They should ban all of the cheat cards and stop making them.
That's the point here. There's so much cost cheating in this game that it stopped being fun long ago.
I wonder why they keep doing this instead of something actually healthy and balanced. I mean, they could even increase mana to 15 points and hero health to 50 or so. Hopefully it would mean not dying by turn 6 as well as combo decks having to do something else than draw the whole deck in 2 turns then killing you...
I just got to lvl 120, which I know isn't a lot compared to everyone else... But I'm so happy.
This is the first expansion where I have 81% of all the cards of a set (counting WC), including more than half of the legends, 20k gold for the next expansion, 7 packs that has next set's cards, 10k dust left, and we still have 2 months left to get gold and tavern packs. Considering I've only spent $40, I'm thrilled.
I thought I could farm some easy wins to get my gold Shaman portrait with the new #1 deck on HSReplay: Elemental Shaman.
Oh boy, what a fool I was. Turns out Shaman is still a huge pile of shit that is impossible to win with. Like goddamn, even my meme big Demon Hunter has a higher winrate than this sack of shit.
In the future they could also make something like a forbidden/limited list for wild, like in Yu-Gi-Oh duel links. That would basically allow you to put Stealer of Souls or Violet Illusionist in your deck, but never both at the same time. I'd much rather see that solution than if they nerfed/changed the card after it rotates.
I reached level 225 and finished all the new Wailing Caverns XP achievements.
Stealer of Souls is getting banned on Wednesday which means I can finally play Wild again afterwards.
For the rest of this year, I will focus on reaching 1000 wins with DemonHunter. Still 572 wins to go though. At least, Illidan will turn golden very soon™ 😁
EDIT: I managed to assemble Quel'Delar for the first time in Duels. This weapon is really awesome. I am loving it! 🍟🍔
I'm pretty strongly convinced that it's the length and difficulty of ladder climbing that makes it such a big deal. If climbing were not so brutally difficult, people would be more forgiving of bad metas
Personally, I much prefer this over nerfing the card into unrecognizability. I wish they'd print an unnerfed but banned version of Warsong Commander so I could play OG Patron Warrior in a duel against a friend, for example.
I disagree to an extent. Yes it's overdone but I don't think it shouldn't exist. Some cheating is okay. I love cards like Bloodbloom. Cards that give access to some form of cheating, at a cost is cool. Stealer of Souls is over the top. It needs to either be "Demons you draw" or "the first card you draw a turn" or even just have it's damage go past imunities.
Emperor Thaurissan I think is fine. Takes some time and drawing the right cards to get discounts. While Incanter's Flow just hits too much at once. Easily reducing 20+ mana in a spell heavy deck on turn 2.
Aldor Attendant is too much as well. I'd want it was more like Dragon Consort where you use it to plan future turns. Instead it combos a spell that returns to your hand cost 0 for a game making it too much.
I am sure there is more but I think you get my point. Reducing cost is fun and makes some fun combos an interactions. However it being unrestricted or bringing things to zero can be overpowering and unfun.
Edit: Also with h0lysatan and Sorcerer's Apprentice either shouldn't bring stuff to zero or be more like Pint-Sized Summoner where the longer it's alive it gets value.
I like this. I'm assuming with this being a ban in one format that more support for self-damage Warlock is in the works for standard and they don't want to gimp that. While at the same time still having a fix for the problems in Wild. This also gives them time to evaluate and change the card in more thought over and tested fashion.
Blizzard does have some issues to look at though. Cards that cheat mana on a bigger scale are causing issues. These need to be toned down or limited in some form rather than keep getting released. I love mana cheating, don't get me wrong. However playing out your entire deck in a turn for free is a bit over the top. Especially when adding in combos that end up winning the game. Again, I don't mind these. But there is a difference from a Mecha-thun that does it on turn 10+ to one that does it on 3-4. You have to survive those turns, fight against your opponent and interact. The hyper fast version are too much of a single player experience in what is a multi player game. I get that sometimes people get the best draw and the game can feel uninteractive or that you had no chance. That will happen on occasion but that needs to be a rarity. An entire deck that just plays an "end the game" card hyper fast should not be allowed.
When the Wretched Tiller OTK happened I laughed. I even forgot that card existed. Mistakes happen. This card though with the ease of access to immunity shouldn't have passed as is. I only hope Blizzard will be more mindful of cheat and combo mechanics in the future, especially with how things interact in Wild. However I am thankful for the fairly quick and simple ban solution for now until a better adjustment can be made.
0 play in standard, and gosh, it's been out a whole few weeks, let's nuke it! Format bans are a good thing if you actually want balance, and it could wind up bringing about more options in the future/
The cards still have a cost associated to them when the effect of the card triggers. It's not free (not without immune). Warlock doesn't have access to armor gain and healing is also limited. The class is all about self-sacrifice so this mechanic works perfectly for the class. The card can't really break anything in Standard because immunity cards aren't available. It's pretty clear that the card wasn't designed with Wild in mind. They are probably not taking Wild in consideration for new cards anymore because, as i said in my other post, it's just not possible to balance a mode that expands so rapidly and infinitely. It requires too much time and manpower to evaluate all possible interactions and that slows down development progression for other modes. At this point, they just accepted that they have to get rid of problematic cards in Wild to keep things working without hurting deck building possibilities in Standard through nerfs.
Removing specific mechanics like mana discounts (or mana cheating as people now like to call it) will hurt deck building possibilities. Most combo decks relies on mana discounts to function and this type of deck has a dedicated playerbase. If they stop giving people the ability to make combos out of a big combination of cards, they will lose a lot of players and that's something they want to avoid at all costs. Combo decks must be allowed to exist.
Hearthstone could clarify the rule for playing cards and using life as part of the payment cost. Such payments are not considered as damage and can not be prevented.
Magic the Gathering had a similar rule about using life points as payment to play cards, but I don't remember the details.
Hearthstone Bans Its First Card in Wild Next Week - Stealer of Souls
That's the point here. There's so much cost cheating in this game that it stopped being fun long ago.
I wonder why they keep doing this instead of something actually healthy and balanced. I mean, they could even increase mana to 15 points and hero health to 50 or so. Hopefully it would mean not dying by turn 6 as well as combo decks having to do something else than draw the whole deck in 2 turns then killing you...
Hearthstone Bans Its First Card in Wild Next Week - Stealer of Souls
Precisely. If Immune didn't prevent life loss from paying life costs, the ban would have been completely unnecessary in the first place.
Rewards Track: Current progress 2.0
I just got to lvl 120, which I know isn't a lot compared to everyone else... But I'm so happy.
This is the first expansion where I have 81% of all the cards of a set (counting WC), including more than half of the legends, 20k gold for the next expansion, 7 packs that has next set's cards, 10k dust left, and we still have 2 months left to get gold and tavern packs. Considering I've only spent $40, I'm thrilled.
Group Therapy! Need to blow off some steam? Mega salty? Here's the place!
I thought I could farm some easy wins to get my gold Shaman portrait with the new #1 deck on HSReplay: Elemental Shaman.
Oh boy, what a fool I was. Turns out Shaman is still a huge pile of shit that is impossible to win with. Like goddamn, even my meme big Demon Hunter has a higher winrate than this sack of shit.
Hearthstone Bans Its First Card in Wild Next Week - Stealer of Souls
In the future they could also make something like a forbidden/limited list for wild, like in Yu-Gi-Oh duel links. That would basically allow you to put Stealer of Souls or Violet Illusionist in your deck, but never both at the same time. I'd much rather see that solution than if they nerfed/changed the card after it rotates.
Rewards Track: Current progress 2.0
I reached level 225 and finished all the new Wailing Caverns XP achievements.
Stealer of Souls is getting banned on Wednesday which means I can finally play Wild again afterwards.
For the rest of this year, I will focus on reaching 1000 wins with Demon Hunter. Still 572 wins to go though. At least, Illidan will turn golden very soon™ 😁
EDIT: I managed to assemble Quel'Delar for the first time in Duels. This weapon is really awesome. I am loving it! 🍟🍔
Pool Party Skins, Major Balance Changes, and the Ruination Event are Coming To Runeterra Soon
He got nerfed too hard. Even in labs, he's a shadow of his former self.
Pool Party Skins, Major Balance Changes, and the Ruination Event are Coming To Runeterra Soon
They have said consistently that all champions will eventually make it into LoR. So, she will be added someday.
Hearthstone Bans Its First Card in Wild Next Week - Stealer of Souls
This is exactly why banning cards from wild is a mistake. People like you will march to get every single power card banned.
Hearthstone Bans Its First Card in Wild Next Week - Stealer of Souls
Holy fuck dude, eat some snickers or something. It's literally just a single card, you're just trying to find a reason to be angry.
Hearthstone Bans Its First Card in Wild Next Week - Stealer of Souls
Nah, immune is the problem.
This is the 2nd time in a short while immunity broke a newly released card.
Hearthstone Bans Its First Card in Wild Next Week - Stealer of Souls
He probably doesn't know the literal wild is right outside city limits.
Still No News From Riot?
I'm pretty strongly convinced that it's the length and difficulty of ladder climbing that makes it such a big deal. If climbing were not so brutally difficult, people would be more forgiving of bad metas
Hearthstone Bans Its First Card in Wild Next Week - Stealer of Souls
Good start, well, if they will delete sorc. apprent. And fix unnerfed pala, and secret mage. I will return to their game.
I m really sad about it i m drop hs not coz of battle pass or other monetization things, but coz blizz doesn t care about my game format...
I also join the revenge
Very potent list - thanks for sharing
Hearthstone Bans Its First Card in Wild Next Week - Stealer of Souls
Personally, I much prefer this over nerfing the card into unrecognizability. I wish they'd print an unnerfed but banned version of Warsong Commander so I could play OG Patron Warrior in a duel against a friend, for example.
Hearthstone Bans Its First Card in Wild Next Week - Stealer of Souls
I disagree to an extent. Yes it's overdone but I don't think it shouldn't exist. Some cheating is okay. I love cards like Bloodbloom. Cards that give access to some form of cheating, at a cost is cool. Stealer of Souls is over the top. It needs to either be "Demons you draw" or "the first card you draw a turn" or even just have it's damage go past imunities.
Emperor Thaurissan I think is fine. Takes some time and drawing the right cards to get discounts. While Incanter's Flow just hits too much at once. Easily reducing 20+ mana in a spell heavy deck on turn 2.
Aldor Attendant is too much as well. I'd want it was more like Dragon Consort where you use it to plan future turns. Instead it combos a spell that returns to your hand cost 0 for a game making it too much.
I am sure there is more but I think you get my point. Reducing cost is fun and makes some fun combos an interactions. However it being unrestricted or bringing things to zero can be overpowering and unfun.
Edit: Also with h0lysatan and Sorcerer's Apprentice either shouldn't bring stuff to zero or be more like Pint-Sized Summoner where the longer it's alive it gets value.
Hearthstone Bans Its First Card in Wild Next Week - Stealer of Souls
are you referring to what I said? or to Hearthstone? because I don't get it.
Hearthstone Bans Its First Card in Wild Next Week - Stealer of Souls
I like this. I'm assuming with this being a ban in one format that more support for self-damage Warlock is in the works for standard and they don't want to gimp that. While at the same time still having a fix for the problems in Wild. This also gives them time to evaluate and change the card in more thought over and tested fashion.
Blizzard does have some issues to look at though. Cards that cheat mana on a bigger scale are causing issues. These need to be toned down or limited in some form rather than keep getting released. I love mana cheating, don't get me wrong. However playing out your entire deck in a turn for free is a bit over the top. Especially when adding in combos that end up winning the game. Again, I don't mind these. But there is a difference from a Mecha-thun that does it on turn 10+ to one that does it on 3-4. You have to survive those turns, fight against your opponent and interact. The hyper fast version are too much of a single player experience in what is a multi player game. I get that sometimes people get the best draw and the game can feel uninteractive or that you had no chance. That will happen on occasion but that needs to be a rarity. An entire deck that just plays an "end the game" card hyper fast should not be allowed.
When the Wretched Tiller OTK happened I laughed. I even forgot that card existed. Mistakes happen. This card though with the ease of access to immunity shouldn't have passed as is. I only hope Blizzard will be more mindful of cheat and combo mechanics in the future, especially with how things interact in Wild. However I am thankful for the fairly quick and simple ban solution for now until a better adjustment can be made.
Hearthstone Bans Its First Card in Wild Next Week - Stealer of Souls
0 play in standard, and gosh, it's been out a whole few weeks, let's nuke it! Format bans are a good thing if you actually want balance, and it could wind up bringing about more options in the future/
Hearthstone Bans Its First Card in Wild Next Week - Stealer of Souls
LOL. Have to agree. If one card can get banned, I can't wait for the other card as well.
Next priority, Sorcerer Apprentice.
Hearthstone Bans Its First Card in Wild Next Week - Stealer of Souls
So, Wild is literally not... wild anymore? (referring to all cards can be played)
Turns out this option was available after all.
Hearthstone Bans Its First Card in Wild Next Week - Stealer of Souls
I think you're the one whos not reading his reply thoroughly. He's spesifically talking about Wild.
Hearthstone Bans Its First Card in Wild Next Week - Stealer of Souls
The cards still have a cost associated to them when the effect of the card triggers. It's not free (not without immune). Warlock doesn't have access to armor gain and healing is also limited. The class is all about self-sacrifice so this mechanic works perfectly for the class. The card can't really break anything in Standard because immunity cards aren't available. It's pretty clear that the card wasn't designed with Wild in mind. They are probably not taking Wild in consideration for new cards anymore because, as i said in my other post, it's just not possible to balance a mode that expands so rapidly and infinitely. It requires too much time and manpower to evaluate all possible interactions and that slows down development progression for other modes. At this point, they just accepted that they have to get rid of problematic cards in Wild to keep things working without hurting deck building possibilities in Standard through nerfs.
Removing specific mechanics like mana discounts (or mana cheating as people now like to call it) will hurt deck building possibilities. Most combo decks relies on mana discounts to function and this type of deck has a dedicated playerbase. If they stop giving people the ability to make combos out of a big combination of cards, they will lose a lot of players and that's something they want to avoid at all costs. Combo decks must be allowed to exist.
Hearthstone Bans Its First Card in Wild Next Week - Stealer of Souls
Hearthstone could clarify the rule for playing cards and using life as part of the payment cost. Such payments are not considered as damage and can not be prevented.
Magic the Gathering had a similar rule about using life points as payment to play cards, but I don't remember the details.