Well, Blizzard have done it again… More unplay tested, half-baked, ‘balanced’ content shoved in to our faces.
I suggest trying out the new hand buff + summon from hand murloc + elemental strategy when you have the chance. It’s likely to become very meta, very quickly. Make sure to combine it with rivendare for maximum results.
I sure don’t, it’s just going to cause more problems when they try to balance the current minions at the same time they introduce the new tribes that are also untested. They nerfed heroes that were overpowered with their buddy, at the same time they removed buddies. Utter nonsense.
It’s to tamp down the learning curve on the tribes. With fewer tribes in the possible pool, you get more chances to play the same stuff and learn it before adding in more things to learn.
Playing five games and not having a clue because basically everything you used to do no longer works isn’t a fun game experience for many people, my self included. This way you have a chance to try the same thing a couple times in just a few games, maybe.
I can’t speak to this until we see what happens, but I don’t think they are as worried about finding balance as they are people throwing up their hands and walking away from a perception of information overload.
TFT is a game that basically starts over every six months or so with new nearly everything, and this update feels like that. In my opinion, that’s BAAAAAD for the game.
I just think they were waaaaay too aggressive in this redesign.
It’s also just as likely I am totally wrong, everyone else has no issues adapting, has all the interest in this new stuff, and the game explodes in popularity while I quietly stop playing.
No I’m totally on board with what you’re saying. It’s not that anything is overly complicated, it’s just too much going on and too many style changes that just make a mess.
I just don’t understand how Blizzard thinks these changes were balanced. Beast ad Murlocs are insanely powerful now. Every release has me wondering what the hell they were thinking.
I have intentionally played around with several of the new play patterns just to see what happens.
The naga was interesting because I backed into deep blue crooner and had mad synergy with my hero, but otherwise it sucked.
I don’t understand why they want us to keep cards in hand for buffs with several cards as that really doesn’t work well when you’re getting rolled out of the lobby because you’re not efficient with your mana. It’s like anti-synergy with winning to try to hold on to cards between turns. It just kills tempo and that chip damage is often the key to living long enough to swing all the way into your end game.
I will wait until they put the rest in, but I am not liking what we have so far.
I have yet to get the parts to even attempt a beast build, despite their clear dominance.
Edit: I think one of the things that bothers me is how imbalanced the first couple of turns can be, which can directly result in a premature death simply based on what unlucky match up you had turn three or four. Not sure what the fix is, but you get a bad shop early and it’s pretty hard to get back in line.
Edit: Like taking 9 damage on turn four because millhouse is in your lobby and you got unlucky.
I hope this is sarcasm. Buddies ruined the game and needed constant balance patches to tone down how absurd some buddies were, like Mutanus. Here, yeah there’s some broken MINIONS, but you still have to high roll them in the shop, vs just high rolling an auto win hero at selection.
This patch so far is boring as hell and to me proves ones again that team, working on it, is incompetent in the best case scenario and maybe just plain dumb.
Mutanus was far from auto-win. I mean he had some incredibly overwhelming combos but they required work to use, otherwise you were just eating a trash minion and spitting 0 stats on 2 others, or 4 if you tripled. Malygos and Vashj were far easier to manipulate, at least in my experience. Both are now pretty much garbage again.
I don’t think buddies were balanced, but they were fun. Now though, most of the heroes that have been solid are trash tier.
No, he is guaranteed auto win. Just because a bad player might not be pressing his hero power each turn doesn’t mean he wasn’t an auto win for a player who knew what he was doing.
You know “win” means 4th place or higher right? Sure, no strategy was guaranteed 1st place, but if you saw certain heroes like Mutanus, you were 4th place or better at hero selection.
Go ahead and talk trash about the current state of the game, you aren’t guaranteed a win with anything right now unless you’re Faelin and you get the hand buff murlocs in your 3 discovers.
Thats the entire point of the mode. You play this because you want to see if RNG will feed you the minions you need for a win. Failure to find the key winning pieces to the strategies you want is a loss.
The real issue isn’t how many minions there are in the pool. The issue is how strong things are during a high roll in comparison to the players low rolling.
No, that’s not it. It’s about identification of what will work and then cobbling together a board good enough to get top four. The game isn’t about when you get an early golden nomi and gg. THere’s a reason there are different armor tiers at different mmr brackets, and it’s not because rng changes.
Except the amount of minions in the early pool dictates the likelihood that you will find two or more minions that work together or even work at all. The number of tier 1, 2, and 3 minions in your game dramatically effects the gap between winning and losing.
Just do some quick math to see how much your chances change for every tier 1 minion added to the pool. These minion pools are too big and you can’t find anything and that makes for bad game play because you don’t have choices.
If you thought these dingbats at Team 5 had any chance of actually balancing Hearthstone, you have never played this game. They literally had a chance to actually balance the heroes, remove the broken cards, fix the tribes, and we got this… I don’t know why you people keep giving them money.