The class is very similar to its original WoW class. Like in World of Warcraft, the class is at times either op or sub par. The problem is the way the class is built, you either have cards that make it very op or lack luster.
So in the way the class is forced to be Nerfed because there are no in between with it.
It can't keep up with other classes with average cards, so they're forced to make op cards to allow rogue to do good, but that leads to massive overplayed, following by a Nerf cry, then the eventual nerf.
I wrote on a stream that it would rise and take a place near the top of the meta decks and they thought I was nuts. Fast forward a few weeks and..... guess who is laughing now. And crying....lol. Because I like control decks.
Won't get nerf, because not top deck, and keeps dudedin in check. Plus no cards in it, are Op. Lackey is bad by it's self and if demons are already drawned.
The only card that can be targeted is cube, but it's used in other decks by other classes too. Doomgaurd is not op in the other Warlock decks.
Another thing people mistake is mixing cubelock and control Warlock. Too very different decks, one is about all out attack and the other is out lasting. But because people see voildlord in both, they think everyone is playing cubelock.
Hi ! I'm new to hearthpwn so let me introduce myself. I am an active player on asia server that main mid-range and control decks The aim of this thread is to look into "Losing against Aggro" The point is , it feels terrible losing against aggro. So, I would like to hear from you. If you are a staff from Blizzard, what would you do to make the losing feels a little bit better
#1 : You cant do anything if they draw 'decent' - Even if you are a controlock player, you will experience matches which you have already lost at the beginning of the game. The game ends at turn 5/6 , and there is nothing interactive at all.
#2 : The play-style of aggro is too simple - Imagine there is an aggro deck but the player is required to consider options. I understand that as the cost of aggro cards are low, they are unlikely to provide a fluctuating power level. Otherwise those cards are considered to be 'inconsistent' and trashed. Yet, the 'start of the game' mechanics is too strong for aggro player-style. It either provides you guns or ammo. ___________________________________________________________________________________________________________________ p.s1 ( Come on Blizzard, can we somehow nerf Mana wyrm already ?) p.s2 ( Really. Something like 'Force of nature + savage roar' was the time i had most fun playing hearthstone )
First you said you were new to hearthstone, ..... How can you remember force of nature combo and still be new.
Second aggro is not brainless as most none aggro players makeout. I primarily play control, and every time I tried aggro I get my butt handed to me. It takes a different type of decision making process.
Control you want to hold and use clears where most effective. Aggro you have decide when to go for it and when to hold minions back.
Both can be complicated to play to its max potential.
I had lightbomb in hand, and still losted, because they coin out and don't reach mana requirements lightbomb. That is why it should be Nerfed. When you lose before your even able to play a counter for it. Unless someone can tell me how to deal with a board full of giants on turn 4. It's needs to be fixed.
People saying it's not that good or their are other strong decks in wild, look how those others get or can be countered if targeted, and try to say the same. If you still can't see the common sense in the complaints, you are probably one of the ones playing it.
I too stopped playing wild because of Naga seawitch Bs. Should be Nerfed, yeah I know that wild should be wild, but some cards just ruin the experience of deck building. They were not thinking when they switched how it works.
Lackey with no demons in your deck, already drawned, is a very weak card for its stats. For this reason it will never be Nerf. Call to arms, should of been a neutral card, then would of been more fair. Spiteful is a problem with not enough bad high-end cards in standard.
The reason for no nerfs for Warlock is the cards by themselves are not Op. Combos take like 3 or 4 cards. Which is reasonable demand for any combo requirements in the game. Mage can do the same, so can priest, druid, and maybe the others. How come people don't see that. Simple Warlock is seen more.
If you think you ban the class you lose against, they ban same, so on and so on. Games would take long time to wait for matches. Too many bands and not enough willing to play your class. Tournaments are different.
One person says cubelock is teir 2, other says teir 1. Personally I noticed that it didn't get stronger with the expansion, but rather weaker, with more decks that beat it.
Second question is about how bad is the meta right now because I stopped playing since my first experience in coming up against this garbage bs.
I can handle strong decks, like aggro pally, cubelock and anything else, but playing a good back and forth match, ruined by such be,... Sucks and not fun.
No card should knock you down from 35 health in one turn. Patron was more fair, at least you needed board and hand conditions to pull off. Anyone who says this not op is playing aggro. I can understand if a deck was good vs control, but this destroys control decks. Probably good vs midrange too. One card should never be responsible for destroying an architect. Bring the Nerf before we forced to only play aggro decks and have an all aggro meta.
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How nobody said emperor T. Instantly makes any other cards better.
1
The class is very similar to its original WoW class. Like in World of Warcraft, the class is at times either op or sub par. The problem is the way the class is built, you either have cards that make it very op or lack luster.
So in the way the class is forced to be Nerfed because there are no in between with it.
It can't keep up with other classes with average cards, so they're forced to make op cards to allow rogue to do good, but that leads to massive overplayed, following by a Nerf cry, then the eventual nerf.
But all this is not the community's fault.
1
Yes good way to build a better collection, but only for the ones that you have normal ones. Nerf if you believe you never use again.
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I wrote on a stream that it would rise and take a place near the top of the meta decks and they thought I was nuts. Fast forward a few weeks and..... guess who is laughing now. And crying....lol. Because I like control decks.
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I think we should have a thread for people complaining about nerf threads.
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Won't get nerf, because not top deck, and keeps dudedin in check. Plus no cards in it, are Op. Lackey is bad by it's self and if demons are already drawned.
The only card that can be targeted is cube, but it's used in other decks by other classes too. Doomgaurd is not op in the other Warlock decks.
Another thing people mistake is mixing cubelock and control Warlock. Too very different decks, one is about all out attack and the other is out lasting. But because people see voildlord in both, they think everyone is playing cubelock.
0
2
I had lightbomb in hand, and still losted, because they coin out and don't reach mana requirements lightbomb. That is why it should be Nerfed. When you lose before your even able to play a counter for it. Unless someone can tell me how to deal with a board full of giants on turn 4. It's needs to be fixed.
People saying it's not that good or their are other strong decks in wild, look how those others get or can be countered if targeted, and try to say the same. If you still can't see the common sense in the complaints, you are probably one of the ones playing it.
0
I too stopped playing wild because of Naga seawitch Bs. Should be Nerfed, yeah I know that wild should be wild, but some cards just ruin the experience of deck building. They were not thinking when they switched how it works.
0
Lackey with no demons in your deck, already drawned, is a very weak card for its stats. For this reason it will never be Nerf. Call to arms, should of been a neutral card, then would of been more fair. Spiteful is a problem with not enough bad high-end cards in standard.
The reason for no nerfs for Warlock is the cards by themselves are not Op. Combos take like 3 or 4 cards. Which is reasonable demand for any combo requirements in the game. Mage can do the same, so can priest, druid, and maybe the others. How come people don't see that. Simple Warlock is seen more.
0
If you think you ban the class you lose against, they ban same, so on and so on. Games would take long time to wait for matches. Too many bands and not enough willing to play your class. Tournaments are different.
0
One person says cubelock is teir 2, other says teir 1. Personally I noticed that it didn't get stronger with the expansion, but rather weaker, with more decks that beat it.
0
Second question is about how bad is the meta right now because I stopped playing since my first experience in coming up against this garbage bs.
I can handle strong decks, like aggro pally, cubelock and anything else, but playing a good back and forth match, ruined by such be,... Sucks and not fun.
1
0
No card should knock you down from 35 health in one turn. Patron was more fair, at least you needed board and hand conditions to pull off. Anyone who says this not op is playing aggro. I can understand if a deck was good vs control, but this destroys control decks. Probably good vs midrange too. One card should never be responsible for destroying an architect. Bring the Nerf before we forced to only play aggro decks and have an all aggro meta.