There is a short but very informative clip of Mike Donais providing info about the minion pools sitting next to Brian Kibler playing Battlegrounds at Blizzcon in this week's OmniSlash highlights.
True, but this mode could be easier for them to try and balance often. If a card, or a few cards, are pushing one strategy too far in front of all other, they can either change the tier so it can’t snowball too early, alter stats/effect quickly if it’s not a collectable, or just remove it from this mode and swap in a similar but less powerful collectable card.
Only time will tell what their balance strategies/timeframes look like.
Nice to see that they're already attempting to balance the new game mode. I'm a bit surprised that Nightmare Amalgam didn't get nerfed considering how ubiquitous it is, but we'll see...
As for Zapp, I have no clue. Maybe if you get a triple on a tier 6 card you'll get rewarded with a tier 8 card. Maybe more cards will get added to that tier in the future.
Well, I'm glad I managed to finish an absurd Toki run with Mama Bears right before the patch hit. Was fun while it lasted, Toki. Will miss you lots. Good news is, my dear Jaraxxus just got a nifty boost and Mukla won't be as pathetic anymore. Giantfin still needs loads of work though.
Edit: Also, dummies forgot to change the damn text on Toki's hero power, or rather, what it says in the patch notes and what it says in the game does not match. ...and the rope now throws shadows in the opposite direction. Sigh.
He was the face of the expansion that is the main reason. They will ban him soon enough or face some serious backlash. Right now you cant play artifacts efficiently.
I was actually excited about Battlegrounds, but having played it for a day I must agree with other players. Here is a quote I made in another thread in response to it:
So, having played early access battlegrounds, I wanted to share my thoughts. While overall a fun mode, there isn't enough dimensions to keep most players entrained past initial week in my opinion. Already in 1 day of playing I started seeing the same end-game patterns over and over. The main end-game strategies are very repetitive (I really hope the complexity of this mode increases to keep it enjoyable long-term):
1. Go all in on beasts: Get Mama Bear and beasts that spawn more beasts (i.e. Rat Pack) and a cleaver or 2 (Cave Hydra)
2: Go all in on mechs: Get Junkbot and mechs that spawn more mechs (magnetize them) and a cleaver or 2 (Foe Reaper 4000), sound familiar?
3: Go all in on demons: Get Wrathweaver and rotate a bunch of demons between rounds to buff him, eventually get Annihilan Battlemaster with ~200 health (optionally get Malganis temporarily so Wrathweaver stops hurting you)
4: Go all in on murlocs: Try to discover poison + divine shield from Gentle Megasaur for every minion on board, or give it manually to your murlocs through other battlecries.
Oh, and of course, regardless of which of the only 4 endgame strategies you pick, buff/max out your Nightmare Amalgam, giving it a ton of health, poison, divine shield, etc. and magnetizing anything you come in contact with.
In my opinion, the Co-Op mode (2 players fighting a rogue minion, similar to some Brawls - but more variety and ability to use the entire card sample space) would have been a more interesting addition. Don't get me wrong, I'm still enjoying the mode, but I doubt I still will a week from now.
I disagree slightly. Due to RNG in re-rolls, going all in on a specific tribe is risky. When it works (which it usually does for at least 1/8 players), it is hard to beat, which is why you usually see one of the strategies you mentioned in the finals of the round. But more often, you can't roll the pieces you need and then it fails hard. The best strategy for always having a decent (top-four) finish is to mix tribes and strategically use buffs and selling minions to create a solid board. That strategy is pretty fun, because its always a little different and requires many tough choices.
I have noticed one disturbing trend though---which is that my finishing position, no matter what strategy I use, is usually wholly dependent on how many Nightmare Amalgams I'm offered in the game. If I get offered 1 or none, I'm almost always finishing at the bottom. If I get offered 4-5, I almost always finish at the top. I've started tracking (will post results after 50 runs or so) but so far after tracking for 10 runs its worked out exactly as I thought: More amalgams always equals better finish.
If that ends up true, it reduces the mode to rolling for 1 card, which is pretty terrible design.
In my anecdotal experience of around 30 games, sure Amalgam is a strong card, but I RARELY go after it since almost always go full Beast Spawn (Pack Leader/Momma Bear, Hyena, and Infested Wolf/Rat Pack) and I've come in top 4 in 23 games, claimed 1st place in 7.
I think it's a "win plus" rather than a "win more." If you've got a weaker field then it can definitely help carry the load (especially with poison) but it isn't going to win the the game solo or really even help that much if you can put together a strong Beast or Mech Spawn set without it.
Thread pretty much seems like another copy pasta combo hate thread. Nerf things like Thaurassian due to wild players not liking to lose to combos will guarantee that many wild players may potentially quit the game, hurting the format even more.
I know I play wild primarily because you can make so many cool combos and I know many other players who primarily use the format for decks like that as well.
And i know many including myself who don't give a damn about combos and yet would like to play decks that are not bashed by current broken top tiers.
And keeping Wild as it is will possibly keep your group there, but it will make many others to leave the game, and the mode to die out (assuming it is not already dead).
Now, i am not willing to kill Thaurissan or any other OTK for that matter, but Wild is not fine now, and demanding for a serious fix is not a hate thread just because you are not involved by current problems.
Stating that there are also players on the other side of the argument doesn't invalidate that making a such big change to hate on combos wouldn't hurt a devoted part of the playerbase. I can also think of 2 (3 if you count Dane) streamers that constantly put the wild format out there more in the public eye due to streams/youtube and fun combos (many of which actually do need Thaurassian ticks). Who does more for the wild format? Those public players and streamers who promote the format (even with silly combos) or players on forums who do nothing positive to put the format into the public eye in a positive way?
As for wanting to play decks that are not bashed by current top tiers, I have to ask why you think axing combos is going to change that whatsoever. Do you honestly think that more optimized control classes/cards or more optimized aggro/midrange classes or cards still wouldn't push less net-decked lists out of the wild meta game? You'd be dead wrong on that sir.
For example, say wild combo decks prevent you from laddering with a lower tier control deck. Well, other decks/classes that can do control better will still ALWAYS sh*t on you, such as warlocks permanently having access to Gul'Dan (N'Zoth too if the meta got super slow/greedy), Godfrey & Defile, Mal'Ganis (making Gul'Dan even more polarizing during high rolls), Voidcaller, etc. The same logic can be applied to things like aggro (e.g. Murloc Shaman, variations of optimized aggro pally lists, Zoolock) still also pushing out lower tier aggro decks out of ladder. The point I'm getting at is that some classes are saturated in the tools of a particular playstyle while others are starved of them. You can try to significantly overhaul/nerf combos but it will never change the fact that optimized control/aggro/midrange decks are still going to prevent you and like-minded players from having as much success with control/aggro/midrange decks that aren't top netdecks of their respective playstyles. Using combos as a scapegoat won't suddenly make less popular decks work and not get curbstomped by control and aggro power creep.
Hearthstone Patch 15.6 - Battlegrounds Balance Changes
Deck no longer appears as incomplete until opened, then closed, then re-opened!
Only took a week!
Meme of the Week: Hearthstone Battlegrounds!
There is a short but very informative clip of Mike Donais providing info about the minion pools sitting next to Brian Kibler playing Battlegrounds at Blizzcon in this week's OmniSlash highlights.
Hearthstone Patch 15.6 - Battlegrounds Balance Changes
Ah to not get random Zapps from random 6 drops dying...
Hearthstone Patch 15.6 - Battlegrounds Balance Changes
True, but this mode could be easier for them to try and balance often. If a card, or a few cards, are pushing one strategy too far in front of all other, they can either change the tier so it can’t snowball too early, alter stats/effect quickly if it’s not a collectable, or just remove it from this mode and swap in a similar but less powerful collectable card.
Only time will tell what their balance strategies/timeframes look like.
Hearthstone Patch 15.6 - Battlegrounds Balance Changes
glad they are making changes so early.
Hearthstone Patch 15.6 - Battlegrounds Balance Changes
Nice to see that they're already attempting to balance the new game mode. I'm a bit surprised that Nightmare Amalgam didn't get nerfed considering how ubiquitous it is, but we'll see...
As for Zapp, I have no clue. Maybe if you get a triple on a tier 6 card you'll get rewarded with a tier 8 card. Maybe more cards will get added to that tier in the future.
EDIT: Just saw the mention of Effigy.
Hearthstone Patch 15.6 - Battlegrounds Balance Changes
Turns out it is to balance for Effigy.
Hearthstone Patch 15.6 - Battlegrounds Balance Changes
Zap nerf is apparently for Effigy purposes, btw.
Hearthstone Patch 15.6 - Battlegrounds Balance Changes
Yay reroll quests is fixed!!!
Hearthstone Patch 15.6 - Battlegrounds Balance Changes
Well then how about, Zapp is actually collectible new card from Descent of Dragon?
Hearthstone Patch 15.6 - Battlegrounds Balance Changes
Maybe they just removed him from the pool?
Hearthstone Patch 15.6 - Battlegrounds Balance Changes
Cost != Tavern Tier, thankfully.
Hearthstone Patch 15.6 - Battlegrounds Balance Changes
Toki not destroyed, her hero power is still strong late game, just not as insane early game when extra gold might matter...
Hearthstone Patch 15.6 - Battlegrounds Balance Changes
Maybe Zapp was just removed because 8 is unreachable?
Hearthstone Patch 15.6 - Battlegrounds Balance Changes
Well, I'm glad I managed to finish an absurd Toki run with Mama Bears right before the patch hit. Was fun while it lasted, Toki. Will miss you lots. Good news is, my dear Jaraxxus just got a nifty boost and Mukla won't be as pathetic anymore. Giantfin still needs loads of work though.
Edit: Also, dummies forgot to change the damn text on Toki's hero power, or rather, what it says in the patch notes and what it says in the game does not match. ...and the rope now throws shadows in the opposite direction. Sigh.
Hearthstone Patch 15.6 - Battlegrounds Balance Changes
Toki nerfed
Jarraxus and Mukla buffed
Mama Bear nerfed... Kangor's... not sure if it is even nerf, seems more like buff on deathrattle thing...
Hearthstone Patch 15.6 - Battlegrounds Balance Changes
RIP toki, not only did they increase the gold cost, but it doesn't give a higher rank anymore.
Hearthstone Patch 15.6 - Battlegrounds Balance Changes
I just report on the data changes, I don't explain them! :D
Hearthstone Patch 15.6 - Battlegrounds Balance Changes
No it implies that we are still in Beta
Hearthstone Patch 15.6 - Battlegrounds Balance Changes
Also, I can re-roll daily quests again.
Hearthstone Patch 15.6 - Battlegrounds Balance Changes
Wait, Zapp now costs 8? How... What?
Still, glad about Jaraxxus, and we'll see whether Mukla's change will have some weight or not. It is, however, plenty interesting
Hearthstone Patch 15.6 - Battlegrounds Balance Changes
Mechs will still dominate but at least we saw a balance patch this soon, so that implies they'll balance this mode frequently.
MTG Arena Bans Oko in Brawl, Remains in Other Formats
He was the face of the expansion that is the main reason. They will ban him soon enough or face some serious backlash. Right now you cant play artifacts efficiently.
Hearthstone Battlegrounds
In my anecdotal experience of around 30 games, sure Amalgam is a strong card, but I RARELY go after it since almost always go full Beast Spawn (Pack Leader/Momma Bear, Hyena, and Infested Wolf/Rat Pack) and I've come in top 4 in 23 games, claimed 1st place in 7.
I think it's a "win plus" rather than a "win more." If you've got a weaker field then it can definitely help carry the load (especially with poison) but it isn't going to win the the game solo or really even help that much if you can put together a strong Beast or Mech Spawn set without it.
Wild needs CPR. Please discuss and spread the word
Stating that there are also players on the other side of the argument doesn't invalidate that making a such big change to hate on combos wouldn't hurt a devoted part of the playerbase. I can also think of 2 (3 if you count Dane) streamers that constantly put the wild format out there more in the public eye due to streams/youtube and fun combos (many of which actually do need Thaurassian ticks). Who does more for the wild format? Those public players and streamers who promote the format (even with silly combos) or players on forums who do nothing positive to put the format into the public eye in a positive way?
As for wanting to play decks that are not bashed by current top tiers, I have to ask why you think axing combos is going to change that whatsoever. Do you honestly think that more optimized control classes/cards or more optimized aggro/midrange classes or cards still wouldn't push less net-decked lists out of the wild meta game? You'd be dead wrong on that sir.
For example, say wild combo decks prevent you from laddering with a lower tier control deck. Well, other decks/classes that can do control better will still ALWAYS sh*t on you, such as warlocks permanently having access to Gul'Dan (N'Zoth too if the meta got super slow/greedy), Godfrey & Defile, Mal'Ganis (making Gul'Dan even more polarizing during high rolls), Voidcaller, etc. The same logic can be applied to things like aggro (e.g. Murloc Shaman, variations of optimized aggro pally lists, Zoolock) still also pushing out lower tier aggro decks out of ladder. The point I'm getting at is that some classes are saturated in the tools of a particular playstyle while others are starved of them. You can try to significantly overhaul/nerf combos but it will never change the fact that optimized control/aggro/midrange decks are still going to prevent you and like-minded players from having as much success with control/aggro/midrange decks that aren't top netdecks of their respective playstyles. Using combos as a scapegoat won't suddenly make less popular decks work and not get curbstomped by control and aggro power creep.