Basically all the unnerfed cards are ones that enabled uninteractive OTKs, while the rest of the previously nerfed cards are probably already powercrept by that point so you won't play those anyways. It would basically be a shitshow akin to the current Tavern Brawl, which most people just play for the fun of FTKing opponents, and then never touch it again after 5 games. Basically it would be a huge waste of ressources to create a whole new gamemode with accompanying UI that less than 1% of the playerbase will use continuously.
You could even argue Classic is a wasted format because of how boring it gets after a while and at least the community asked for that one.
It will be much weaker, but won't remove the problem. In my opinion it kinda makes it worse since you're literally now losing to what amounts to a highroll draw, which in this category warlock kinda excels in. And its not like warlock cant tutor minions out via Free Admission anyway.
The proper way to deal with this in my opinion is to increase its mana cost or change the card entirely, hence 'obliterate'. But as mentioned, its just been released, not seeing any play in standard so if it gets nerfed now, what's the point of it being created in the first place.
How is removing the demon tag "obliterating" this card?
The combo would be still possible with 6 mana on turn 6 or 5 with the coin but not earlier and it would be way less consistent to get the combo until then. The deck would be still playable but much weaker.
It may be lazy but at the same time there's no real way you can nerf this card without obliterating it. Considering that standard will almost never use this card, a nerf will simply beg the question why it even needed to exist in the first place at all.
The problem is, the card isn't the problem. Wild is the problem. You have so many cards there, there will be a stupid interaction every other patch at this point. And I believe that blizzard should not nerf cards that are fine in Standard just so Wild doesn't'become a shitfest. Because honestly that would mean nerfing a lot of cards to satisfy a smaller play base. Hence banning is the best solution. And lets be real. If its nerfed into oblivion, the card might aswell have been banned in wild anyway, because it won't see play.
But they can nerf cards only for WIld IF THEY WANTED.
Classic cleary shows they can have cards be different in different formats.
Banning is IMO not at all the Best solution, just the Laziest one IMO.
And banning is still differnt from nerfing into ground , since now cant ever at all use it wild (for as ban is in place) in any way shappe or form. Not in friendly matches, casual nor get it from rng where evn terrible cards may shine occasionly if pulled from rng.
The problem is, the card isn't the problem. Wild is the problem. You have so many cards there, there will be a stupid interaction every other patch at this point. And I believe that blizzard should not nerf cards that are fine in Standard just so Wild doesn't'become a shitfest. Because honestly that would mean nerfing a lot of cards to satisfy a smaller play base. Hence banning is the best solution. And lets be real. If its nerfed into oblivion, the card might aswell have been banned in wild anyway, because it won't see play.
Edit: lets face it, you are incredibly shortsighted if you believe that nerfing a card for wild thats fine is standard is a good idea. Since a lot more people play standard than wild. Its not lazy either, its the right move otherwise you are just trying to fix a system with celotape.
It was always just going to be a matter of time before we start seeing stuff like this. Its already known that team5 doesn't really overthink what a card can do in wild when designing stuff for standard so theoretically interesting cards like this will almost always break a system, requiring a quick response. Well I guess this would be the standard procedure now; don't need to think about it just ban that arse.
Though lets be honest here, everyone saw this on day 1 and knew immediately it was going to be broken. How is it possible team5 couldn't see this coming?
Man, you really want my least favorite Magic format to be even worse. At least in MtG you have the chance of throwing out a zero cost counterspell to save your ass from a turn 1. Nothing is dumber than starting the game and losing before you even get an opportunity to drop anything. No thank you sir.
Lazy, sloppy solution. If the card is a problem, don't just close your eyes and pretend the issue isn't there. This sets the precedent of just kicking problematic cans down the road instead of taking the time to fix your mistakes.
But i dont persoanly agree a ban, i think evry colelctible card should always be usable in wild thats the pint of the format have acecs to evry single card.
They can make health costs (bloobloom/stealer/chogal) not bypass immune, or make it like once a turn BUT only for wild and keep as it is for standard, classic clealry shows they can do that if they want.
And i personaly should be satndard for balance changes, theyre meant for standard only (like say when galakrond nerfs happend for example) they should be for standard only, and wild doenst have to wait up to 2years or even more to MAYBE get it unnerfed. (they dint unnerf extar arms for example even though would be a complete non issue in wild at all)
and if that where to happens they could easly mention in the patchnotes like for example: Hand of adal changed to +2/+1 from +2/+2 in Standard but unchannged in wild. and others could just say then they effect both, like for example: Far watch Post is now 2/3 down from 2/4 in Standard AND Wild.
(just first 2 cards that where pretty recent changes that i thought of, and are just examples)
I am happy to see this deck leaving Wild (even I had much success with it).
The banning of a card is interesting - but "lazy" in my opinion. I think it should be enough to take away the demon tag so the card can`t be pulled with Sense Demons and can`t be "ramped" with Demonic Studies. I think this way the deck would be weakend enough to don`t be relevant in Wild anymore but the change wouldn`t be relevant for Standard.
I just hope that banning a card will be not a new trend for balancing Wild, so the format gets even less new cards.
Thanks for the matchup tables I know Azir Irelia looses to aggro. That's why my overwhelm brew did so well against them and got me to diamond.
But the thing is what if you dont want to play aggro anymore?
What if you want to experience the rest of the games champion selection?
Then you're basically saying okay I am going to loose 70% of the time 1/5 matches.
So you essentially can't climb effectively.
That is the definition of a unhealthy and oppressive meta deck
It should be at least less popular ATM cause it has a "nerfed archtype syndrome" where people will play it less cause it just got nerfed.
Look at the bright side though it's not Blizzard we are talking about where they had Pirate Warrior around for 6 months and patches unnerfed for 1.5 years.. 3 weeks and it's fixed..
Dunno why it seems like people playing HS can coup with bigger bullshit than people playing LoR in HS the meta is toxic AF for long period of time and nobody "leaves" but in LoR there are some unhealthy metas and everyone loses their minds, at least you don't get attacked to the face mindlessly and lose every game you miss a 1 drop.
Those were different times. Blizzard made so many beloved games as result they enjoyed the status of "Sacred Cow", for a long time you could not criticize anything Blizzard did without being lynched by legions of fan boys. As for Runeterra players did not lose their minds over night, it took a succession of bad metas and decision for the community to became vocally critical of the game.
Ugh, after some bad beats from a few of the cards listed below I wanted to pour out some pent-up Standard mode salt. However, I know nothing about game balance so this is more of a cursing into the void than trying to start a discussion (hence the salt thread).
Cards that make me salty whenever I see them because I've felt they're too strong for the mana cost from Day 1:
Similarly, there are cards I've felt are mistakes not because of their inherent strength, but because they limit the design space/are always on the verge of causing a salt storm:
Hearthstone Bans Its First Card in Wild Next Week - Stealer of Souls
and who, my good man, would play Eternal?
Basically all the unnerfed cards are ones that enabled uninteractive OTKs, while the rest of the previously nerfed cards are probably already powercrept by that point so you won't play those anyways. It would basically be a shitshow akin to the current Tavern Brawl, which most people just play for the fun of FTKing opponents, and then never touch it again after 5 games. Basically it would be a huge waste of ressources to create a whole new gamemode with accompanying UI that less than 1% of the playerbase will use continuously.
You could even argue Classic is a wasted format because of how boring it gets after a while and at least the community asked for that one.
Hearthstone Bans Its First Card in Wild Next Week - Stealer of Souls
They dont have to ruin it for standard becasue wild, if they wanted to that is.
They Could make it be different between different game modes;
Or do a pretty reasonable nerf that keeps the card usable and not a warsong style nuke from orbit nerf.
Hearthstone Bans Its First Card in Wild Next Week - Stealer of Souls
I feel like they might have considered Violet Illusionist but completely blanked on Plot Twist (not that I blame them)
Hearthstone Bans Its First Card in Wild Next Week - Stealer of Souls
which is just the same as calling for every card to be nerfed so what's the difference?
This is actually the best solution and I'm glad they went for it instead of just ruining a card just because of Wild.
Hearthstone Bans Its First Card in Wild Next Week - Stealer of Souls
It will be much weaker, but won't remove the problem. In my opinion it kinda makes it worse since you're literally now losing to what amounts to a highroll draw, which in this category warlock kinda excels in. And its not like warlock cant tutor minions out via Free Admission anyway.
The proper way to deal with this in my opinion is to increase its mana cost or change the card entirely, hence 'obliterate'. But as mentioned, its just been released, not seeing any play in standard so if it gets nerfed now, what's the point of it being created in the first place.
Hearthstone Bans Its First Card in Wild Next Week - Stealer of Souls
You don't have to use caps lock btw.
Hearthstone Bans Its First Card in Wild Next Week - Stealer of Souls
How is removing the demon tag "obliterating" this card?
The combo would be still possible with 6 mana on turn 6 or 5 with the coin but not earlier and it would be way less consistent to get the combo until then. The deck would be still playable but much weaker.
Hearthstone Bans Its First Card in Wild Next Week - Stealer of Souls
I agree this was bound to happen. If not with this card, then with the next. There are just to many possible things that can break the game easily.
As for why they didn't see it? lets be real they don't care to much about wild
Hearthstone Bans Its First Card in Wild Next Week - Stealer of Souls
It may be lazy but at the same time there's no real way you can nerf this card without obliterating it. Considering that standard will almost never use this card, a nerf will simply beg the question why it even needed to exist in the first place at all.
Hearthstone Bans Its First Card in Wild Next Week - Stealer of Souls
You know, I'm fine with the way they've handled this.
But they've opened the floodgates to a lot of people complaining to ban whatever card they want banned.
Hearthstone Bans Its First Card in Wild Next Week - Stealer of Souls
But they can nerf cards only for WIld IF THEY WANTED.
Classic cleary shows they can have cards be different in different formats.
Banning is IMO not at all the Best solution, just the Laziest one IMO.
And banning is still differnt from nerfing into ground , since now cant ever at all use it wild (for as ban is in place) in any way shappe or form. Not in friendly matches, casual nor get it from rng where evn terrible cards may shine occasionly if pulled from rng.
Hearthstone Bans Its First Card in Wild Next Week - Stealer of Souls
The problem is, the card isn't the problem. Wild is the problem. You have so many cards there, there will be a stupid interaction every other patch at this point. And I believe that blizzard should not nerf cards that are fine in Standard just so Wild doesn't'become a shitfest. Because honestly that would mean nerfing a lot of cards to satisfy a smaller play base. Hence banning is the best solution. And lets be real. If its nerfed into oblivion, the card might aswell have been banned in wild anyway, because it won't see play.
Edit: lets face it, you are incredibly shortsighted if you believe that nerfing a card for wild thats fine is standard is a good idea. Since a lot more people play standard than wild. Its not lazy either, its the right move otherwise you are just trying to fix a system with celotape.
Hearthstone Bans Its First Card in Wild Next Week - Stealer of Souls
It was always just going to be a matter of time before we start seeing stuff like this. Its already known that team5 doesn't really overthink what a card can do in wild when designing stuff for standard so theoretically interesting cards like this will almost always break a system, requiring a quick response. Well I guess this would be the standard procedure now; don't need to think about it just ban that arse.
Though lets be honest here, everyone saw this on day 1 and knew immediately it was going to be broken. How is it possible team5 couldn't see this coming?
Hearthstone Bans Its First Card in Wild Next Week - Stealer of Souls
Man, you really want my least favorite Magic format to be even worse. At least in MtG you have the chance of throwing out a zero cost counterspell to save your ass from a turn 1. Nothing is dumber than starting the game and losing before you even get an opportunity to drop anything. No thank you sir.
Hearthstone Bans Its First Card in Wild Next Week - Stealer of Souls
Lazy, sloppy solution. If the card is a problem, don't just close your eyes and pretend the issue isn't there. This sets the precedent of just kicking problematic cans down the road instead of taking the time to fix your mistakes.
Hearthstone Bans Its First Card in Wild Next Week - Stealer of Souls
It’s probably going to come back as “Battlecry: Draw 3 cards, they cost Health instead of mana”. Or something along those lines
Hearthstone Bans Its First Card in Wild Next Week - Stealer of Souls
First time it happens.
But i dont persoanly agree a ban, i think evry colelctible card should always be usable in wild thats the pint of the format have acecs to evry single card.
They can make health costs (bloobloom/stealer/chogal) not bypass immune, or make it like once a turn BUT only for wild and keep as it is for standard, classic clealry shows they can do that if they want.
And i personaly should be satndard for balance changes, theyre meant for standard only (like say when galakrond nerfs happend for example) they should be for standard only, and wild doenst have to wait up to 2years or even more to MAYBE get it unnerfed. (they dint unnerf extar arms for example even though would be a complete non issue in wild at all)
and if that where to happens they could easly mention in the patchnotes like for example: Hand of adal changed to +2/+1 from +2/+2 in Standard but unchannged in wild. and others could just say then they effect both, like for example: Far watch Post is now 2/3 down from 2/4 in Standard AND Wild.
(just first 2 cards that where pretty recent changes that i thought of, and are just examples)
Hearthstone Bans Its First Card in Wild Next Week - Stealer of Souls
I am happy to see this deck leaving Wild (even I had much success with it).
The banning of a card is interesting - but "lazy" in my opinion. I think it should be enough to take away the demon tag so the card can`t be pulled with Sense Demons and can`t be "ramped" with Demonic Studies. I think this way the deck would be weakend enough to don`t be relevant in Wild anymore but the change wouldn`t be relevant for Standard.
I just hope that banning a card will be not a new trend for balancing Wild, so the format gets even less new cards.
Hearthstone Bans Its First Card in Wild Next Week - Stealer of Souls
it's time for hearthstone to have a standard, wild, eternal format.
standard: most recent 2 years.
wild: all cards playable, regular balance changes.
eternal: all cards playable, no balance changes, all cards at their most powerful iteration, game breaking turn 1 kills possible.
and maybe eternal is only for friendly challenges with no ranked ladder queue.
Pool Party Skins, Major Balance Changes, and the Ruination Event are Coming To Runeterra Soon
Caitlyn is one the most popular champions in league, So I wouldn't worry too much about her.
Pool Party Skins, Major Balance Changes, and the Ruination Event are Coming To Runeterra Soon
Hey, Aphelios, I almost completely forgot about that guy!
Still No News From Riot?
Those were different times. Blizzard made so many beloved games as result they enjoyed the status of "Sacred Cow", for a long time you could not criticize anything Blizzard did without being lynched by legions of fan boys. As for Runeterra players did not lose their minds over night, it took a succession of bad metas and decision for the community to became vocally critical of the game.
Group Therapy! Need to blow off some steam? Mega salty? Here's the place!
Ugh, after some bad beats from a few of the cards listed below I wanted to pour out some pent-up Standard mode salt. However, I know nothing about game balance so this is more of a cursing into the void than trying to start a discussion (hence the salt thread).
Cards that make me salty whenever I see them because I've felt they're too strong for the mana cost from Day 1:
Similarly, there are cards I've felt are mistakes not because of their inherent strength, but because they limit the design space/are always on the verge of causing a salt storm:
In contrast there are cards that raise my sodium when I face them but still feel fair for the mana cost:
Lastly there are cards that make me salty because I wanted them to rotate out of the core set/was tired of seeing them:
I would like to take the mothers of all of these cards out for a nice seafood dinner and then never call them again.
Pool Party Skins, Major Balance Changes, and the Ruination Event are Coming To Runeterra Soon
Combining Piltover and Zaun made no good to her chances of getting added.
Pool Party Skins, Major Balance Changes, and the Ruination Event are Coming To Runeterra Soon
And still no Caitlyn :'(