Changes to save the Wild!

Wild meta is too strict and toxic for homemade decks people like to experiment and to play with.
There’s my list of changes that will make wild much healthier and fun.
It was based on my own experience and hearthstone community suggestions, and i am opened for discussions.

Paladin:
Warhorse trainer - costs (4) instead of (3).
Radar detector - costs (4) instead of (2)
Horn of wind lord - can’t attack heroes

Shaman:
Devolve - cost (3) instead of (2).
Toxfin + Pyromancer Furgle interaction removed.
Scargill - your murlocs cost (3) less.
Shudderwock - costs (10) instead of (9).

Hunter:
Tundra Rhino - battlecry instead of aura.

Druid:
Gadgetzan Auctioneer - banned.
Dew process - banned.
Lost in the park - gain (6), (7), (8) attack instead of (4), (5), (6); and Guff the Tough no longer has taunt.
Floop’s glorious gloop - only refreshes mana.
Poisonous Seeds - cost (6) instead of (4).

Mage:
Objection - banned.
Ancient mysteries - costs (3) instead of (2).
Solid alibi - costs (4) instead of (2).
Open the Waygate - cast (12) spells instead of (8).
Grand Magister Rommath - can’t repeat Potion of Illusion.

Priest:
Neptulon - banned

Rogue:
Naval mine - banned.
Kingsbane - costs (3) instead of (1).
Swordfish - costs (4) instead of (3).
Caverns Below - summon (6) minions instead of (4).

Warlock:
Demon Seed - quest reward doesn’t work for fatigue damage.

Demon hunter:
Glide - banned.
Mana burn - costs (2) instead of (1).

General:
Cards with increased cost can’t cost more than (10).
Rental - nerf reversed.

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Wild would be dead with these “save wild” changes.

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What do you mean dead? Considering toxicity of decks i suggested to nerf, it is already dead.

Do you play aggro decks in wild?

I mostly play highlander and big decks.

Fixed. No need to ban Neptulon just ban Priest.

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Everyone would like that

Sorry man but I play only Wild and I think your changes totally are uncalled for.

I find amusing that every cards you want changed are key cards in many decks that can swing games.

Also, most of the cards you dislike here are actually good counters against each other.

You can’t expect your decks to have even chances every time you go into a game. There are bad matchups and that is that, suck it up, concede and move on.

Personally, I totally hate Exodia Mage and Demon Seed warlock but they are part of the game. I lose to them very often because my decks are not set to beat them up. But once in awhile I play a Dew Process mill deck and totally ruin a mage or I play a Pirate Warrior that is so fast that seed warlock loses on turn 4. Always satisfying :slight_smile:

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1.First and futhermost wild would need mass buffs.

Old cards really can’t keep up with new stuff and no amount of nerfs will do that.

  1. It’s wild and not standard 2.0.

This means that the entire discourse of make games “feel good” should not be applied here unless we get to the extreme of not have players.

If you not like things like powerful disruption and exodia style combos you have standard.
Wild is the place for who wanna play against everyone and everything.

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You don’t know what you are talking about. Yee yee old cards will NEVER be playable, and no buffs will save them. Can buffed boogie monster or captain hogger deal with 5 mana otk?
As a legend player i can say, that you will not play with everything against everything in wild. Open tempo storm: There are only 10-20 playable decks, and you will get punished for playing any other deck. I think you guys didn’t lose enough games on turn five because someone completed quest on turn 4, or created unanswerable board state.
No one sees that out of thousands and thousands of cards in wild you can make only 10-20 decks with positive winrate, and they mostly consist of cards that are not older than 2 years.

This is why wild is doomed from start.

Buff cards can save some stuff but not everything.

The format will get faster and faster overtime with nothing someone can really do other than slow the inevitable.

Because nerfs to wild is exactly that.

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A lot of those seem like sensible changes. Not that it would ever happen. I do like your list though.

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Devs have to regularly tweak decks that are performing too good in wild format and buff cards that slow down the meta. This format is “doomed” only if devs won’t change anything. That is the thing we all are concerned about.

There seem to be too many changes at once but I’m all for some changes. I particularly don’t like for cards to be banned if they can tweak it similarly toe what they did for “stealer of souls”

Caverns below should just go back to it’s nerfed state of 4/4s. King’s bane. Probably should just have 1 less durability. It it costing (3) does make some sense

As for priest, I personally think G’huun should take a hit before anything else

Glide, Ancient Mysteries, and a few others I don’t agree with. I personally don’t like cards being banned however I can agree with most of the druid bans lol

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They need to be very careful with changes in Wild.
They make the wrong change they kill nostalgia, which is the worst possible thing they could do. One reasons why the Sorcerer’s apprentice nerf was literally the worst decision they’ve ever made. That terrible, terrible decision killed decks that were never ever a problem and that were nostalgic.

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Fixed that to be accurate for you.

The meta only matters if ranking is important to you.

If ranking is not important, then play your own bad decks and concede to everything you don’t like. This is how I play wild. It’s a cesspool, but I barely see meta decks because I literally concede more games than I play all the way out for lack of interest in dealing with most games. Very quickly you stop seeing meta anything and it’s fine. As soon as you don’t care about winning (or lying to yourself about the quality of your play) the mode is fine.

If ranking is important, then you have two options: (1) make better decks or (2) use a better deck someone else made. There are decks that are better than other decks, and that’s just how this game has always been. All the nerfs in the world won’t fix that and the entire point of wild is that everything is fair game, making even more powerful decks.

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I want to play against cool experienced guys. It sucks to play against people who don’t know how to make a deck, valuetrade or spend resources properly.
I won’t give up my diamond/legend ranking because my opponents are too strong. What I’m trying to say is that at some point all good players stopped thinking about making own decks or trying something fun like Roffle’s decks. It feels awful when you try to have fun with good off meta deck and you get killed in early game by absolutely broken deck over and over again.

No.

They perform “tweaks” to create some resemblance of game balancing.

Not to make it play as you want.

If you ever think wild will get a large scale nerfing just to make the game slower well…
Just think again.

Seems like their are really 2 stances people should take.

Give wild more attention and implement more balance changes in the future because it will make it better or make as little changes as possible because its fine the way it is and make your statements on why you believe that

So many of you are just here to crush any hope that maybe change can happen even when some of you clearly want the same thing. there are things in wild that are clearly broken and will get more broken over time and some of us don’t want to just sit by and just let it happen until the player base simply disappears

OP put some thought into what they might think could benefit the mode as far as balance goes, and I don’t particularly agree with all of them but anyone else willing to o give some input on how you’d make the mode better if possible? If your here and Wild is not your thing thing why bother?

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Mass changes to old cards might be in order to really make an impact in wild, sure, but the game’s almost 10 years old now so that makes sense, doesn’t it?

I personally prefer the approach of banning some new stuff initially so it can have it’s day in standard without breaking wild, then nerf/unban with rotation to make the cards more appropriate for an eternal format… but I also think you might be oversimplifying the OP’s intentions?

I just went back and reread the post, didn’t see anything in there about helping “old cards keep up” or whatever… They want the format to feel “healthier and fun”, a common sentiment among wild players, and nerfs/bans could also be effective tools to making that happen, in addition to potentially buffing old cards…

For me personally I am happy that Blizzard cares about the quality of experience people have while playing all of their game modes, and I don’t think it’s more important for a format to feel different than it is to feel good… Nor do I think those two things are mutually exclusive… and I don’t exactly get the sense tons of people are playing wild these days…

It is? Blizzard does indeed maintain the format occasionally in the interest of keeping it (relatively) fun, dynamic, engaging etc, and that has meant nerfing decks right out of the meta before… so is it possible this might be a bit of an oversimplification, or perhaps a misunderstanding of Blizzard’s goals/intentions with the format?

Also, is a conservative approach to format maintenance the only possible interpretation of this statement? Because you’re basically paraphrasing the OP when they initially described the problem, feeling like the format wasn’t open enough to experimentation…

This seems like a pretty decent summation of the opinion you’re actually trying to express here… The format is apparently doomed to feel bad, so the best anyone can hope for is to simply be different than standard? So everyone should just give up and stop sharing their opinions?

Well they can ban stuff, Nerf/buff things, maintain the format basically… I get the sense you might feel that maintaining fun, dynamic eternal formats is impossible, or that wild in it’s current state already has those qualities, but I’m pretty sure those would be opinions and not objective facts… I’ve seen lots of eternal formats be improved via maintenance efforts over the 25+ years I’ve been playing CCGs, and I personally think Blizzard has a lot of room for improvement with wild in terms of game dynamics and meaningful player interaction. Some of the stuff in this list seems like a step in the right direction to me…

Again, this seems to me like a bit of an oversimplification… The OP is saying they want the format to feel “healthier and fun” and more open to “homemade decks people like to experiment and play with”. Most of the complaints I see regarding wild have more to do with a sense of dynamics and interaction than the length of the games… But I suppose the OP could clarify if that is really what they want, just a slower meta…

I don’t personally agree with everything in the OP, but it does seem like a pretty solid place to start if people are actually interested in a discussion about making the format better… and I’ve always found asking questions to be more constructive than naysaying :slight_smile:

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