Jee, A player who actually played wild and thinks a 80% winrate deck might be a bit too strong, instead of needing more buffs.
I know, lets nerf the Imp to be a 4 mana 70/70 with battlecry: deal 70 damage to your opponent. I believe this change will help keep the game balanced. As it is wild. And wild with more moves and cards and combos should not be like a game of checkers vs chess. But a game of Chess where the black warlock king teleports into White king’s family. Beats up control, and then otks the combo decks and then loses to it’s primary counter. It’s hardest toughest matchup, other warlocks at 70% winrates on hsreplay. The horror!!!
I mean, sure there’s probably like some top legend tiers that can make decks to counter it. But like also at the same point, having or building 4k-10k dust decks to get a 100 coin pack probably worth 40 dust isn’t the most worthwhile use of bankruptcy. Just kinda sad that quests just killed about all of the previous wild control decks overnight.
I like powerful back and forths, but asking for wild to be broken by standard players, is like seeing the game designer for chess being a checker player going to his own game and saying "This game is broken, i don’t get it. Why can the queen basically teleport 10x further than checker pieces, and on earth is why is the queen stronger than my useless king!? "
"This game is broken garbage, i don’t know why anyone would want to play chess with more moves and broken flying pieces when they could just move 1 space at a time with only a few options and your choices made for you in standard. This game is broken. I never played it, but i should know better than people who actually played this mode, as i saw a standard player made a reddit post off 0 games of wild vs someone who played it everyday. SMH. "
If that’s satire… you don’t know 90% of my daily struggle just wanting to have fun games of back and forths in wild. Usually combos aren’t… able to literally use any combo in deck… Or have…
Questlock’s Otk Quest: Play 3 mana’s worth of 1 drop minions on a 3 drop. Reward: Summon a 5/5, 2/1, 1/3 and 2/1 and 8/8 for 6 mana, Draw two cards and gain 5 armor, you opponent takes 29 damage and dies. Costs 6 mana. #Balanced.
But darkglare is the problem right? Even though… the quest being printed… or decks without it, are literally only looking at 60% vs 80% winrates in wild…
And trust me, a 60% no quest darkglares vs 80% questlocks in wild ± darkglares, is a hell of a difference when it comes to 20:5 win streaks vs 6:4 win streaks. Notice how one deck gets like 3x more wins for about the same number of losses? Kinda significant margins.
Probably counter decks at higher wild like more aggro, but any wild control deck that can’t clear a board and survive 70 damage worth of attrition by turn 6-8 is dead in a coffin rn. And there’s no way to obtain that much hp, heal or reno, everyone just dies.