New Plans for Wild Format! What Could They Be?

Submitted 1 year, 1 month ago by

Title says it all. Well, in case you haven't heard of, a developer called Matt London wrote a post on Twitter, indicating that Blizzard is planning to bring the best experience for Wild format.

I wonder what's going to happen but unless they look into these issues below, I'm not holding my breath. These are my takes and I would like to hear your thoughts as well:

General

  • The cost of cards shouldn't be reduced below 1 Mana, no matter what. Mana cheat went way overboard that a hard rule must be applied. That means cards like Emperor Thaurissan and Insight can reduce the cost down to 1 Mana, similar to how Arcane Luminary functions. This rule will keep Pillager Rogues and Secret Mages to not spam 0-Cost cards.
  • If necessary, a card should have alternative/different variant for Wild format. For example, Contract Conjurer might be OK in Standard but not so much for Wild.
  • A graveyard system must be implemented so Big Priests can't resurrect same minion over and over again. Right now, if Blood of G'huun dies once, you can play 2xResurrect cards right away. Here, I propose you can play Resurrect only once if G'Huun died once. This rule will also affect N'Zoth cards and similar ones, to a degree.

Druid

  • Play Floop's Glorious Gloop to gain infinite mana, if utilized well. How about a hard cap, which you can gain up to 10 Mana Crystals, even if you have Guff Hero card played? Like, you have gained 9 Mana and spent them, then 2 minions killed but only one is granted to you, not two. It also shouldn't stack with cards such as Solar Eclipse.
  • Wildheart Guff should have 15 Mana Crystals at max, not 20.

Mage

Priest

  • New graveyard system, please look above.
  • Some resurrect cards Big Priests use should have mana cost raised by one. Candidates are; Resurrect+Eternal Servitude.
  • Shadow Essence should summon 3/3 or 4/4 minion, not 5/5.
  • Illuminate should cost 1 Mana and reduce the cost of spell by 2, not 3.
  • Radiant Elemental limits design for future Priest cards, which has proven pretty much with Mind Sear. This card belongs to Ungoro expansion and it's Elemental. Thus, I propose the following change: "Your Elementals have +1 Health" which looks thematically fitting.

Rogue

  • Maybe not a problem right now but either increase the condition for The Caverns Below or change its reward to set minions to 3/3 instead of 5/5.
  • Swordfish should either have 2 durability or grant +1 Attack.
  • Cutlass Courier has very good stats for his ability if compared with similar cards. Reducing his stats to 1/4 looks like a right balance choice.
  • Scabbs Cutterbutter should be...
    • 5 Mana, rest is same.
    • 4 Mana, reduction is 2.
    • 3 Mana, reduction is 1.

Shaman

That's all what I can think of. Let me hear your thoughts. With the insight shared from Blizzard, I really look forward to see Wild format grow even better.

  • Esparanta's Avatar
    Supporter HearthStationeer 540 349 Posts Joined 03/26/2019
    Posted 1 year, 1 month ago

    Title says it all. Well, in case you haven't heard of, a developer called Matt London wrote a post on Twitter, indicating that Blizzard is planning to bring the best experience for Wild format.

    I wonder what's going to happen but unless they look into these issues below, I'm not holding my breath. These are my takes and I would like to hear your thoughts as well:

    General

    • The cost of cards shouldn't be reduced below 1 Mana, no matter what. Mana cheat went way overboard that a hard rule must be applied. That means cards like Emperor Thaurissan and Insight can reduce the cost down to 1 Mana, similar to how Arcane Luminary functions. This rule will keep Pillager Rogues and Secret Mages to not spam 0-Cost cards.
    • If necessary, a card should have alternative/different variant for Wild format. For example, Contract Conjurer might be OK in Standard but not so much for Wild.
    • A graveyard system must be implemented so Big Priests can't resurrect same minion over and over again. Right now, if Blood of G'huun dies once, you can play 2xResurrect cards right away. Here, I propose you can play Resurrect only once if G'Huun died once. This rule will also affect N'Zoth cards and similar ones, to a degree.

    Druid

    • Play Floop's Glorious Gloop to gain infinite mana, if utilized well. How about a hard cap, which you can gain up to 10 Mana Crystals, even if you have Guff Hero card played? Like, you have gained 9 Mana and spent them, then 2 minions killed but only one is granted to you, not two. It also shouldn't stack with cards such as Solar Eclipse.
    • Wildheart Guff should have 15 Mana Crystals at max, not 20.

    Mage

    Priest

    • New graveyard system, please look above.
    • Some resurrect cards Big Priests use should have mana cost raised by one. Candidates are; Resurrect+Eternal Servitude.
    • Shadow Essence should summon 3/3 or 4/4 minion, not 5/5.
    • Illuminate should cost 1 Mana and reduce the cost of spell by 2, not 3.
    • Radiant Elemental limits design for future Priest cards, which has proven pretty much with Mind Sear. This card belongs to Ungoro expansion and it's Elemental. Thus, I propose the following change: "Your Elementals have +1 Health" which looks thematically fitting.

    Rogue

    • Maybe not a problem right now but either increase the condition for The Caverns Below or change its reward to set minions to 3/3 instead of 5/5.
    • Swordfish should either have 2 durability or grant +1 Attack.
    • Cutlass Courier has very good stats for his ability if compared with similar cards. Reducing his stats to 1/4 looks like a right balance choice.
    • Scabbs Cutterbutter should be...
      • 5 Mana, rest is same.
      • 4 Mana, reduction is 2.
      • 3 Mana, reduction is 1.

    Shaman

    That's all what I can think of. Let me hear your thoughts. With the insight shared from Blizzard, I really look forward to see Wild format grow even better.

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  • Unreal89's Avatar
    400 174 Posts Joined 06/02/2019
    Posted 1 year, 1 month ago

    Those are problematic cards indeed. And yes, I hate Big Priest with passion for years now, I would like it to be tweaked, and also introducing graveyard is additional solution to this.

     

    But there are more, possibly more problematic ones. More of them mentioned in MartianBuu twitter-chain (scroll down, 11 tweets in total).

    https://twitter.com/MartianBuu/status/1624103409640169472

     

    Grey Sage Parrot, Cataclysm, Spectral Pillager, Twig of the World Tree, Firemancer Flurgl - those are also some of the most problematic.

     

    I'm not sure what they can decide to do. At this point, as MartianBuu tweets correctly mentioned - many OP synergies accumulated, which might not fall under "need to nerf that".

    We are definitely reaching critical point in Wild, since 2021 and/or 2022 quite often (almost) every expansion see some broken things.

     

    There are few options for Blizzard in my opinion.

    1. They have to adjust their philosophy about Wild balancing - basically more active balancing (more than now, but not at the level of Standard).

    2. Leave Wild as fully Wild (unnerf everything?) and at the same time introduce new Wild format, with active balancing, when needed.

    New format - either rotating sets (Wild and/or Standard sets) or some kind of Limited format (?). In both cases it will be easier for them to balance (less cards / sets in the pool).

     

    I admit, new Wild format is what I expect the most at the moment. It would also be a new opportunity to reward players with (or let us pay for) some Wild packs.

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  • Esparanta's Avatar
    Supporter HearthStationeer 540 349 Posts Joined 03/26/2019
    Posted 1 year, 1 month ago

    I'd love to see Wild format frequently balanced, in addition to a new format like you mentioned in #3. And yea, I've looked at Martian's post way before you linked and glad you mentioned other cards I forgot to state. Best offenders, in my opinion, are Floop+Twig and refresh seems far more balanced than my suggestion. Yet, there should be a limit, at most 10 tbh for Floop.

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