Lol blizzard doing something about their game XD. They don't seem to care anymore 1 month shaman has been around 50% of standard meta and yet they don't think retiring evolve is a good idea. And you are optimistic they will balance wild.
In Blizzard's note for Doom in the Tomb, they have said:
"While these cards were re-introduced during the Doom in the Tomb event, they will remain in Standard past the event's conclusion, until the launch of the next major update."
It has been confirmed that the "major update" is, in fact, the next expansion. The Wild cards will be gone when Descent of Dragons launches.
Also, in reply to the first guy's comment, the only line of text in the entire post is "REPLACE SAFEGUARD WITH SATHROVARR".
Over the past month I have only been offered Priest, Warlock, Warrior, Hunter, Paladin and Druid. Not a single Mage or Shaman. Is anyone getting Mage as an option?
And I am also either getting slim pickings or I'm terrible at drafting :D The rounds I win, I scrape through, usually with the help of some top decking. One opponent played 3 North Sea Kraken. I think a lucky Imp-losion on his Giant Mastodon let me swarm through.
Add Shudderwock endless copying, Mill Rogue and BEES! Armor Druid on the list of stuff that needs addressing.
Agree with Sniplock and ultra-aggro mechadin needing to be kneecapped.
Secret Mage ... yeah, annoying, but I've gotten by them as well. But they've been atop the wild ladder for a while now, and it needs to be periodically cleansed.
None of those three decks need addressing. It's a joke that you want to add those three decks to the same group as Sn1p-sn4p warlock, mech paladin and secret mage.
Wild is super fun right now. I haven't played it for a few months and dropped all the way to rank 11. Ranks 5 and above are warlock, paladin and mage. Below those ranks over half of the games are losers who still play big priest all day (seriously all of them have 500 or 1000 wins and yet they still make the stupidest plays and 'tech' choices) so you can't even try fun decks.
Sniplock is probably the biggest problem, but Secret Mage (post SoU) and Mechadin (post Crystology-completely-unnecessary-buff) are also broken (not just OP, but broken).
All these three decks are capable of repeated insane spikes of power. Unhealthy for fun purposes.
All of them revolve around discounting specific cards to (0).
Wild needs a new hard-rule: no card can be discounted below (1) mana.
Additionally: make Sap and Beneath the Grounds into reasonable Neutral legendary Battlecry cards ffs.
That couple of things together would fix Wild for a very long while, avoiding spikes, and allowing any deck a tech card against major synergies. No nerf required.
Right now Wild at rank 5 and higher is a complete trashbin. No variety is possible at all (unless you like to suffer), against those meta-warping topdecks.
Isn't the problem really with passive reduction auras (Mechwarper, portal, Sorcerer's Apprentice, etc.) more than one-time cost reductions like Galvaniser, Emperor T and the like? I think that by instituting a hard rule against reducing cards to zero a lot of non-problematic OTK comboes would become collateral damage.
It's not the most elegant solution, but I think adding the line "this cannot reduce a card's cost below (1)" as and when needed is the least invasive fix. For example, I'm not convinced that adding the line to Sorcerer's apprentice is the best solution as the card has been central to just about every mage deck in the game. I think it'd be better to target key cards in the secretmage deck with nerfs than to take out a card that's crucial to cyclonemage, freezemage, Exodia mage, etc.
Surely targeted nerfs would be the best solution.
But since the devs are so incredibly reluctant with nerfs in Wild, WHILE being also so eager to release stupidly out-of-place-cards (Arcane Flakmage shouldn't exist at all), a hard-rule would fix the issue now, AND in the future as well, with future flawed cards.
In other words, they release flawed cards and they know it. Things are ok until a synergy abuses the flaw to its full potential. A hard-rule would proactively fix the flaw, by preventing it from becoming real (in Combo with other cards), whenever in time, for any present and future card.
I also dislike hitting Exodia Mage or other OTK with what i proposed, as well as QMage (which is one of my preferred decks ever) but since i have no faith in them applying the right nerfs in Wild, and since i am 100% sure that new flaws would appear not far in the future, because of their inherently flawed design policy, i would go with some brutal hard-rule, and be done with it.
Add Shudderwock endless copying, Mill Rogue and BEES! Armor Druid on the list of stuff that needs addressing.
Agree with Sniplock and ultra-aggro mechadin needing to be kneecapped.
Secret Mage ... yeah, annoying, but I've gotten by them as well. But they've been atop the wild ladder for a while now, and it needs to be periodically cleansed.
If you are interested in, u/rhemyst from reddit also made a simulation about set completion using Python who is asked that question and also promised to do maths about it :) ,
and here is the post and the results; All are quote from the post itself and thanks to u/rhemyst from Reddit again.
I used it compute the average progression values for several "involvement levels" and compute the set completion over 4 month.
The system makes several assumptions:
Collection starts absolutely empty
You save you shards for champions, then epics, then rares, etc...
You always spend your wildcards, even on commons and rares. It's not optimal in terms of progression, but I believe it's more realistic to assume most people will not want to sit on 50+ wildcards until they can just complete a whole rarity level at once.
You always level your vault to a given level every single week.
I used the "upgrade" values provided by Riot in the above thread. Those could change.
I tested various "involvement levels", with various properties:
Casual: level 6 vault every week. Vault gets less efficient after level 6, unless you reach level 10
Serious: level 10 vault every week. This also means about 1 region every month.
Pro: level 13 vault every week
According to u/herazalila, the above levels represent about 2h, 4h30 and 18h per week.
Whale: buys 3 epic and 3 champion wildcards every week (that's about 12€)
Dolphin: buys 1 epic and 1 champion wildcards every week
Fish: never buys anything
Here are the set completion, as percentage, over the course of 4 months. The line in bold is the example given by Riot : by leveling the vault to 10 every week, you get to about 75 completion after 4 month, i.e. when a new set is released. This would indicated that my simulation is accurate.
EDIT: thank you all for you comments. I need to clarify a few things before you look at those numbers.
Like I said, I ignored the prologue, tutorial and the possibility to buy a starter set. Those the bellow number should thus be a bit higher. I can redo the simulation when the have the exact data for it, during the next beta. EDIT: assuming I got the right data, with the prologue and starter set you'd reach 75% in 12 weeks as a Serious Fish.
On the other hand, my simulation does not account for the fact that when leveling a region, you only gain cards from that region. Which means that you are more likely to get duplicates, and that slows you down a bit. So those numbers below should be a bit lower.
But, at the same time, it means that the "completion percentage" is actually higher for the regions you leveled. Values below are only computed on the total set.
I used the region rewards order provided by Riot in their blog post. Those rewards are sorted in value. In practice, regions rewards are not sorted (you get some very nice rewards in the early levels). In the grand scheme of things, it doesn't change much. In practice, it means the beginning of your progression can be faster.
Overall, you can always add or remove a few points from those numbers depending on how you level regions, how you spend your shards, etc... It's just a broad estimate.
Sniplock is probably the biggest problem, but Secret Mage (post SoU) and Mechadin (post Crystology-completely-unnecessary-buff) are also broken (not just OP, but broken).
All these three decks are capable of repeated insane spikes of power. Unhealthy for fun purposes.
All of them revolve around discounting specific cards to (0).
Wild needs a new hard-rule: no card can be discounted below (1) mana.
Additionally: make Sap and Beneath the Grounds into reasonable Neutral legendary Battlecry cards ffs.
That couple of things together would fix Wild for a very long while, avoiding spikes, and allowing any deck a tech card against major synergies. No nerf required.
Right now Wild at rank 5 and higher is a complete trashbin. No variety is possible at all (unless you like to suffer), against those meta-warping topdecks.
Isn't the problem really with passive reduction auras (Mechwarper, portal, Sorcerer's Apprentice, etc.) more than one-time cost reductions like Galvaniser, Emperor T and the like? I think that by instituting a hard rule against reducing cards to zero a lot of non-problematic OTK comboes would become collateral damage.
It's not the most elegant solution, but I think adding the line "this cannot reduce a card's cost below (1)" as and when needed is the least invasive fix. For example, I'm not convinced that adding the line to Sorcerer's apprentice is the best solution as the card has been central to just about every mage deck in the game. I think it'd be better to target key cards in the secretmage deck with nerfs than to take out a card that's crucial to cyclonemage, freezemage, Exodia mage, etc.
You cant change it so why whine/debate about it? No one is going to read this thread and feel guilty about playing a tier 1 deck in casual, and you're only reaching a minority of hearthstone players on these forums anyways. So this conversation will have about zero impact.
People will do what they want to do ;)
Sort of the same thing as complaining about netdecking in general.
This is a monumentally dumb argument to make when pressure from the community has resulted in balance and gameplay changes in the past, the most unanimous being the premature rotation of Genn and Baku. While you can't pinpoint that decision to any one complaint or discussion thread, it's asinine to pretend that the cumulative effect of tweets, discussion threads, youtube commentary videos and other forms of feedback didn't influence the decision.
This type of argument from apathy is hardly ever a good argument to make, because it concedes the main point that there is a problem, only to argue that the problem can't be solved and therefore should be ignored. But it's an especially bad argument to make when several counterexamples exist to prove that it's possible to address the problem. Just the other day one of the devs commented on a possible future Mogu Fleshshaper nerf: https://outof.cards/hearthstone/459-mogu-fleshshaper-may-be-too-powerful. Guess what? We had a thread over here discussing Mogu where people were making this same defeatist non-argument.
If you genuinely think words on the internet cannot influence others, why are you putting words on the internet urging others to change their behaviour? Do you not see the contradiction there?
You cant change it so why whine/debate about it? No one is going to read this thread and feel guilty about playing a tier 1 deck in casual, and you're only reaching a minority of hearthstone players on these forums anyways. So this conversation will have about zero impact.
People will do what they want to do ;)
Sort of the same thing as complaining about netdecking in general.
Not all discussions have to be for the sake of change. Sometimes it is nice to have discussion for the sake of discussion :)
Sniplock is probably the biggest problem, but Secret Mage (post SoU) and Mechadin (post Crystology-completely-unnecessary-buff) are also broken (not just OP, but broken).
All these three decks are capable of repeated insane spikes of power. Unhealthy for fun purposes.
All of them revolve around discounting specific cards to (0).
The game needs a new hard-rule: no battlecry, spell or aura can discount a card below (1) mana.
Right now Wild at rank 5 and higher is a complete trashbin. No variety is possible at all (unless you like to suffer), against those meta-warping topdecks.
EDIT: i made my hard-rule suggestion more precise, leaving out end-of-turn effects, by virtue of their non-immediate impact.
There is a loading screen tip that states there are 6 copies of the tier 6 minions shared between all players. I assume the other minions have a similar system, but with larger numbers. That's also how other autobattlers work, as far as I know.
Firebat sometimes mentions things that developers confirmed, I assume that is from a public source like Twitter, but I don't follow Twitter closely since there is so much noise.
November month 2019. A month where a lot of new content arrives into the game. And a month where Wild is more dead than ever
Because of that I ask you,the players,the streamers and most importantly the developers to help and save the format which is not the most popular one but truly is the oldest one.
There is no doubt that the format has amazingly big deck variety that Standard format can't even dream of. However. There's also no doubt that format has a lot of issues which drags the players away not only from Wild,but from the whole game:
1.The SNIPlock
There's a lot of controversy about this deck. There are some players that are cheating. There are some genuine players. Either way the deck causes amazingly huge frustration and Team 5 still haven't said a clear statement about this deck since the last ban wave. As it stands by now, the deck is one of the only deck in HS history which is placed in Tier S(same as AK47 Druid and Secret Mage at the beginning of Uldum). The deck revolves around certain combo strategies and has: Card draw of a Miracle deck. Clear of Control Warlock. Big boards of Big decks. And finishing force of Cubelock or Mechathunlock. All those traits make this extremely frustrating deck to play against and causes a lot of drama and headache for whole Wild community. It needs to be addressed. Even some clear statement about what is considered cheat and what not will be very helpful. The links below will provide you a closer information about this whole deck
Due to the fact that there's only 1 official Wild tournament. The motivation of players to play Wild and spend money on packs is quite low. As it stands by now there were more streamer vs streamer single player tournaments than all oficial Wild tournaments combined.
3.The card balance and nerfs regarding the Wild format:
This topic was brought not so long time ago and remains unanswered. Wild experienced some really odd card changes and design policy. For anyone interested in closer approach,here is the link to he mentioned thread
All those points contribute to the lowering amount of Wild players which were staying in the game for Wild only. The format has amazing deck variety, astonishing community and streamers like Dane,Roffle,Solem or Control and is home for a lot of old players. It is truly heartbreaking to see the Wild in agony and lack of competitive tournaments and feedback. So I ask you for help and solutions. Spread the word and spread the information about Wild issues.
I would like to end this post with a song which usually helps people to do CPR so we all have a a better chance at saving Wild.
Well, you can tell by the way I use my walk
I'm a woman's man, no time to talk
Music loud and women warm, I've been kicked around
Since I was born
And now it's alright, it's okay
And you may look the other way
We can try to understand
The New York Times' effect on man
Whether you're a brother or whether you're a mother
You're stayin' alive, stayin' alive
Feel the city breakin' and everybody shakin'
And we're stayin' alive, stayin' alive
Ah, ha, ha, ha, stayin' alive, stayin' alive
Ah, ha, ha, ha, stayin' alive
Well now, I get low and I get high
And if I can't get either, I really try
Got the wings of heaven on my shoes
I'm a dancin' man and I just can't lose
You know it's alright, it's okay
I'll live to see another day
We can try to understand
The New York Times' effect on man
Whether you're a brother or whether you're a mother
You're stayin' alive, stayin' alive
Feel the city breakin' and everybody shakin'
And we're stayin' alive, stayin' alive
Ah, ha, ha, ha, stayin' alive, stayin' alive
Ah, ha, ha, ha, stayin' alive
Life goin' nowhere, somebody help me
Somebody help me, yeah
Life goin' nowhere, somebody help me, yeah
I'm stayin' alive
Well, you can tell by the way I use my walk
I'm a woman's man, no time to talk
Music loud and women warm
I've been kicked around since I was born
And now it's all right, it's okay
And you may look the other way
We can try to understand
The New York Times' effect on man
Whether you're a brother or whether you're a mother
You cant change it so why whine/debate about it? No one is going to read this thread and feel guilty about playing a tier 1 deck in casual, and you're only reaching a minority of hearthstone players on these forums anyways. So this conversation will have about zero impact.
People will do what they want to do ;)
Sort of the same thing as complaining about netdecking in general.
Wow, you actually put a great amount of creativity into these, I'm impressed.
Brawl seems overpowered though. It basically means that you're completely free to pursue lategame strategies because you usually won't take lots of damage from losses.
If anything, this should be an active HP that has a cost, so you'll have to decide when you want to save HP vs spending gold on building your board
I find it hilarious how the sudden meta shake up just ended up making the meta feel even more boring, because the ladder is now mostly Shamans and Priests.
I really hope that, if nothing else, the sudden powercreep from Dragons will at least make it so every class is equally broken. At this point it's very clear that aiming for a "balanced" meta just doesn't work.
Wild needs CPR. Please discuss and spread the word
Lol blizzard doing something about their game XD. They don't seem to care anymore 1 month shaman has been around 50% of standard meta and yet they don't think retiring evolve is a good idea. And you are optimistic they will balance wild.
LUCENTBARK WITH SATHROVARR
In Blizzard's note for Doom in the Tomb, they have said:
"While these cards were re-introduced during the Doom in the Tomb event, they will remain in Standard past the event's conclusion, until the launch of the next major update."
It has been confirmed that the "major update" is, in fact, the next expansion. The Wild cards will be gone when Descent of Dragons launches.
Also, in reply to the first guy's comment, the only line of text in the entire post is "REPLACE SAFEGUARD WITH SATHROVARR".
Is arena hero selection weighted?
Over the past month I have only been offered Priest, Warlock, Warrior, Hunter, Paladin and Druid. Not a single Mage or Shaman. Is anyone getting Mage as an option?
And I am also either getting slim pickings or I'm terrible at drafting :D The rounds I win, I scrape through, usually with the help of some top decking. One opponent played 3 North Sea Kraken. I think a lucky Imp-losion on his Giant Mastodon let me swarm through.
Wild needs CPR. Please discuss and spread the word
None of those three decks need addressing. It's a joke that you want to add those three decks to the same group as Sn1p-sn4p warlock, mech paladin and secret mage.
Wild is super fun right now. I haven't played it for a few months and dropped all the way to rank 11. Ranks 5 and above are warlock, paladin and mage. Below those ranks over half of the games are losers who still play big priest all day (seriously all of them have 500 or 1000 wins and yet they still make the stupidest plays and 'tech' choices) so you can't even try fun decks.
I thought standard was bad but oh boy...
Wild needs CPR. Please discuss and spread the word
Surely targeted nerfs would be the best solution.
But since the devs are so incredibly reluctant with nerfs in Wild, WHILE being also so eager to release stupidly out-of-place-cards (Arcane Flakmage shouldn't exist at all), a hard-rule would fix the issue now, AND in the future as well, with future flawed cards.
In other words, they release flawed cards and they know it. Things are ok until a synergy abuses the flaw to its full potential. A hard-rule would proactively fix the flaw, by preventing it from becoming real (in Combo with other cards), whenever in time, for any present and future card.
I also dislike hitting Exodia Mage or other OTK with what i proposed, as well as QMage (which is one of my preferred decks ever) but since i have no faith in them applying the right nerfs in Wild, and since i am 100% sure that new flaws would appear not far in the future, because of their inherently flawed design policy, i would go with some brutal hard-rule, and be done with it.
The Pepper Thread - Share Some Good Vibes!
Gotta love the BM-ers ..
This was even more satisfying considering that was not the deck I chose..just a misclick.
Da Undatakah OTK!
Hey, between brand new creative "crappy meme" ideas and the same res priest/evolve shaman deck with two cards difference, my pick is easy.
Besides, it's a bit hard to filter decks by whether it's a meme or not. AI ain't at that level yet.
Wild needs CPR. Please discuss and spread the word
Add Shudderwock endless copying, Mill Rogue and BEES! Armor Druid on the list of stuff that needs addressing.
Agree with Sniplock and ultra-aggro mechadin needing to be kneecapped.
Secret Mage ... yeah, annoying, but I've gotten by them as well. But they've been atop the wild ladder for a while now, and it needs to be periodically cleansed.
Legends of Runeterra - Reward Upgrades
If you are interested in, u/rhemyst from reddit also made a simulation about set completion using Python who is asked that question and also promised to do maths about it :) ,
Here is the link; https://www.reddit.com/r/LegendsOfRuneterra/comments/dtnizg/a_simulation_of_set_completion_for_various_levels/
and here is the post and the results; All are quote from the post itself and thanks to u/rhemyst from Reddit again.
I used it compute the average progression values for several "involvement levels" and compute the set completion over 4 month.
The system makes several assumptions:
Collection starts absolutely empty
You save you shards for champions, then epics, then rares, etc...
You always spend your wildcards, even on commons and rares. It's not optimal in terms of progression, but I believe it's more realistic to assume most people will not want to sit on 50+ wildcards until they can just complete a whole rarity level at once.
You always level your vault to a given level every single week.
I used the "upgrade" values provided by Riot in the above thread. Those could change.
I tested various "involvement levels", with various properties:
Casual: level 6 vault every week. Vault gets less efficient after level 6, unless you reach level 10
Serious: level 10 vault every week. This also means about 1 region every month.
Pro: level 13 vault every week
According to u/herazalila, the above levels represent about 2h, 4h30 and 18h per week.
Whale: buys 3 epic and 3 champion wildcards every week (that's about 12€)
Dolphin: buys 1 epic and 1 champion wildcards every week
Fish: never buys anything
Here are the set completion, as percentage, over the course of 4 months. The line in bold is the example given by Riot : by leveling the vault to 10 every week, you get to about 75 completion after 4 month, i.e. when a new set is released. This would indicated that my simulation is accurate.
EDIT: thank you all for you comments. I need to clarify a few things before you look at those numbers.
Like I said, I ignored the prologue, tutorial and the possibility to buy a starter set. Those the bellow number should thus be a bit higher. I can redo the simulation when the have the exact data for it, during the next beta. EDIT: assuming I got the right data, with the prologue and starter set you'd reach 75% in 12 weeks as a Serious Fish.
On the other hand, my simulation does not account for the fact that when leveling a region, you only gain cards from that region. Which means that you are more likely to get duplicates, and that slows you down a bit. So those numbers below should be a bit lower.
But, at the same time, it means that the "completion percentage" is actually higher for the regions you leveled. Values below are only computed on the total set.
I used the region rewards order provided by Riot in their blog post. Those rewards are sorted in value. In practice, regions rewards are not sorted (you get some very nice rewards in the early levels). In the grand scheme of things, it doesn't change much. In practice, it means the beginning of your progression can be faster.
Overall, you can always add or remove a few points from those numbers depending on how you level regions, how you spend your shards, etc... It's just a broad estimate.
Wild needs CPR. Please discuss and spread the word
Isn't the problem really with passive reduction auras (Mechwarper, portal, Sorcerer's Apprentice, etc.) more than one-time cost reductions like Galvaniser, Emperor T and the like? I think that by instituting a hard rule against reducing cards to zero a lot of non-problematic OTK comboes would become collateral damage.
It's not the most elegant solution, but I think adding the line "this cannot reduce a card's cost below (1)" as and when needed is the least invasive fix. For example, I'm not convinced that adding the line to Sorcerer's apprentice is the best solution as the card has been central to just about every mage deck in the game. I think it'd be better to target key cards in the secretmage deck with nerfs than to take out a card that's crucial to cyclonemage, freezemage, Exodia mage, etc.
What do you think Casual is Supposed to be?
This is a monumentally dumb argument to make when pressure from the community has resulted in balance and gameplay changes in the past, the most unanimous being the premature rotation of Genn and Baku. While you can't pinpoint that decision to any one complaint or discussion thread, it's asinine to pretend that the cumulative effect of tweets, discussion threads, youtube commentary videos and other forms of feedback didn't influence the decision.
This type of argument from apathy is hardly ever a good argument to make, because it concedes the main point that there is a problem, only to argue that the problem can't be solved and therefore should be ignored. But it's an especially bad argument to make when several counterexamples exist to prove that it's possible to address the problem. Just the other day one of the devs commented on a possible future Mogu Fleshshaper nerf: https://outof.cards/hearthstone/459-mogu-fleshshaper-may-be-too-powerful. Guess what? We had a thread over here discussing Mogu where people were making this same defeatist non-argument.
If you genuinely think words on the internet cannot influence others, why are you putting words on the internet urging others to change their behaviour? Do you not see the contradiction there?
Blizzard Provides an Update on 15.6 Issues - Patch Next Week, Some Bugs Already Fixed
I am not getting quests anymore, it this a known issue?
What do you think Casual is Supposed to be?
Not all discussions have to be for the sake of change. Sometimes it is nice to have discussion for the sake of discussion :)
12 Wins Decklists
First 12 win deck:
Pretty aggro deck. MVPs include Avenge, Vinecleaver, Keeper of Uldaman, Spikeridged Steed, and 2 Fire Plume Phoenixes. Also, in this rotation Hydrologist is pretty sick; there seems to be only three available secrets so you can always get another Avenge or a Competitive Spirit.
https://outof.cards/hearthstone/decks/8669-12-win-arena
Wild needs CPR. Please discuss and spread the word
Sniplock is probably the biggest problem, but Secret Mage (post SoU) and Mechadin (post Crystology-completely-unnecessary-buff) are also broken (not just OP, but broken).
All these three decks are capable of repeated insane spikes of power. Unhealthy for fun purposes.
The game needs a new hard-rule: no battlecry, spell or aura can discount a card below (1) mana.
Right now Wild at rank 5 and higher is a complete trashbin. No variety is possible at all (unless you like to suffer), against those meta-warping topdecks.
EDIT: i made my hard-rule suggestion more precise, leaving out end-of-turn effects, by virtue of their non-immediate impact.
Juicy Taunt Druid
RNJESUS
Wild needs CPR. Please discuss and spread the word
Wall of.complains about snipsnaplock and a crazy part with lyrics from a beegees song.
What the hell. I'll take losing to snipsnaplock any time instead of losing to idiots that play secret mage or big priest
Original 9 heroes as Battleground heroes
FWIW they said they’ll be adding more heroes in Dec. prob not the original 9, but cool that we’ll get them soo
Meme of the Week: Hearthstone Battlegrounds!
There is a loading screen tip that states there are 6 copies of the tier 6 minions shared between all players. I assume the other minions have a similar system, but with larger numbers. That's also how other autobattlers work, as far as I know.
Firebat sometimes mentions things that developers confirmed, I assume that is from a public source like Twitter, but I don't follow Twitter closely since there is so much noise.
Wild needs CPR. Please discuss and spread the word
November month 2019. A month where a lot of new content arrives into the game. And a month where Wild is more dead than ever
Because of that I ask you,the players,the streamers and most importantly the developers to help and save the format which is not the most popular one but truly is the oldest one.
There is no doubt that the format has amazingly big deck variety that Standard format can't even dream of. However. There's also no doubt that format has a lot of issues which drags the players away not only from Wild,but from the whole game:
1.The SNIPlock
There's a lot of controversy about this deck. There are some players that are cheating. There are some genuine players. Either way the deck causes amazingly huge frustration and Team 5 still haven't said a clear statement about this deck since the last ban wave. As it stands by now, the deck is one of the only deck in HS history which is placed in Tier S(same as AK47 Druid and Secret Mage at the beginning of Uldum). The deck revolves around certain combo strategies and has: Card draw of a Miracle deck. Clear of Control Warlock. Big boards of Big decks. And finishing force of Cubelock or Mechathunlock. All those traits make this extremely frustrating deck to play against and causes a lot of drama and headache for whole Wild community. It needs to be addressed. Even some clear statement about what is considered cheat and what not will be very helpful. The links below will provide you a closer information about this whole deck
Tier S status
https://teamrankstar.com/meta/hearthstone-wild-meta-snapshot-november-2019/
https://tempostorm.com/hearthstone/meta-snapshot/wild/2019-11-01
https://www.vicioussyndicate.com/wild-vs-data-reaper-report-19/
Deck preview
https://youtu.be/QsaJYv6Lmtw
Confirmed cheater cases
https://www.reddit.com/r/wildhearthstone/comments/dq0228/navis1mple_is_t3ss3rakt_confirmed_i_pretended_to/?utm_medium=android_app&utm_source=share
2.The competitive scene of the format
Due to the fact that there's only 1 official Wild tournament. The motivation of players to play Wild and spend money on packs is quite low. As it stands by now there were more streamer vs streamer single player tournaments than all oficial Wild tournaments combined.
3.The card balance and nerfs regarding the Wild format:
This topic was brought not so long time ago and remains unanswered. Wild experienced some really odd card changes and design policy. For anyone interested in closer approach,here is the link to he mentioned thread
https://www.reddit.com/r/hearthstone/comments/dpd3it/we_need_more_communication_from_team_5_regarding/?utm_medium=android_app&utm_source=share
All those points contribute to the lowering amount of Wild players which were staying in the game for Wild only. The format has amazing deck variety, astonishing community and streamers like Dane,Roffle,Solem or Control and is home for a lot of old players. It is truly heartbreaking to see the Wild in agony and lack of competitive tournaments and feedback. So I ask you for help and solutions. Spread the word and spread the information about Wild issues.
I would like to end this post with a song which usually helps people to do CPR so we all have a a better chance at saving Wild.
Well, you can tell by the way I use my walk
I'm a woman's man, no time to talk
Music loud and women warm, I've been kicked around
Since I was born
And now it's alright, it's okay
And you may look the other way
We can try to understand
The New York Times' effect on man
Whether you're a brother or whether you're a mother
You're stayin' alive, stayin' alive
Feel the city breakin' and everybody shakin'
And we're stayin' alive, stayin' alive
Ah, ha, ha, ha, stayin' alive, stayin' alive
Ah, ha, ha, ha, stayin' alive
Well now, I get low and I get high
And if I can't get either, I really try
Got the wings of heaven on my shoes
I'm a dancin' man and I just can't lose
You know it's alright, it's okay
I'll live to see another day
We can try to understand
The New York Times' effect on man
Whether you're a brother or whether you're a mother
You're stayin' alive, stayin' alive
Feel the city breakin' and everybody shakin'
And we're stayin' alive, stayin' alive
Ah, ha, ha, ha, stayin' alive, stayin' alive
Ah, ha, ha, ha, stayin' alive
Life goin' nowhere, somebody help me
Somebody help me, yeah
Life goin' nowhere, somebody help me, yeah
I'm stayin' alive
Well, you can tell by the way I use my walk
I'm a woman's man, no time to talk
Music loud and women warm
I've been kicked around since I was born
And now it's all right, it's okay
And you may look the other way
We can try to understand
The New York Times' effect on man
Whether you're a brother or whether you're a mother
You're stayin' alive, stayin' alive
Feel the city breakin' and everybody shakin'
And we're stayin' alive, stayin' alive
Ah, ha, ha, ha, stayin' alive, stayin' alive
Ah, ha, ha, ha, stayin' alive
Life goin' nowhere, somebody help me
Somebody help me, yeah
Life goin' nowhere, somebody help me, yeah
I'm stayin' alive
Life goin' nowhere, somebody help me
Somebody help me, yeah
Life goin' nowhere, somebody help me, yeah
I'm stayin' alive
Life goin' nowhere, somebody help me
Somebody help me, yeah
Life goin' nowhere, somebody help me, yeah
I'm stayin' alive
Life goin' nowhere, somebody help me
Somebody help me, yeah
Life goin' nowhere, somebody help me, yeah
I'm stayin' alive
What do you think Casual is Supposed to be?
You cant change it so why whine/debate about it? No one is going to read this thread and feel guilty about playing a tier 1 deck in casual, and you're only reaching a minority of hearthstone players on these forums anyways. So this conversation will have about zero impact.
People will do what they want to do ;)
Sort of the same thing as complaining about netdecking in general.
Original 9 heroes as Battleground heroes
Wow, you actually put a great amount of creativity into these, I'm impressed.
Brawl seems overpowered though. It basically means that you're completely free to pursue lategame strategies because you usually won't take lots of damage from losses.
If anything, this should be an active HP that has a cost, so you'll have to decide when you want to save HP vs spending gold on building your board
Legends of Runeterra - Reward Upgrades
Not me because for last few days the game crashes just on the HS logo
BTW, it is funny that all comments on Runettera post are for Hearthstone :-)
Legends of Runeterra - Reward Upgrades
I find it hilarious how the sudden meta shake up just ended up making the meta feel even more boring, because the ladder is now mostly Shamans and Priests.
I really hope that, if nothing else, the sudden powercreep from Dragons will at least make it so every class is equally broken. At this point it's very clear that aiming for a "balanced" meta just doesn't work.
Legends of Runeterra - Reward Upgrades
Who would have thought that squelch button not working could impact a game so much?