I would like to have fun at least the first few days of expansion but at least 2 out of 3 matches are against the same decklist of mech mage.
I understand, that this supersynergistic deck works well, but this is the pirate warrior experience again - same deck, same play patterns, very few cards I face. Ugh.
So far while not "over tuned" perse I find Preist to be annoying as everytime they've used that magic cup spell they get size swap 4/4 priests were able to get the cup in their hand and hit size swap on turn 1 I can't even get a Murloc in my starting hand when the deck is made out of 24 murlocs
Mech mage and miracle naga mage practically plays the same way, just wait and then vomit out stats and swing board. With removals being thin right now, there's not many decks that can swing right back after a big turn like that. But the deck has some issues against tempo decks, and they're still slow enough that I dont really consider it impossible to play against.
Quest pirate warrior is a problem less because of the pirates, which differs very little from before rotation, and more because of the seeming ease of discovering multiple Mr. Smites per game. Slow decks have little to no chance, because everyone is teching against control by having nellie in their deck, and the pool is small enough that you'll likely get mr. smite off nellie and then its practically game over.
Against tempo decks though, and vomit decks like mage, quest pirate has problems. A lot of problems.
Will we see a week 1 nerf this time? Not sure really. I guess if the play rates for quest warrior is high enough team5 might be forced to act. Not sure what they can do though, but I wont be too surprised if they decide to axe Mr. Smite in one way or another.
Oh, and I should also say that if Amalgam of the Deep gets a stat nerf I wont be surprised neither.
My most recent game. I'm playing Pirate steal rogue, nicely fidging his life total. But this is not aggro and I cannot kill opponent in first 4 turns, I play more like value oriented decks.
0 mana Annoy-o-Tron, 9 damage, 33 damage total, my board is cleared.
I conceded.
Is this OK on turn 5? How could I play around this? And this is not an unusual situation, even without the third Mecha-Shark on turn 5 I would be totally screwed. And a lot of mech mage games end up like this sooner or later. To wait until next expansion when the mech pool may dillute or some even more broke stuff will be created?
Suchti0352Hero of Warcraft 775841 PostsJoined 03/27/2019
Posted 1 year, 1 month ago
Honestly I feel like this is one of the most balanced day 1 metas so far. There is no deck or even card I can point towards and say "I don't even know how I could possibly beat this". Something that I couldn't say about the start into the DoD or AoO expansion for example.
Out the gate, Spitelash Siren feels very overtuned (overtuna'd?). Mixed with all the cheap spell generation and Naga tutoring, it's disgustingly easy to get 10+ mana turns as early as turn 5. But it's too early to say if it's actually overpowered or just a standout great card in a solid deck.
A man is lying on the street, some punks chopped off his head
Control is broken again. All I see is control Pala, control Druid, control Priest, control Warrior... very few Pirate Warrior and Mech Mages where the 1 mana 4/3 deal 12 random damage the only broken aggro card is.
I just want to farm the achievemts, but I don`t feel like play one of this infinite bullsh** decks with infinite heal, removals, card draw, value...
And the mana cheating is still totally out of control. 1 Mana 16/16 from druid on turn 5.... after the achievments are finished I will quit Standard for at least 3 months. x_X
Priest: 3 mana 24 / 24 with rush. How is this any balanced?
There is no skill left in HS. All there is today is rng highroll nonsense.
allthehypeCrossroads Historian 630739 PostsJoined 07/26/2019
Posted 1 year, 1 month ago
This early, Mecha-Shark and Switcheroo feels like potential nerf targes. Also, discover is super strong with this limited card pool, I think I discovered 4 new The Leviathan in the same game. But I haven't played a lot tbh.
Well i guess Mecha-Shark could see a nerf. That is true, but i do not think he is the real problem. Sure he is strong but the card that makes every mech cheaper and the new Amalgam are 2 cards that make the Shark even stronger than he is.
But i also see many different decks online, not just mech mage, sure there are some games i've hit 3 mech mage in a row but most of the time i queue in a game i hit different decks. At least for now :)
I'm playing mech mage because that's the deck I got the pieces for in my 50 packs. I could see the shark getting a nerf but think the issue is the synergy, small pool for discover, and the cost reduction. It's one of those decks that's immediately strong and there isn't one standout problem card. I'm definitely seeing mech mage more than any other decks. Not seeing it as a big problem to start, though. It's just easy, efficient, and relatively cheap to craft/build.
Now you kids are probably saying to yourselves, "Hey Matt, how can we get back on the right track?"
All I am seeing is mech mage and even when I am able to clear the board 4 times (which is pretty difficult as Reno priest nowadays) they pull a board out of there arse with discover/mana cheat... And this had now happened 4 consecutive matches... Pretty certain I go back to wild pretty soon, at least all the board clears I need over there ..
I would instead also point my finger on Security Automaton, Bubblebot and Seafloor Gateway. I don't mind Aggro decks pumping out a lot of damage, as they are supposed to do so, but they now also have scaling potential and relatively absurd Mana Cheat, and actually robust survivability. Aggro decks need to remain glass cannon.
"Truth is in the shadows, waiting to be revealed by the light. But light only disperses the shadow." - Me
"If other people shared traits of those considered naive, the world would've become a better place." - Also me
This early, Mecha-Shark and Switcheroo feels like potential nerf targes. Also, discover is super strong with this limited card pool, I think I discovered 4 new The Leviathan in the same game. But I haven't played a lot tbh.
I had a game recently where I played 4 Gaia, the Techtonic and I don't really think a single one of the four was from my deck
Quick! Someone give me something clever to write here.
All of these spam aggro decks are absurd and pretty terrible to play against, but I'm guessing that they consider this a good thing within the Blizz team, since they went out of their way to make a few more, and boosted a couple that were already there. I just auto-concede against mages and warriors for now, and i'm ready to go on Paladins and Warlocks too, depending on how the early turns go. Matches that don't involve those decks have been fun, in general :)
Suchti0352Hero of Warcraft 775841 PostsJoined 03/27/2019
Posted 1 year, 1 month ago
I think he's reading too much into what was actually said in the article.
Quote From Author
Q: Speaking of the meta, will we see more Control themed decks in Sunken City? If not, do you think Control still has a place in Hearthstone?
A: We try to cater to different player types as much as we can, that can be challenging depending on if it’s a faster or slower meta. With the rotation we’ve added a lot of big cards with the Colossal minions, so we want the game to slow down a little bit and see how that goes. We want players to have fun and a great experience.
The reason aggro decks rise to the top is because a lot of our players want short games, especially if they’re on mobile. A 30 minute control game during a commute or a break at work is just not the experience many players are looking for. Not to say those experiences are invalid, because we obviously want them available as well.
All he said was that they try to make the game appealing to all kinds of players and that aggro decks are so popular because most people enjoy shorter matches, while also saying that they want other deck types to be viable as well. Nowhere was it stated that they want aggro specifically to be stronger than other decks. Or in other words: Even if the game was 100% balanced, you would still play against aggro decks in the majority of your games.
All he said was that they try to make the game appealing to all kinds of players and that aggro decks are so popular because most people enjoy shorter matches, while also saying that they want other deck types to be viable as well. Nowhere was it stated that they want aggro specifically to be stronger than other decks. Or in other words: Even if the game was 100% balanced, you would still play against aggro decks in the majority of your games.
There is no problem for aggro strategies to be popular, problem is that they are extremely powerful. Just look at pirate warrior, it was the best deck last months and now it only improved. This leads to extremely repetitive games, where you encounter the same cards, same strategies all the time.
I would like to have fun at least the first few days of expansion but at least 2 out of 3 matches are against the same decklist of mech mage.
I understand, that this supersynergistic deck works well, but this is the pirate warrior experience again - same deck, same play patterns, very few cards I face. Ugh.
-=alfi=-
So far while not "over tuned" perse I find Preist to be annoying as everytime they've used that magic cup spell they get size swap 4/4 priests were able to get the cup in their hand and hit size swap on turn 1 I can't even get a Murloc in my starting hand when the deck is made out of 24 murlocs
Self proclaimed good at battlegrounds
Its still too early to say. Its only week 1.
Mech mage and miracle naga mage practically plays the same way, just wait and then vomit out stats and swing board. With removals being thin right now, there's not many decks that can swing right back after a big turn like that. But the deck has some issues against tempo decks, and they're still slow enough that I dont really consider it impossible to play against.
Quest pirate warrior is a problem less because of the pirates, which differs very little from before rotation, and more because of the seeming ease of discovering multiple Mr. Smites per game. Slow decks have little to no chance, because everyone is teching against control by having nellie in their deck, and the pool is small enough that you'll likely get mr. smite off nellie and then its practically game over.
Against tempo decks though, and vomit decks like mage, quest pirate has problems. A lot of problems.
Will we see a week 1 nerf this time? Not sure really. I guess if the play rates for quest warrior is high enough team5 might be forced to act. Not sure what they can do though, but I wont be too surprised if they decide to axe Mr. Smite in one way or another.
Oh, and I should also say that if Amalgam of the Deep gets a stat nerf I wont be surprised neither.
My most recent game. I'm playing Pirate steal rogue, nicely fidging his life total. But this is not aggro and I cannot kill opponent in first 4 turns, I play more like value oriented decks.
Turn 5, opponent
1 mana Mecha-Shark
1 mana Mecha-Shark, 3 damage
0 mana Amalgam of the Deep, 6 damage, 9 damage total
3 mana Mecha-Shark (discovered by Amalgam one step before), 6 damage, 15 damage total
0 mana Annoy-o-Tron, 9 damage, 24 damage total
0 mana Annoy-o-Tron, 9 damage, 33 damage total, my board is cleared.
I conceded.
Is this OK on turn 5? How could I play around this? And this is not an unusual situation, even without the third Mecha-Shark on turn 5 I would be totally screwed. And a lot of mech mage games end up like this sooner or later. To wait until next expansion when the mech pool may dillute or some even more broke stuff will be created?
-=alfi=-
Honestly I feel like this is one of the most balanced day 1 metas so far. There is no deck or even card I can point towards and say "I don't even know how I could possibly beat this". Something that I couldn't say about the start into the DoD or AoO expansion for example.
Out the gate, Spitelash Siren feels very overtuned (overtuna'd?). Mixed with all the cheap spell generation and Naga tutoring, it's disgustingly easy to get 10+ mana turns as early as turn 5. But it's too early to say if it's actually overpowered or just a standout great card in a solid deck.
A man is lying on the street, some punks chopped off his head
I'm the only one who stops to see if he's dead.
Hmm. Turns out he's dead.
Control is broken again. All I see is control Pala, control Druid, control Priest, control Warrior... very few Pirate Warrior and Mech Mages where the 1 mana 4/3 deal 12 random damage the only broken aggro card is.
I just want to farm the achievemts, but I don`t feel like play one of this infinite bullsh** decks with infinite heal, removals, card draw, value...
I see you!
And the mana cheating is still totally out of control. 1 Mana 16/16 from druid on turn 5.... after the achievments are finished I will quit Standard for at least 3 months. x_X
Priest: 3 mana 24 / 24 with rush. How is this any balanced?
There is no skill left in HS. All there is today is rng highroll nonsense.
I see you!
Well, don't forget endless complaining. Hearthstone still seems to have that in droves!
This early, Mecha-Shark and Switcheroo feels like potential nerf targes. Also, discover is super strong with this limited card pool, I think I discovered 4 new The Leviathan in the same game. But I haven't played a lot tbh.
Well i guess Mecha-Shark could see a nerf. That is true, but i do not think he is the real problem. Sure he is strong but the card that makes every mech cheaper and the new Amalgam are 2 cards that make the Shark even stronger than he is.
But i also see many different decks online, not just mech mage, sure there are some games i've hit 3 mech mage in a row but most of the time i queue in a game i hit different decks. At least for now :)
Challenge me ... when you're ready to duel a god!
I'm playing mech mage because that's the deck I got the pieces for in my 50 packs. I could see the shark getting a nerf but think the issue is the synergy, small pool for discover, and the cost reduction. It's one of those decks that's immediately strong and there isn't one standout problem card. I'm definitely seeing mech mage more than any other decks. Not seeing it as a big problem to start, though. It's just easy, efficient, and relatively cheap to craft/build.
Now you kids are probably saying to yourselves, "Hey Matt, how can we get back on the right track?"
All I am seeing is mech mage and even when I am able to clear the board 4 times (which is pretty difficult as Reno priest nowadays) they pull a board out of there arse with discover/mana cheat... And this had now happened 4 consecutive matches... Pretty certain I go back to wild pretty soon, at least all the board clears I need over there ..
Mecha-Shark is the single most broken card in this deck, and their ability to get four of them on average every game is infuriating
I would instead also point my finger on Security Automaton, Bubblebot and Seafloor Gateway. I don't mind Aggro decks pumping out a lot of damage, as they are supposed to do so, but they now also have scaling potential and relatively absurd Mana Cheat, and actually robust survivability. Aggro decks need to remain glass cannon.
"Truth is in the shadows, waiting to be revealed by the light. But light only disperses the shadow." - Me
"If other people shared traits of those considered naive, the world would've become a better place." - Also me
I had a game recently where I played 4 Gaia, the Techtonic and I don't really think a single one of the four was from my deck
Quick! Someone give me something clever to write here.
All of these spam aggro decks are absurd and pretty terrible to play against, but I'm guessing that they consider this a good thing within the Blizz team, since they went out of their way to make a few more, and boosted a couple that were already there. I just auto-concede against mages and warriors for now, and i'm ready to go on Paladins and Warlocks too, depending on how the early turns go. Matches that don't involve those decks have been fun, in general :)
Zeddy explanation why aggro is so relevant based on Blizzard communication (important start is at 4:56)
-=alfi=-
I think he's reading too much into what was actually said in the article.
All he said was that they try to make the game appealing to all kinds of players and that aggro decks are so popular because most people enjoy shorter matches, while also saying that they want other deck types to be viable as well. Nowhere was it stated that they want aggro specifically to be stronger than other decks. Or in other words: Even if the game was 100% balanced, you would still play against aggro decks in the majority of your games.
There is no problem for aggro strategies to be popular, problem is that they are extremely powerful. Just look at pirate warrior, it was the best deck last months and now it only improved. This leads to extremely repetitive games, where you encounter the same cards, same strategies all the time.
-=alfi=-