Day 2 Takeaways, Statistics, and Meta-Analysis

Totally agree with this.

1 Like

After playing about 100 BRnR homebrew Warrior games after hitting Legend post-FoL, I’m already kinda done until changes go live. I wish that weren’t the case, but I’m not seeing any new strategies that make me interested in more grinding, especially when I’m just playing BRnR decks for my own science and data collection.

  1. The best decks in the game are essentially the exact same as they were pre-FoL, gameplay-wise. Blood DK, Pure Paladin, and Aggro Frost DK are the same as they were.
  2. Surprisingly, I’ve seen more Mages at Legend than anything except Blood DK. They play the same, too, just Vast Wisdom scams them extra Solid Alibis, Frozen Touches, and Lightshows.
  3. It’s hella boring to watch most of my opponents discover endlessly. I hate it. It feels like I’m losing to a biased slot machine.
  4. You either play Blood DK, Pure Paladin, or Frost Aggro DK, or you just get rolled over in the first 5 turns. This is my experience, I know some people are out there playing things like Warlock and Shaman but I’ve seen literally a handful of those.

According to my deck tracker, DK has been 48% of my games since hitting Legend. Mage is 25%. Paladin is 12%. Remember when Rogue was about 30% of the Legend meta before the Wildpaw Gnoll nerfs?

2 Likes

You seem to stick with numbers and stats. At best you can be the Calculator (yes that is actually a DC villain, I had to look it up) :joy:

Be thankful you aren’t Jim Carrey Riddler :joy:

People who think control heavy meta is the worst should be playing Candy crash. That’s what i think.

I thought it was just me, but I agree with this. Espeically when it’s DK.

I didn’t see all the deck you mentioned, but I have met a couple of ''inevitable ‘’ deck

Mage using the 6 mana undead that give you three turn to win, into 10 mana milhouse, into 5 pyroblast. Can kill you turn 7 if he gets cards on curves.

Druid dropping giant board with anub + jailer on turn 7 . Many class don’t have inconditionnal AoE removal, so its almost instant win in those cases.

Balance may not be the best, but I’m at least glad they finally had an expansion that didn’t have a specific broken card or interaction within the first week. Even if things aren’t balanced the best, it seems to just be because stuff is too strong rather than a degenerate playstyle or something.

Or maybe some people treat Hearthstone like the casual fun it is and look elsewhere for deep strategic gameplay?

I agree with this. While the meta is a real mess I’m still having fun playing. This has been the best post-rotation launch we’ve had in two years. Balance changes are inevitable and things should change after that, but for now we have the most playable meta we’ve had in a long time after old stuff leaves.

In case anyone here has forgotten, last year it took all but three days for mage to take over ladder with deck of lunacy and the unnerfed version of incantor’s flow at 3 mana. I’ll take this meta over THAT any day thank you very much! At least in the current meta I don’t mind playing some games and experimenting with new stuff. The deck of lunacy incantors flow combo made me want to delete the game. This meta is heavily unbalanced, but it’s at least playable.

1 Like

Already have nerfs to the top 3 classes 4 days after the expansion launched. As usual the developers lack of playtesting caused an extremely unbalanced launch meta.

They did a pretty good job this time around, nothing is egregiously broken. Some things will always be overtuned, and some decks will always be stronger than others; regardless of how much playtesting they do. They only made very slight adjustments to the obvious outliers because the meta still needs to develop to make informed changes.

I think they’re doing a pretty good job lately, be thankful they are stepping in promptly to make changes. If they didn’t, you would be complaining they don’t do anything. People will never be satisfied.

1 Like

Its like saying its ok for 3 classes to be able to use RPGs while other are left with bows just because we are used to devs “doing their good job” so we are overjoyed they didnt give 1 class ability to launch tactical nukes…

Proper developers would be able to design a set with pretty solid balance by thoughtful design and thorough playtesting. Not saying it would be easy but I guess its not such insane task right after the rotation…

But I am indeed thankful they are atleast able to bandaid the stuff they have failed to spot on design and playtesting phase (so basically their job). But we already know how proper is their playtesting phase when in the past it required basically few hours for playerbase to spot something broken…

Thats basically healthy customer-company relationship that is essential for product or service improvement. Relase a product - ask for customers input - analyze and improve the product - release improved prodcut - ask for customers input …

Several years back some lass told me “When your product gets only possitive feedback, your marketing department failed hard.”

I’m remembering this. I think that philosophy is a pretty good way to look at what should and shouldn’t be nerfed or buffed.

1 Like