and cheating out 20+ mana is a problem? I dunno, seems pretty fair. I don't see anything wrong with clearing your opponent's entire board, destroying five of their cards, and developing 20/20+ on the board with taunts to stabilize.
Now if you told me there were a way to tutor this card so that you pretty much always had it on curve I'd start to worry.
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BrazZOR posted a message on Card Draw Needs the "Charge Treatment"Posted in: General Discussion -
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THEPG19 posted a message on Card Draw Needs the "Charge Treatment"Posted in: General DiscussionPretty much fully agree. Card draw right now is insane, even aggro never runs out of resources and gas anymore with how much card draw exists.
Mages have 0 mana draw 2, Hunter's have deal damage + draw, warlock apart from hero power has multiple draw cards, rogue can draw infinitely but then again rogue was known always for drawing faster than others so for rogue at least it makes some sense.
Card draw and card generation has gotten too good in hearthstone. -
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IronFist15 posted a message on Card Draw Needs the "Charge Treatment"Posted in: General DiscussionApologies if this is redundant, I'm on and off with the forums but my latest run-ins with Hearthstone have led to me wonder what the community thinks. So here we go...
In short: there is simply too much card draw.
The argument for aggro is a short one. If you are a low range aggro deck you should run out of resources when you play 10 cards in 5 turns. The goal is to get in and out early, and there shouldn't be a reward in the way of card draw to empty your hand while doing mostly non-countered damage to the opponent. Cheap fast aggro used to be cornered specifically by Druid and Warlock. Druid had the ability to refill boards through token/spell means, and would buff once they suspected the counters to be exhausted. Warlock had lifetap, and that pioneered the aggro we see today. They would live in the 1-3 mana position with a few higher end 5s or so to close out the game. Was it balanced? Yeah I feel it was. You could play hard control and you did have a very positive win-rate pushing hard aggro down. Rng had its place on both sides of the field, and sometimes Warlock or Druid just got there because the cards aligned. That's Hearthstone in it's purest form: A handful of competitive classes, some hard-set counters to keep ladder fresh, and somewhat telegraphed gameplay with a HINT of random generation/mechanics so every game didn't go the same way. (not another rng thread, just an example)
Now that the game has expanded, we see combo decks that can draw 20+ cards before 10 mana. The skeleton of what combo was has shifted... imo in the wrong direction. Combo used to be pretty synonymous with control. You needed to hold the board for a VERY long time to pop off your OTK or win set-up. This on average in the Druids, Warriors, Priests, etc of the past generally took 10-15 turns. In all reasonability, fatigue control was an auto loss and aggro needed to run into the wall enough times to crack it. While those pillars haven't changed entirely, card draw has enabled the current combo decks to formulate their plan within 10 turns, if not by turn 10 at the latest in most cases. This pushes the opportunity to combat it down to very specific lines. Lines like combo disruption- which is class specific and otherwise not really present in the game- and aggro that draws better than its opponent while simultaneously drawing a good curve to close the game within 5-6 turns. Is combo broken? No. The card draw is broken. Tuning the draw back to force combo to enact its plan 3-5 turns later is what will healthily contain mage, demon hunter, and other OTK opportunities to pulling off the combo 50% of the time or less, and getting the rest of their lacking win-rate through alternative gameplans- which creates a LIVING strategy/experience.
I haven't had too many situations of control getting out of hand with card draw other than Tickatus Warlock. I feel that card specifically is a different conversation. Full fatigue control seems inexistent for now, but the game has a flow of bringing it back so we will see how the control conversation changes across the next year. I may be overlooking card draw issues in Control, but I hope some of you will point out the other culprits outside of Warlock.
Otherwise, how do you all feel? Is card draw the problem, or are the cards/classes themselves the real problem?
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CaHgO posted a message on It's Nozdormu Day - Every 15th of the Month!Posted in: NewsWow, Activision really desperate to keep some "activity" around Hearthstone. The stupidest and most useless "event" I have ever seen.
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Psy_Kik posted a message on Do you guys think that they will keep making hero cards?Posted in: General DiscussionNo thanks.
They need to continue to move hearthstone the other way - over time we want less discovery, less mana cheating, less convert your entire deck into RNG clown fiesta and finally, less infinite value generation.
Resource management needs to happen in hearthstone again, and not due to insane cards like Tickatus. It makes for a more rewarding game to play.
I appreciate that this a long list and can't happen all at once.
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Kinkyjohnfowler posted a message on The state of the HS communityPosted in: General DiscussionI don't think Ben Brode is some kind of demigod, but it’s clear the game was developed with a lot of love and care, year's of balancing and tweaking went into getting the game to match Team 5’s vision. That has gone now, 3 expansions and 3 mini sets per year with an ever expanding list of balancing problems added each time, all the time ignoring the fundamentals of the original game. All the AMA's in the world won’t change that.
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Exactly, Also the rewards are way less versatile because gold is always better than an current expansion pack, even more than old one
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i was one of them
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#MAKECONTROLWARRIORGREATAGAIN