It appears that the HS team is taking a similar approach to this game as the WoW devs took towards PVP.
Back when I played WoW I LOVED PvP. It was so much fun, and was always a dynamic experience. However, slowly but surely, the devs moved to homogenize all the classes and the diversity suffered. Healers didn't feel nearly as unique, DPS classes seemed interchangeable etc.
When Hearthstone first came out, the point of having different heroes and classic was to offer UNIQUE identities for each respective class. Each class had UNIQUE, POWERFUL, CLASS DEFINING cards. That was the whole point. So while Warriors got Fiery War Axe, Mages got Fireball etc.
With each successive nerf to powerful class defining cards the HS devs are ruining the identities and diversity they strove to create in the first place. What's the point of making Hex the same as Polymorph.
The Dev team also seems to confuse the issues. Fiery War Axe is a powerful card. Everyone agrees on that. But the card itself isn't itself intrinsically overpowered. The cards the devs decided to print that synergize perfectly with it are the problem. So rather than identifying the root cause, they nerf an integral card to the warrior class.
There is also a huge lack of consistency in the devs thought process. Who remembers 8 mana Mind Control? Do you remember how the devs justified its nerf? Let me remind you
Mind Control can be frustrating to play against, and is dominating play at the lower ranks. This should allow opponents playing versus a Priest to have a couple more rounds to make use of their high cost minions before they have a sudden change of mind.
Now lets have a look at why they didn't decide to nerf Ultimate Infestation.
So let me get this straight, since Mind Control is frustrating to play against, it was nerfed. But since Ultimate Infestation 'feels bad to lose to' it isn't worthy of a nerf? Am I the only one that sees the irony here?Our team has discussed making a change to Ultimate Infestation since it feels bad to lose to.
Again they really aren't addressing the root problem. If you want to introduce an incredibly powerful class defining card, you're going to have to do it for all classes. Is there any single 10 mana card in the game for any other class that's as powerful as Ultimate Infestation? No, there is not.
It's also quite ironic they brought up Ice Block. I get why the card is frustrating. If the devs have been debating what to do about it for some time, why release Open the Waygate at all? This deck would not work without Ice Block. Just another example of inconsistency from the devs.
The devs are not focused on class representation, identity, or diversity. How long as Rogue only had basically one dominant archetype in miracle rogue? Sure quest rogue was a thing, but it was promptly nerfed. Why haven't they focused on making more viable alternative rogue decks? How about hunter? Hunter has languished for several seasons now and no new powerful cards have been released for this class.
I always thought it was odd they decided to make the core set evergreen and then constantly nerf cards from it. Why make it evergreen at all if you want nerfs? Ben brode said he thought 10 cards from the core set in a deck was about right... Well then why have a core set at all? If you want new cards to be played the majority of the time get rid of the core set. The core set should be a way to allow players to have access to the powerful class defining cards explained above. Now they won't even have that if all these nerfs continue to happen.
The greatest strength of Hearthstone should be the fact that it is a digital card game which would allow for timely updates for issues that obviously need to be addressed. Instead we have the devs provide unnecessary head scratching nerfs to cards that weren't needed while ignoring core issues and class identities.
As a player base we are intelligent enough to realize this game will never be fairly balanced. Ever. Is that not the point? Some classes will get awesome cards while other classes have alternative equally as powerful cards. As long as each class has a couple different viable archetypes, isn't that the point?
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Getting god hand one time does not make the deck good. Any warlock is actually trash in the current meta, they die too fast and have little to no healing to compensate.
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Kills 1 taunt minion this brings back, left with 4 mana and a 4/5 good luck.
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This applies to almost all minions (ie. they protect combo pieces from rat), right? I mean, how is this card better at this particular role than any others?
Sorry I just don't get it, but I guess it's not that important
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They are making way easier to obtain certain legendary cards, isn't that something?
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Next time try to read an understand first.
Remember, you can save these packs and open them after the next expansion launches to get those guaranteed new legendary cards! You are not currently guaranteed a new legendary as the patch which changes that is not live.