Wild secret mage and wild quest mage are absolutly broken.
A bunch of cards needs a nerf.
Wild secret mage and wild quest mage are absolutly broken.
A bunch of cards needs a nerf.
More and more players are complaining about these decks. Maybe they’ll do something…
I see a quest mage every second or third game. It’s so funny xD
Wild is literally packed with this deck
I am supripsed that the once every game Guldan disappeared lol. Would have thought such op card gets overshadowed with even more op ones like the free flamestrike, fireball secret mage.
Flame ward is BS and should be unique card or less dmg…
Mages comes up out the big priest population. Add it with the fact the mage deck is strong, you got a recipe for highly used deck in a meta.
Big priest really shapes the meta. Making the meta become hyper aggro or total control with none in between. Everyone have a big priest. Especially now, the new tech of ress priest from standard. Which is basically a big priest with cheaper taunts, and more cheaper deck dust wise.
This priest always waiting for the mages goes down.
Dont get me wrong. I play big priest, i play standard ress priest. I dont have secret mage. Im just tired of the complaint.
The YotK Secret synergy cards could use a a nerf.
For Quest Mage, they would have to nerf the Quest itself.
But keep in mind that Warlock is only a small notch less busted than Mage. Unilateral Mage nerfs may bring about an era of DH and Mecha’Thun.
yep zero mana fireball, flamestrikes (wards) are just ridiculous especially they can make new copies of the same op secret
Any nerf to Secret Mage in particular needs to be handled very carefully. Its one of the only decks keeping Big Priest in the grave (pun intended). Over nerf it and BP is still good enough to make a comeback without its main counter.
I think this is starting to be a powerlevel issue more than a balance issue RN bowser.
Not get me wrong but…
There is a hyper aggressive deck and an Mana cheat deck creating a fine line that every other deck has to go in the middle of it.
It can not be the best metagame to play in the world but it isn’t a bad one unless people actually get annoyed by the fact you can’t prepare yourself against both…
And in that case it is really a powerlevel of the format issue rater than a issue created by decks and you can be sure many decks will mimick that relationship in the future because wild is where extremes are allowed to exist due to the larger card pool.
In other worlds it is a problem of be an eternal format that if they step in will just destroy decks to 5 minutes later get to the same situation again.
Don’t think the Quest is the main problem, it is “Vargoth”
Wild exclusive nerfs means nerfing Wild exclusive cards. Vargoth has another year in Standard.
They can always remove the interaction between vargoth and time warp, which nerfs it solely for wild.
Personally, I’d like to see changes made towards vargoth and quest Mage interactions, some secret Mage adjustments, a good hit to darkest hour warlock, mechwarper to not being able to reduce below 1, and maybe voidcaller to 5.
I dont think that any specific nerfs are needed for wild. Imo always theres no such thing as a broken or trully uninteractive or trully polarizing deck.
Metas will always exist and we all know that metas change slower in wild.
At the moment this is completely untrue.
Certain decks like Darkest Hour Warlock, Secret and Reno Quest Mage and Mech Paladin are reaching oppressive levels, while lacking any kind of fun to play against and basic counterplay.
They have always avoided making rules that only apply to one card, take the Echo nerf for example, so I doubt they will start now. I personally wanted them to nerf Mechwarper instead of Echo.
The issue with Warlock is the cheap AOE. Warlock just easily jumped to Mecha’Thun, DH, and whatever else is released in the next couple of expansions because their risk of cycling and dumping cheap eggs and DR minions is at an all time low with 6 fantastic AOE spells at 1-3 mana.
They will just keep whacking moles if they don’t hit the combo shell itself like Druid in 2018 (maybe not as harshly as Druid) rather than the individual combos.
That’s not necessarily true for warlock, though it’s also not completly wrong.
Cheap AOE is a must have for any viable wild control deck. It’s why warlock has been one of the sole control survivors for so long, it has the ability to stand against Aggro, and while the AOE is fantastic I don’t think it’s anything terribly broken apart from I guess defile. On the other hand, the real problematic shell, atleast imo, is the power of voidlord/voidcaller.
Aggro decks in wild are ridiculously resilient. They can either build up a board to kill you pre hard aoe, or just refill after refill after refill and go through the AoE. On the other hand, voidcaller into voidlord without that lucky early silence is just a complete and utter loss for any aggro deck.
Hence moving voidcaller to 5, maybe even 6 depending on the severity.
Apart from that, and a massive nerf that absolutely destroys the BS that is DH warlock, I think lock is fine. The rest of it’s archetypes have appropriate counterplay and don’t make you want to pull your hair out with frustration most of the time.
I disagree.
For ex Secret mage can be countered by reno decks and hand buff mech paladin.
Mech paladin can be countered by removals.
Reno quest mage is good but not exactly ‘‘THAT STRONG’’. Simply put, the worst part of this deck is that its unfun to play against a problem that occured since quest mage in general came in Hearthstone. And the best counter for it, (like any other highlander deck) is albatross i think.
As for darkest hour warlock this deck existed since Saviours of Uldum with many ups and downs and the only new card that was added to it, is plague of flames. Simply put its a deck that has winrates based on each meta, not a strong deck. Still yes its annoying and unfun.
I think the greatest problem people have with these decks is that:
Let me also add btw that i think that the assian servers have a totally different meta, which means that the power lvl of the cards is not that strong in turns of power.
The worst problem imo isnt the power lvl of certain classes but the weakness of others. Warrior and druid havent seen serius wild play since years, paladin can only go aggro and we havent seen him play controll since years, priest has no interesting archetypes except ressurect (but thats a standard problem as well)
When we speak of an eternal format, and certain core aspects of certain classes have been downgraded to the point that they see no play then its only normal to see the same thing all over again. But thats not gonna be fixed by Blizz so we re in big trouble here…
Being countered by 1 or 2 specific archetypes and crushing everything else is bad game design.
Of course, but next to no classes have any kind of solid hard removal for a turn 3 10/10+ windfury mech.
Completly false.
Darkest hour warlock is running dark skies and colossus as well as plague of flames. The deck is high tier 2 based on tempo storm, but from my own personal experience playing with the deck extensively around ranks 3-1, it is an absolute monster. Consistent wins and full boards by turn 5-6 with no thought or effort. The deck is horribly oppressive and lacks any consistent counterplay, as next to no classes can deal with the boards this deck can get out, and the ones that can get completly locked out by a single unraveler. The only thing this deck loses to is the occasional bad draw.
Mages needs a change, thier secret ice block is just to powerful, three times in a game wtf, remove iceblock from game.
Im not gonna try to disagree with your statements (although yes i disagree) but again lets say you nerf these decks. What you gonna get?
The constant nerfs, especially the ones that hit key cards, have managed to create a wild enviroment in which the only classes that offer some creativity right now are mage, warlock and shaman.
And THATS IT. Every other class is meant to play around really certain recipes. And lol we re talking about wild here. A mode in which you re supposed to be able to create ton of new ideas.
Hitting these classes will indeed create a new meta but then again the new meta wont be any better than the last one
In other words: the devs effed up by not giving the other classes proper archetype centerpieces.