I am aware of that, but I haven't checked how the nerfed cards have been performing in the last two week.
For example, I heard someone has cut Sludge Slurper from their list, and I've seen very few Mogu Fleshshaper since December 19th. But again, I haven't seen the stats so that's what I was wondering about.
Aye, it's been around for a while now, but it never reached serious meta viability (too vulnerable to Aggro and Burn), so it doesn't really appear that often.
Yesterday in wild casual I faced a warlock deck I'd never seen before but it was quite interesting and semi-unbelievable imo. It seemed like an almost zoolock like shell that revolved around tapping into Expired Merchant and having no other cards higher than 5 mana except for Cruel Dinomancer so that it is always the guaranteed draw. What happens is that unless you are running a silence or transform effect you will eventually face up to 4 Dinomancers that can't be removed since they instantly rez each other upon death.
I still meet a ridiculous amount of Big Priests at rank 5 and 4 and even 3, which means people just want to sh1t upon the game with broken synergies, instead of systematically improving their wr.
Very few players change their habits, and they do so only if they find another broken or top tier deck (eg Secret Mage and Mech Paladin).
Dragon Priest is still a solid deck, and/or a Combo counterpart. It's just that it is either a common Midrange deck with raw power but nothing entirely broken (so not appealing enough, as opposed to BP), or it's too complicated to play (especially if compared to BP). So nobody plays them.
Hell, nearly any deck is viable in Wild right now, you just need to include Spellbreaker (Silence, Mass Dispel) against Paladins and Taunts, and Eater of Secrets against Mages, and carry some healing/burst power of your own. I brought my Even Hunter to rank 3 with minor effort (and i am not even a good player), i can't believe Priest can't find a decent deck!
I reiterate, people are just too lazy in Wild, and BP fuck3d their minds...
I have to second this.
It's not priest's identity that is stagnating the class, but is the mindset that so many players have in deriving fun from cheesing out crazy legendary minions and often not having to worry about the opponent's board because the priest's large rezzed boards dictate which player ends up needing to do the trading while the priest just smashes face and protects things like Catrina or Rag with endless taunts. There isn't anything wrong with anybody enjoying fun about whatever they want to enjoy, but the obsession about the type of playstyle pigeonholes the class in wild because of it. Hell, big priest was even slights nerfed via Barnes (Although like I've said before the nerf was pointless because Vargoth was infinitely more powerful for the deck in the long game against control classes if only due to Mass Resurrection highrolls by itself) the deck is still heavily played in the format when compared to other priest archtypes. Nerfs aren't the answer, but players' preferences have to change or the priest class will still generally remain stagnant.
I do think priest laziness gets people to overlook Dragon Priest more often than they should. Not that long ago I get to legend for the first time (honestly first time above rank 5 even) with a Reno Dragon Priest build despite shamans, rogues, and big priests being everywhere. Old decks =/= bad, unviable, or inconsistent decks.
I usually feel a little bothered when its said aggro provides little to no interaction while ignoring that some control decks are the slow version of supposed little to no interaction in their own class. What is the difference between being a slow deck and losing quickly against an overtuned aggressive deck and being a 'weaker' control deck against a better one that has more removal, more threats, and more overall value engines? Either way you're facing a deck that feels like an uphill battle.
In your OP you mention that you felt the game failed when it came to OTKs and hyper aggressive decks existing. The fact of the matter is that HS is not only about control archtypes where you min max value minion trades and endless removal. Other games like MtG and Yu-Gi-Oh both have valid strategies that don't just removal around this grindy control style to varying degrees so why shouldn't HS also have these, especially this 'late' into the game's life?
It should also be noted that the entire concept of T5 trying to pigeonhole the classes into "themed" (restricted) strategies and cards it means that if you punish aggro too much it leaves a good third of other classes without valid control options each meta for the very fact that T5 intentionally does not give certain classes control tools all that often. What ends up happening then is you get classes like rogue and hunter that aren't given control tools each meta and then their only option (usually aggro/midrange/tempo) just continually gets nerfed because people feel aggro should not have as strong of a place in the game as control. So basically the T5 established control classes don't usually get nerfed because they are not often based around aggro, while the non-control classes do get nerfed more often, not always because aggro has become too strong but because the vocal minority simply doesn't like aggro and complain to get it nerfed as the non-legitimate strat in their eyes.
Unpopular opinion: Removing Amalgam was a huge mistake, because for all its faults it at least gave every tribe the ability to just fall back to buffing it up, whereas now it comes down to whether you can effectively snowball Murlocs or who gets Spawn of N'zoth triple + Rivendare first.
I actually agree with this. I didn't play when Amalgam was in it, but I can see the hole that is missing from it being removed. It's impossible to switch up your tribe, so you're truly just at the mercy of your rolls. Not to mention how completely useless Zoobot and Menagerie Magician feel. There is nothing with a dragon tag (except The Curator's Amalgam).
I'm excited to see what updates BG's gets this month. I think they hastily removed Nightmare Amalgam before they went on holiday, because of the community complaining about it. I think the next update will add it back in, or make some other changes to help fill the hole that it left. Maybe add new tribes too? Dragons?? Elementals?
They need a new tribe (or 2) if they want people to keep playing.
Demons need a proper tier 4 unit aside from Siegebreaker, because right now it's usually just better to just stay at 3 for as long as you can while also depending on getting Malganis later so your Gnomes don't end up killing you.
I do wonder whether Lightfang Enforcer will be updated for new tribes as well.
Oh and Mechs need to be nerfed again, there's just so many game winning minions in that tribe that go with multiple strategies. A buffed Security Rover + Cobalt Guardian is just so impossibly hard to get over if you don't have huge minions (or poison)
Also, Edwin needs to be nuked, that Hero power is so absurdly broken that if he gets a Hydra or Rover early enough there'S almost nothing you can do to stop him.
Spawn of N'zoth should be moved up a tier, as should Kaboom Bot....or at least make Rivendare a tier 6.
Unpopular opinion: Removing Amalgam was a huge mistake, because for all its faults it at least gave every tribe the ability to just fall back to buffing it up, whereas now it comes down to whether you can effectively snowball Murlocs or who gets Spawn of N'zoth triple + Rivendare first.
I actually agree with this. I didn't play when Amalgam was in it, but I can see the hole that is missing from it being removed. It's impossible to switch up your tribe, so you're truly just at the mercy of your rolls. Not to mention how completely useless Zoobot and Menagerie Magician feel. There is nothing with a dragon tag (except The Curator's Amalgam).
I'm excited to see what updates BG's gets this month. I think they hastily removed Nightmare Amalgam before they went on holiday, because of the community complaining about it. I think the next update will add it back in, or make some other changes to help fill the hole that it left. Maybe add new tribes too? Dragons?? Elementals?
I tried it when it first came out, and didn't really like it. I didn't play through the Nightmare Amalgam meta.
When the standard meta was nothing but Gala Shaman at the start of DoD, I got a quest to play 2 BG's and figured I'd give it a go. I've been playing mostly BG's ever since, and have just recently started venturing back out onto ladder.
BG's can get repetitive, and you figure out that it's pretty much just playing a slot machine. That being said, it's really fun when you get lucky and are able to build a ridiculous board.
My only other complaint is that sometimes the matches feel way too long. Especially when you're in the running for first place.
BG's aren't something you should worry about if you aren't interested in it. It's just like the solo content. If you are feeling like something new when you are tired of the ladder, BG's are just another option available for you now. I know I will be going back to BG's anytime I get tired of playing against the same decks over and over again on ladder.
TL;DR - play the game how you want. It's a game, you're meant to have fun. Not every single feature or game mode has to be for everyone.
I started grinding up through the gutter ranks this morning (I hate ladder play) and got nowhere with Quest Galakrond Shaman, so I threw together a Warrior deck that falls somewhere between the Tempo and Control variants. I'm running a broad suite of rush minions, including the Rhino (because pulling the Scion on the Overkill trigger is bonkers). I'm not sure how good it really is, but I've reeled off five or six wins on the trot with it. It's good fun too, which is the biggest deal for me.
don't, it's mostly just a distraction and a complete RNG fest.
Games tend to feel samey after a while since you can only realistically run 3 main strategies, all of which pretty much depend on getting key minions at the right time.
As far as auto chess goes it's probably one of the weakest iterations, just because of how little variety there is. Teamfight Tactics was so much more fun because of how much variety in terms of builds there are....not to mention that it'S way easier to switch up strateegies there. In Battlegrounds you can't realsitically switch from one tribe to another because if you have invested a certain amount of ressources already you'll never be able to catch up again.
Unpopular opinion: Removing Amalgam was a huge mistake, because for all its faults it at least gave every tribe the ability to just fall back to buffing it up, whereas now it comes down to whether you can effectively snowball Murlocs or who gets Spawn of N'zoth triple + Rivendare first.
Reminder - Full Dust Refund For Early Nerfs Going Away Soon
Oh I see, my bad. And without actual data, all I have is an opinion.
Reminder - Full Dust Refund For Early Nerfs Going Away Soon
We'll probably get a teaser in a week or so
Reminder - Full Dust Refund For Early Nerfs Going Away Soon
I am aware of that, but I haven't checked how the nerfed cards have been performing in the last two week.
For example, I heard someone has cut Sludge Slurper from their list, and I've seen very few Mogu Fleshshaper since December 19th. But again, I haven't seen the stats so that's what I was wondering about.
Have you faced this deck?
Aye, it's been around for a while now, but it never reached serious meta viability (too vulnerable to Aggro and Burn), so it doesn't really appear that often.
Reminder - Full Dust Refund For Early Nerfs Going Away Soon
Galakrond Shaman is still pretty viable, if that's what you were wondering
Reminder - Full Dust Refund For Early Nerfs Going Away Soon
I dusted all of them, EXCEPT Faceless Corruptor.
The card is still obviously OP, despite the nerf.
Reminder - Full Dust Refund For Early Nerfs Going Away Soon
Thanks for the reminder, definitely would forget.
Have you faced this deck?
Yesterday in wild casual I faced a warlock deck I'd never seen before but it was quite interesting and semi-unbelievable imo. It seemed like an almost zoolock like shell that revolved around tapping into Expired Merchant and having no other cards higher than 5 mana except for Cruel Dinomancer so that it is always the guaranteed draw. What happens is that unless you are running a silence or transform effect you will eventually face up to 4 Dinomancers that can't be removed since they instantly rez each other upon death.
Quest Trading - Play A Friend!
Done thank you
Does warmothers call stack?
And I've watched someone deck themselves with that as well. It was amusing.
Priest is currently trash in wild & it would be a pertinent problem for the class in near future.
I have to second this.
It's not priest's identity that is stagnating the class, but is the mindset that so many players have in deriving fun from cheesing out crazy legendary minions and often not having to worry about the opponent's board because the priest's large rezzed boards dictate which player ends up needing to do the trading while the priest just smashes face and protects things like Catrina or Rag with endless taunts. There isn't anything wrong with anybody enjoying fun about whatever they want to enjoy, but the obsession about the type of playstyle pigeonholes the class in wild because of it. Hell, big priest was even slights nerfed via Barnes (Although like I've said before the nerf was pointless because Vargoth was infinitely more powerful for the deck in the long game against control classes if only due to Mass Resurrection highrolls by itself) the deck is still heavily played in the format when compared to other priest archtypes. Nerfs aren't the answer, but players' preferences have to change or the priest class will still generally remain stagnant.
I do think priest laziness gets people to overlook Dragon Priest more often than they should. Not that long ago I get to legend for the first time (honestly first time above rank 5 even) with a Reno Dragon Priest build despite shamans, rogues, and big priests being everywhere. Old decks =/= bad, unviable, or inconsistent decks.
Reminder - Full Dust Refund For Early Nerfs Going Away Soon
Good Reminder, thanks I think I have to do this on the other servers I play on
Reminder - Full Dust Refund For Early Nerfs Going Away Soon
I wonder if we will get some news about the adventure soon
Has Aggro Become Too Strong?
I usually feel a little bothered when its said aggro provides little to no interaction while ignoring that some control decks are the slow version of supposed little to no interaction in their own class. What is the difference between being a slow deck and losing quickly against an overtuned aggressive deck and being a 'weaker' control deck against a better one that has more removal, more threats, and more overall value engines? Either way you're facing a deck that feels like an uphill battle.
In your OP you mention that you felt the game failed when it came to OTKs and hyper aggressive decks existing. The fact of the matter is that HS is not only about control archtypes where you min max value minion trades and endless removal. Other games like MtG and Yu-Gi-Oh both have valid strategies that don't just removal around this grindy control style to varying degrees so why shouldn't HS also have these, especially this 'late' into the game's life?
It should also be noted that the entire concept of T5 trying to pigeonhole the classes into "themed" (restricted) strategies and cards it means that if you punish aggro too much it leaves a good third of other classes without valid control options each meta for the very fact that T5 intentionally does not give certain classes control tools all that often. What ends up happening then is you get classes like rogue and hunter that aren't given control tools each meta and then their only option (usually aggro/midrange/tempo) just continually gets nerfed because people feel aggro should not have as strong of a place in the game as control. So basically the T5 established control classes don't usually get nerfed because they are not often based around aggro, while the non-control classes do get nerfed more often, not always because aggro has become too strong but because the vocal minority simply doesn't like aggro and complain to get it nerfed as the non-legitimate strat in their eyes.
I just can't get myself to try BGs atm
They need a new tribe (or 2) if they want people to keep playing.
Demons need a proper tier 4 unit aside from Siegebreaker, because right now it's usually just better to just stay at 3 for as long as you can while also depending on getting Malganis later so your Gnomes don't end up killing you.
I do wonder whether Lightfang Enforcer will be updated for new tribes as well.
Oh and Mechs need to be nerfed again, there's just so many game winning minions in that tribe that go with multiple strategies. A buffed Security Rover + Cobalt Guardian is just so impossibly hard to get over if you don't have huge minions (or poison)
Also, Edwin needs to be nuked, that Hero power is so absurdly broken that if he gets a Hydra or Rover early enough there'S almost nothing you can do to stop him.
Spawn of N'zoth should be moved up a tier, as should Kaboom Bot....or at least make Rivendare a tier 6.
Reminder - Full Dust Refund For Early Nerfs Going Away Soon
That golden Faceless Corruptor felt sooooo goooood going through the mulcher!
Reminder - Full Dust Refund For Early Nerfs Going Away Soon
Faceless Corruptor is good even with 4 attack instead of 5, so I ended up recrafting it 3 days or so after the patch.
Can't say anything about the other 3, given that it's been a while since the last time I touched Shaman.
I just can't get myself to try BGs atm
I actually agree with this. I didn't play when Amalgam was in it, but I can see the hole that is missing from it being removed. It's impossible to switch up your tribe, so you're truly just at the mercy of your rolls. Not to mention how completely useless Zoobot and Menagerie Magician feel. There is nothing with a dragon tag (except The Curator's Amalgam).
I'm excited to see what updates BG's gets this month. I think they hastily removed Nightmare Amalgam before they went on holiday, because of the community complaining about it. I think the next update will add it back in, or make some other changes to help fill the hole that it left. Maybe add new tribes too? Dragons?? Elementals?
I just can't get myself to try BGs atm
I tried it when it first came out, and didn't really like it. I didn't play through the Nightmare Amalgam meta.
When the standard meta was nothing but Gala Shaman at the start of DoD, I got a quest to play 2 BG's and figured I'd give it a go. I've been playing mostly BG's ever since, and have just recently started venturing back out onto ladder.
BG's can get repetitive, and you figure out that it's pretty much just playing a slot machine. That being said, it's really fun when you get lucky and are able to build a ridiculous board.
My only other complaint is that sometimes the matches feel way too long. Especially when you're in the running for first place.
BG's aren't something you should worry about if you aren't interested in it. It's just like the solo content. If you are feeling like something new when you are tired of the ladder, BG's are just another option available for you now. I know I will be going back to BG's anytime I get tired of playing against the same decks over and over again on ladder.
TL;DR - play the game how you want. It's a game, you're meant to have fun. Not every single feature or game mode has to be for everyone.
[Game] Card Treasure Hunt (The Resurrection Attempt)
Dancing Swords?
Standard Meta Report #16 - December 22, 2019 - December 29, 2019
I started grinding up through the gutter ranks this morning (I hate ladder play) and got nowhere with Quest Galakrond Shaman, so I threw together a Warrior deck that falls somewhere between the Tempo and Control variants. I'm running a broad suite of rush minions, including the Rhino (because pulling the Scion on the Overkill trigger is bonkers). I'm not sure how good it really is, but I've reeled off five or six wins on the trot with it. It's good fun too, which is the biggest deal for me.
I just can't get myself to try BGs atm
don't, it's mostly just a distraction and a complete RNG fest.
Games tend to feel samey after a while since you can only realistically run 3 main strategies, all of which pretty much depend on getting key minions at the right time.
As far as auto chess goes it's probably one of the weakest iterations, just because of how little variety there is. Teamfight Tactics was so much more fun because of how much variety in terms of builds there are....not to mention that it'S way easier to switch up strateegies there. In Battlegrounds you can't realsitically switch from one tribe to another because if you have invested a certain amount of ressources already you'll never be able to catch up again.
Unpopular opinion: Removing Amalgam was a huge mistake, because for all its faults it at least gave every tribe the ability to just fall back to buffing it up, whereas now it comes down to whether you can effectively snowball Murlocs or who gets Spawn of N'zoth triple + Rivendare first.
[Game] Card Treasure Hunt (The Resurrection Attempt)
Lets go then ...
We were made to fight,
But what we want is to dance!
We might look strong,
But we will help enemies plans!
The 2019 Hearthstone Year in Review
dear god, why did you have to remind me of the card art changes...
[Wild] The Dragon Archmage
Looks like a lot of fun! Great take on Quest and Highlander. I will be trying this out! Have my upvote.