How would you change this meta?

Sure in that context i think it is just consequence of the fear of the card not having impact.

When you have those “what if?” cards as a mentioned earlier it is important to make they powerful enough so they get to see play.

Otherwise you can’t get people curious enough to try and therefor you sell less packs.

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You still have to keep their power “Within Reason”. For the past few years that has not been the case and those types of cards eventually needed roping in but not till after a few months have gone bye and sales slowed down on that set.

It’s scary to think that not that long ago a card like Drek’thar was considered OP and too powerful for the game. That card most likely wouldn’t even see play in todays game.

Honestly, at this point, and this is just my own ignorant observation, isn’t it time to invest in the game? Take a a calculated loss to improve or even reset the game (not the cosmetics or anything) to get players back? Yes, it goes up against the big spend to buy the company, but what’s the point if players are leaving or at least player count goes well below the amount playing when they bought out?

Hmmm… Please explain?

By reducing the number of discover choices, you lower the consistency.
That INCREASES the RNG of Discover.

To lower the Discover RNG, you need to INCREASE the consistency of the effect by increasing the number of discover options to 4, not decrease it to 2 options.

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When it comes to discover specifically, if you give a player three cards to choose from, they’re almost guaranteed to get something useful. I can’t think of a single time where I had three cards to choose from and all of them stunk

But generally speaking, the word random probably gets used more in card descriptions than any other word in the game. It just seems overused to me and it’s probably why it feels like 80% of my game outcomes have nothing to do with anything I or my opponent did

But maybe this game just needs a hard reset. Maybe they should go back the drawing board and make a CCG like the one they had back in the day

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If you have a 20% chance to discover an out it is more random than having a 30% chance to discover an out.

You want to reduce the discover randomness, yet your suggestion increases it.

The comment I was addressing was you wanting to reduce discover RNG, that is not achieved by reducing the options. Reducing the options increases discover RNG. You are taking a hypothetical 30% out down to 20%. That is an increase in randomness on discover.

What you are saying in the quoted text indicates you dont want to reduce discover RNG, but increase it.

The low rolls will be lower, and the high rolls will be higher, with only 2 options. With 4 options it would be more consistently good, reducing the randomness. That was your request.

Yes, it sounds backwards, but to reduce the RNG impact of discover, you need to increase the number of options. Reducing it INCREASES the RNG impact of discover.

While Everyone says mundane things, I would opt for more throw people on their feet.

Standard could have a daily rotation of ‘bonus’ rules added at the start of games. Like how twist was doing. but it affect the whole deck building process between classes. This way cards might be seen weak or slow might get used during that period of time, and can destroy static decks for week long periods every other week.

Examples
  • Demon hunter : Demons cost 2 less but not less then 1
  • Druid : Whenever a Treant or Ancient is summon it summons a copy that is dormant for 1 turn that has rush.
  • Warlock : Cards that would hurt you heal
  • Paladin : Whenever you summon a Silver Hands Recruit, buff the other ones on the board

Stuff like this can be done to make less use styles stronger even for a day, or just turns off 1 whole deck duction it thriving on, this would cause 1 whole day the power shift + decks play vastly different, let say someone favorite class becomes popular for a day cause it strong it won’t demand a buff or nerf as it will pump data so they can see how it affected games.

Oh and bring Skulking Geist+Steamcleaner to the core set, and make it cost cheaper, watch it destroyer all the 1 cost spells decks, even destroyer the spells in hands (Better then Steamcleaner but helps with other cards like tradeables and etc).

Actually, that can be an other thing also. Rotate the coreset monthly, Wild has a huge amount of cards they can use to swap in and out more cards to shake the meta up, while introducing old cards that were powerful and shutdown some games style completely in some classes, while enhancing others.


As for Wild, I say mainly every week ‘ban’ some expansions completely, in a never cycle forcing - There is 30 wild sets right now, not including standard (but including legacy).

disableing let say 50% of the expansions overall, and some standard, one will force wild only cards maybe take hold, and can disable some exapansions completely that make some classes too toxic in wild format.

Like I loath Demon seed Pain Warlock, very much, They can flood the board and completely it as fast as turn 3. then on turn 4 with a Coin, they play their quest reward and just kill you with mass factory + board if they mega high roll. Next to all the damn pirate decks and Agrro/combo deck that can kill you so fast. Shutting down expansions can criple some of these deck existing and make wild, well, wild and random while making us play with other cards that in our old collection. They can for example make it where Hero power cards become a highlight of wild, where less seen card or card been sitting (and sure the classes who didn’t exist uses an other set for class card + the neutrals but disable that expansions neutrals)

IE :
Disable Stormwind cards in Warlock, Hunter, Druid, while letting them use Galaronk
Disables Galaronk cards in Shamen, Rouge, Warrior, while letting them use Stormwind.

Having an expansion disable for a week won’t hurt people who play wild, and if they get butt hurt the ‘deck’ they want to play doesn’t exist like Pain Demon Seed which didn’t existed anyways till newer cards support it, they miss the point of wild letting us use ALL our cards once awhile in wild, Cause some classes are basically dead and unfun unless you get that 1 out of 50 runs to play a deck on how fast current wild power level is making it impossible to play slower and older cards by some classes alone unless you go on 20+ lose steak to get that 1 feel good old deck.

Or make it where a X Year cards are enable only.

enable years : Wolf, Pheonix, Dragon, Kraken
disable years : Hydra, Gryphon, Raven, Mammoth

And rotate that weekly, so some decks get destroy and others rise from the ashes for older classes.

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People were literally quitting already because of anomalies.

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How does reducing the number of choices actually increase RNG? That makes no logical sense in my mind. You had three possibilities to choose from and now you have two. What’s better? Being able to roll a d20 twice or three times to get the outcome you’re hoping for?

Oh i like this one a lot, say like every week we have a random thematic, for example 4 cost minions have their battlecry doubled or something, on top of that i like your suggestion of having certain years mixed with each other, only i would like for it to be every 6 months maybe instead of a year, the main idea is to have sets that where never on standard at the same time

Actually more people play , you can see increase in spike of game data during it time then the following week and after.

Cause you can take cares like Jungle Jammer, get it to give always 8 mana, and then summon always Thunderbringer - this way your using RNG into a more effective tool into giving X result removing a huge RNG factor.

Or like in Arean right now, there only 3 secret Mage can have right now. Let you find what you need or play around it more effective and not cause a huge ‘Well they got mega lucky and highrolled’

https://youtu.be/rs-_MVUULB8

I really like your suggestions, but I wouldn’t implement them in Standard, but some other mode

I mean if you think it’s bad for standard but not wild or an other format, that mean you shouldn’t approve it at all.

when you craft a Deck you can choose to have the ‘boon’ or just get an extra gold coin at the start with the standard deck as is.

You would be surprise how much more the meta would break apart if it force upon then optional, and it removes any current frustration in the current meta as it ‘stale’ or become the same deck, game-after-game -after-game. For example, if we look at the 1st option where some of Demon Hunter Demons are kinda way too expensive to play, cutting their cost by 2, making a 7 mana All Terrain Voidhound, becomes a 5 mana and when it attack with a chance living on turn 6, or if coin on 4, to be on 5, give breath to maybe a bigger demon hunter deck be form over pirate. Heck even putting a Mythical Terror for DH on turn 5, can force all the small minion attack into it and heal back to full.

Remember that the only reason some people use other cards, is cause they want to get the same result, or force to cause the card get ban/disabled. Any card game loves reprints of cards that does the same thing but better, and if it has it core apart of deck building it can rival and force other decks to build differently also. That why the solo mode with different hero power were always seen amazing, and cause birth of the twin class system that we now have to help sprinkle other style of play outside how the ‘core class is’.

I wouldn’t be surprised

The thing is, by doing so, you switch the focus from all-around consistency to adaptability - from being calculated and precise, to thinking on the fly and adapting to any micro-change

That’s not the same game suddenly

Plus, although the added RNG layer DOES bring about more consistency in the long run, in the short-term that’s too many changes for people without much money in their pocket

Remember, changing decks and strategies constantly costs more dust

Let prove this theory wrong right now, Tavern brawl, you can use a standard netdeck in it, or build and cure-rate a deck in it current form, all it does is give you a spell for every minion you play cost.

You literally will find people using agro decks, or just a copy paste netdeck with the benefit of a free spell.

If people are dustin’ cards to chase the best deck, that need to be punished, vs the point of actually collecting cards.

Heck I left for a few years, came back and built my cards back up as I specialized in one class. And I hardly play but I can catchup? That a mockery to player who actually say they’re good if they can’t adept to a subtle changes, the option for them to use the deck as is - is still there, or can make a bad mech good.

Let look at how to turn a negative effect into a positive. Discard warlock. It generate a random card instead of discarding - Now that 1 person who didn’t dust their discard cards are rewarded, while the other person who dust their whole collection still has pain warlock or can splash in some discard warlock for it benefits.
Or let modify it so it does the same thing. But with a bonus.
It discard the card then give you copy of the card at a random cost. from 0-10 mana.
Now you have discard warlock with a risk to highroll or get unlucky but don’t feel as bad if they are in a pinch and discard important cards just to do a ‘play’.

Again your logic is flaw if you say it good for 1 gamemode but not for an other. Their cards are still there, but changing how the deck is built and play around does more net good then bad, to the point of the game, collect cards. Not Dust and craft the best deck that has highest win rates. Go out of you way in any other card game and buy card, sell the deck once it nerf and use that to flip into new cards, is always negative vs just holding the cards and building a collection, now that card that was ban became unban? Wow cool I am so glad I held on it, while all the people who sold it now whine it price shot up after the ban was lifted (like in Yugioh or MTG).

I’m sorry, but it’s your logic that’s flawed here, not mine

You’re suggesting the same change for both Wild and Standard and defending the suggestion with collectors having an advantage over deck chasers…forgetting that Wild has ALL the cards and Standard only the cards from the last 1 year of expansions.

It’s a different game. and it should be. Stick to wild and Tavern Brawls if you can’t handle Standard.

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Reduce mana cheats and probably some ramp.
Reduce OTKs that don’t have counterplay.
Reduce permanent effects.

Then look at extreme value outliers.

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It’s not a different, you proven your lack of how 1 week of not playing the deck you think is good isn’t good. You already proven you aren’t skill enough to craft a deck by your logical flaw, 1 week of the deck doing something isn’t the end of the world, and if you fail to realize how your defending 1 week of normal deck building then a other week after being DIFFERENT - it show you lack the skills to adept and change.

Literally let look what I said.

Every other week.

Week 1 : As you know it now
Week 2 : Flip the script
Week 3 : Back to how you know it
Week 4 : Flip the script
Week 5 : Again back to how it was

WOW, really destroying people who built a deck for 1 week where their deck might be trash on week 2 cause a new deck was built with the boons or change, Oh but then on Week 3, it back to being strong… But what this? On week 3, cause people play different cards, they found a new deck to interact around Week 1 strong deck, now Week 3 Deck is the king, but on Week 4, people get a new experimental stage again for Week 5 to see if that deck the strongest or it get dethrone.

Oh and lets look at the other positives.

Content creators get a week of something fun to do, providing content to bring more eyes, people who hate how stale the game becomes after the 1st week always get something to buffer, It give dev’s to use it to see what card actually need buff and nerfs without actually buffing or nerfing them for balance.

If you can’t enjoy the game, maybe don’t play it the week it not how you like it, cause it sure does sound like you need a break and a week away if you think you can’t play for week or 2 will make you a bad player, or affect your collection, if anything you can go play battle ground, or arena, or just play an other game?

Last I check this was a thread how I would change the meta and make it more interesting if you dislike it, then shut up and move on if you can’t give proper input on how it’s bad or make it better off the initial ideal.

If a person dust cards that on them, if a person collect cards, that on them, if they don’t see the world the same as you, you don’t hit them if it doesn’t hurt others against their will, you have a choice to dust card and chase or collect all the cards, or dust to have a specialize deck/class. The fact I have over 5000+ druid games and not even 100 in the rest of the class since I play Classic on release with taking years off doesn’t affect you ever, so my ideals on how the game could be change for the better isn’t going hurt you either.

That’s because you have no clue what you’re talking about. You do not understand randomness.

I also have no clue about why your profile is hidden so I can’t put you on the ignore list since your input is typically as useless as it is condescending

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