Battlegrounds broken with no hope of improving

The devs have ruined Batttlegrounds with the last two major updates and patches. There are three viable tribes and the RNG is so bad that the wins go to the luckiest, not the best strategist. It’s HIGH health only. Naga are basically useless now. And if you get a certain murloc or beast early, you win. No thought needed. Just drool on the keyboard. It’s really sad. I LOOVED HEARTHSTONE BATTLEGROUNDS. It’s unplayable now. Sad.

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No matter which three you’re talking about, 8.3% of lobbies have none of those tribes.

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Oh i am so curious what these two are.

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my guess

Rylak & Murkeye

Please note that I don’t consider either of my guesses to be strongest cards in tribe

Anyone notice it’s the same few people defending this game? Most games when I see that, it means the game is on its death throes

What went wrong at blizzard. Its even making headlines now.

Standard for sure has it’s issues but BG’s isn’t that bad. It’s on par with Auto battlers with a bit less complexity versus TFT.

You can get far bigger with murlocs by not using murkeye, and rylakk would only really be good if you were in an elemental or demon game. Each of them have a few different options for strong minions resident in their own teams, so no clue which singular minions OP is talking about.

For beasts, an early Trigore can become basically unkillable, same with Skyblazer.

For murlocs, Bassgill is a requirement no matter how you build them, and an early Bream Counter, 'Loc Prince, and Coral Murglrrr round out the build. Getting taunt on belcher early helps a lot too, especially if you have the portrait.

But that’s kind of the problem with OP’s post. Auto winning because you got any of these minions early isn’t as free as they make it out to be, it’s just easier to do. You could say that about literally any path though. Demons with an early imp, quillboar with an early surveyor (provided you can get the health to keep them alive), an early eternal summoner for undead…the list goes on. The problem is definitely how much of a hold luck has on the game over skill, but I think each team is balanced in the way that if you do get lucky, you can steamroll regardless of what you’re playing.

First off Rylakk is just bad these days. When Lookout wa sa tier 4 that is where it had it’s power. Tough to get it rolling now and be worth it once they moved lookout to 5. Probably needs to be removed as it gets taken by almost no builds even mid game. Murkeye however is very OP in multiple different tribe builds. Most prominently with QB’s where if you get two you basically run the lobby without a scam opponent to stop you.

In a pure Murloc yes Bassgill is still king but mostly because the trinket that summons 3 copies of whatever you pop out with it.

Early game is so important in this trinket meta because losing tempo means you will just start taking 15’s and be out before you even get to the second trinket.

Same. I love playing Murlocs, but their early game is absolute garbo compared to most tribes. By the time you hit the mid-game, it’s a gamble whether or not you may actually pull off Murlocs even if you get a premium minion for it. It all very much depends on Hero, health, and trinkets at that point, but I’d say in most cases, your chances are below 50% for winning the lobby the majority of the time unless you god-roll the rest of the way.

I’ve actually found a lot of success lately playing menagerie believe it or not. You actually have to think each turn/buy phase even if you have good minions and trinkets. I’d say it requires an above average BG player to navigate properly and proper trinkets, but it’s so much fun if you get it rolling. FYI I hardly use Lightfang for such a build, even if offered.

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I actually feel that trinkets are the opposite to what the OP said. If you compare them to the previous two mechanics, buddies and quests, tribes are alot more balanced in that if you get 1 good trinket, you can compete, and if you get two good ones that synergize, you are guaranteed top 2.
Yes, there is quite a bit of RNG to this, especially after Blizztard ‘fixed’ the release version of the trinkets. Yes, some were stronger than others, but they should have buffed the weak ones or changed them to be unique, not shaved numbers off the good ones.
In Buddies the strong RNG was what hero/buddy you got combined with minion types. Some were incredibly strong yet others were useless with your hero.
In Quests, the same thing happened, with some quests being devastatingly good with your hero, and the rest being suck.
Nothing really has changed RNG wise, so Blizz needs to change back to the release trinket system, and buff the weak ones, not nerf the strong ones.

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Not surprising at all. There’s more game build amalgams in this meta and being flexible is a strength. Some pure builds are just insanely good in certainly lobbies but my builds are generally all menagerie unless i get a trinket combo too good to pass on.

A couple of them were far too strong for what they did. Biggest offender was the Chess set. In it’s original form it was outrageously OP. Most seem good at this point with only really the Alliance Key chain being an outlier now.