Hearthstone

Morrow

Trakanon Raider
3,341
948
Wait, so I should think Poisoned Blade is good because I played with the original Rogue hero power in beta? That's some interesting logic.

Patron is fun to play against? Laughs.

Patron win rates aren't high? I guess they are just using statistics for every single game with a Grim Patron in it, which doesn't mean much... sigh.

Deck slots aren't hard, STFU.

Neither is arena packs, and it blows my mind that people actually think a token is the simplest way to do it. There are several other ways that are very simple. It annoys me that nobody (e.g. big players, devs, etc) is talking about this despite it affecting so many people and so many people being displeased by it.
 

Gavinmad

Mr. Poopybutthole
44,426
53,876
GRvBqHf.png
I want to stomp on Brode's crotch until he coughs up a red paste that used to be his balls.
 

a_skeleton_02

<Banned>
8,130
14,248
I've said it in the past that I'm very anti Nerfing cards, I was against the Undertaker and Leeroy Nerfs as well. It's not that I don't think that those strategies are overpowered because they obviously are but I think that they can "correct" cards by introducing foils to them in other sets over time this would create a diverse metagame.

The problem is that if you don't make those foils playable enough then it just devolves into everyone playing the Degenerate deck of their choice and the game suffers. Cards like Kezan Mystic are the staple of what the developers should strive for and they should introduce cards like that in every expansion.

Example: 2 mana cost flare was cut from almost every single hunter deck for god knows how long, Now with Secret Paladin around Flare is automatically an include in most midranger hunter decks.

Reverse Example: Paladin secrets have been bad since beta and very rarely did most of them get played, Print Mysterious Challenger and now every deck has 10 secrets in it.

Example of this sucking: Scarlet Crusader and Little Exorcist, Designed as an obvious foil to Deathrattle but too weak or overcosted to make a difference.

The main issue with Hearthstone and Combo is that actual disruption is really weak due to it being a creater/spell only card. I know people throw hissy fit when they talk about instants in the game due to "Muh Casual, Muh Game time" but that would instantly fix any/all balance problems. Another thing they can fucking due is add "Enchantments" and/or "Locations"

This game BADLY needs another card type no matter what it is.
Also: Unconditional Silence and Haste in a game where you cannot assign blockers was also a general design mistake. Haste works fine in Magic since you can keep blockers up but having to rely on Taunt creatures that put you on the defensive and dealing with Owl and wolfriders will always give "cancer" agro decks an edge over new players hence all the complaining
 

Fight

Ahn'Qiraj Raider
4,730
5,614
Undertaker, pre-nerf, was their biggest fuckup to date. A card that cheap, that continually scales that much in power and gave you all the tempo, literally ruined the game. It was not like they could even create a hard-counter (such as Kezan) for it, since it did not have a battlecry or a deathrattle attached to it. Silence was the only option and if you drew/muligan'd terribly, the game was already over.

Other nerfs like Leroy were much more short sighted imo.
 

Gavinmad

Mr. Poopybutthole
44,426
53,876
Leeroy nerf wasn't short-sighted. Mega-leeroy combo was the win condition of handlocks at the time too. It wasn't as bad as Patron is now, but it was a pretty bad time for the game.
 

jooka

marco esquandolas
<Bronze Donator>
15,397
6,669
The fact they deny a defensive reaction outside of secrets is a big problem since they can only plan cards with taunt. Major rework incoming.
 

Angelwatch

Trakanon Raider
3,053
133
My problems with the Meta right now:

Patron Warrior needs nerfing. Once again it has to be Warsong Commander. I don't care if it destroys the deck. Blizzard has issued the rationale for it's nerf before: Uninteractive game play, ability to burst an opponent down from 30 health to zero without their opponent being able to do anything, etc. Patron has a very high skill cap but even poorly played Patron can lead to blowout wins.

Paladin and Hunter (still) are too strong. I don't think either class needs to be nerfed but we've been complaining for over a year about Hunter and we still lack the tools to, effectively, deal with them. It's simply no fun doing everything you can to try and stabilize and still lose on turn 5 or 6 because by the time you finally get things under control you are nearly dead from the previous few turns to the point where you simply get Steady Shotted to death or killed with a Kill Command. Paladin is simply too strong right now and it's over-represented on the ladder. Hearthstats is showing them with a 57.50% win rate and a large number of people playing them. Surprising that today the number is down from a few days ago where it showed Paladin at, roughly, 40% of all classes being played. But I'm still playing 2 of them for every 1 of other classes (usually Dragon Priest).

New methods need to be introduced to bring both classes in check but we're not going to see that for months yet. Blizzard moves glacially slow and it's likely that our next set of cards is going to be another Adventure mode based on Classic Set, Naxx, GVG, BRM, TGT spacing. So that's more of a themed set that helps shake things up a bit but really doesn't do as much as a full release of cards.

Just my thoughts.
 

Itzena_sl

shitlord
4,609
6
Hell, the Warsong nerf is easy: change it to "creatures with 3 or less power have charge" rather than them gaining it when played. That's how the Southsea Deckhandalreadyworks - use up your weapon? Whoops, no more charge.
 

Amzin

Lord Nagafen Raider
2,917
361
If they wanted to do a major rework but keep the "casual" feel of "your turn is YOUR turn" or whatever, I still think the game would massively benefit from a change I suggested when I started playing: Expand all the numerics in the game so you can fine-tune them better. Instead of 1 mana per turn, you get 10, to a max of 100. Most 1-cost cards would be 10-cost, some might be changed to 15 or to 5. Power and Health of creatures could similarly expand so you can have balance points between 2 and 3 power for example. I would say have the number ONLY be 5, 10, 15, 20, etc., no 27 or 12 or 33 nonsense, that's not needed. But as it stands right now, 1 mana is a HUGE power swing to change on a card. 1 power or 1 health is HUGE to tweak on a creature, etc. Allowing for smaller balance changes would allow for a much more balanced game overall and in some cases could even help reduce the heavy-RNG-handedness of the game without removing (i.e. piloted shredder can only pop out 20-mana minions, not 25-mana ones, so some of the more insane 2-drops now would be out of the pool).
 

Angelwatch

Trakanon Raider
3,053
133
Hell, the Warsong nerf is easy: change it to "creatures with 3 or less power have charge" rather than them gaining it when played. That's how the Southsea Deckhandalreadyworks - use up your weapon? Whoops, no more charge.
That's the easiest fix and it would work. Most people would find it acceptable too.

However, I'm off the opinion that Wasong Commander needs to be removed from the game entirely and a new basic card given to Warriors. Charge is such a broken mechanic that it's a dangerous card to leave in the game even in a nerfed state. But simply changing her to an Aura that goes away if a minion has more than 3 attack would work for the time being.
 

Gavinmad

Mr. Poopybutthole
44,426
53,876
The only nerf that wouldn't completely destroy the deck would be nerfing Frothing. Then you could just swap frothing out for worgen and the deck would still have the majority of its potency.

That being said, I'm probably fine with the deck being destroyed, I got my golden warrior the hard way, screw everybody cruising to easy ranked wins with patron.
 

a_skeleton_02

<Banned>
8,130
14,248
I just realized that the Shitty Hunter Legend was a hard counter to patron while he's on the board then I double checked and saw he has 2 fucking health. God that's awful.
 

Famm

Ahn'Qiraj Raider
11,041
794
Hell, the Warsong nerf is easy: change it to "creatures with 3 or less power have charge" rather than them gaining it when played. That's how the Southsea Deckhandalreadyworks - use up your weapon? Whoops, no more charge.
Yeah, that's been my vote for a while now. I still like my idea of changing charge so that it lets you attackother minionsand not face on that turn. Charge isn't completely destroyed and it gives the opponent a turn to see what he can do in response to the board. Charging frothings are definitely bullshit though.
 

Angelwatch

Trakanon Raider
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133
By itself I think Frothing is fine and I like the design. He's a threat that has to be dealt with immediately or it's very possible for him to ramp up really fast. It's Charge that breaks him. So remove Warsong Commander from the equation and he's just fine.
 

Angelwatch

Trakanon Raider
3,053
133
I'm actually surprised it took them as long as it did. The Horserider is sticky with divine shield and gives them more face options.
 

Famm

Ahn'Qiraj Raider
11,041
794
I'm seeing it in aggro pally too, the kind that's not really doing challenger/secrets but still just doing the face pally approach with wolfriders etc.