I play hunter and the imbue abilities for other classes are just too much for me to have any hope against. Within 4-5 turns, another class I play has imbued their ability to the point where I can’t counter it. If I imbue mine, it only affects one card at a time and more often than not, my opponent has something that can easily counter it. Then they imbue their ability again and it’s lights out within the next two turns. Hearthstone was fun for a while but these imbue abilities ruined the game for me. I’m not playing until they’re heavily nerfed or removed entirely.
The best hunter is still that lame egg deathrattle spammer. Also I’m unsure if the imbue netdecks are that well made because I’ve seen some terrible decisions of players who can’t stop using old cards. Maybe they should stop relying on King Plush so much because it’s very clunky if it’s not drawn and make a proper deck of various beasts.
PS I recently noticed the warrior netdecks were terrible compared to just using the newest cards the Devs gave players without even thinking much about them, so I have a very hard time right now trusting players using netdecks with cards from very old expansions.
Maybe but people don’t want to be FORCED to play a single deck just to be able to compete.
That is what Hearthstone does – You get 1 deck maybe 2 and no more if you want to compete.
Has been since Naxx.
Its not like this expansion ruined anything… the game was already in a bad spot.
To be honest, there is more variety compared to miniset months, which is a plus. Gameplay quality is bad though.
If you wanna climb to legend you can play any deck you want. If you’re trying to climb to the top of the legend ladder, however you are going to have to play the best decks. That’s not any different from any other competitive card game.
If you want to win, you should play decks that do so. If you want to play cool decks that do fun things, you should do so with the knowledge that you’ll probably lose a lot.
Imbue mage is ruining wild as we speak. Adjustments definitely need to be made.
Why do you cry so much?
It’s not crying. It’s stating facts. That degeneracy has completely changed the meta in wild, not for the better.
Now you basically have two options. Play aggro or die to a ridiculous combo. It has become mages new identity which is a problem in itself. It’s not healthy for the state of wild.
I mean, yeah? Wild is going to have a fairly restrictive meta since new cards aren’t being balanced for it, so I would generally recommend either picking an established deck with a good winrate or accepting that you’re going to lose to the good decks. And yes, seeing as the top two decks on HSGuru at Diamond-Legend are Call to Arms Paladin and Renathal Shadow Priest, playing aggro is a pretty good strategy to avoid dying to the annoying combo stuff.
Between wild and standard wild has an unrestricted meta where many decks thrive because you aren’t limited in what cards can be played which makes for a variety of combinations but since imbue mage became a thing most control decks are dead and only aggro decks are competitive. It’s cancer to the game mode. Choking off a number of decks because they have no counter to imbue mages broken combo.
Yeah, in terms of card pool there’s certainly way more options in Wild, but the fact of the matter is the format has a much higher power level and that puts limits on what you can play. Imbue Mage doing this is nothing new: in the past year alone you had Libram Paladin, Demon Seed, a variety of Druid combo decks, and Big Shaman, all of which have extremely polarized matchups into certain decks. Having your options limited by the meta is a regular part of the Wild experience at this point.
Also, as to aggro being (usually) better than control, I think that comes down to the mechanics of HS. Because counter effects are extremely limited and all of them need to be played out proactively, the type of control decks you see in a game like Magic are really hard to replicate in Hearthstone. It’s just so much easier to make a game-winning play than it is to stop one from happening. So unfortunately, I do think that the Wild meta will continue to move away from grind-out style control and towards aggro, combo, and combo-control.
When broken combinations limit what can be played in a format they step in. I see no exceptions in this case.
Given the history of Wild balance I don’t think that’s accurate. They usually seem to prefer to let Standard balance trickle down (which I have my own problems with) and only nerf in the most egregious circumstances.
Maybe they will nerf Apprentice somehow, but I really doubt it. It’s not overly favored into anything but the worst classes (Warrior, Warlock, DK) and proactive control piles (if you’re willing to consider them control) can absolutely beat it. It’s definitely way less problematic than the Ursol paladin list in my opinion.