Scaling in bgs since patch

The scaling is out of control now

All I see is mechs and elementals since the patch and getting hit for 16 on turn 5 is ridiculous

My last game the top two players were so far ahead very early on

And it’s been happening all day

I like to think I’m a decent player but it’s not fun at all

If anyone thinks I’m complaining cos I lost I really don’t care if I loose

I just want to have fun

It’s not fun when the game is over by 8 gold

They fixed the high roll stupidity by making more insane highroll heroes. I mean, anyone with a brain ought to have known that the change they made to galakrond would be a big issue.

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Game is largely luck over skill, numbers of trash cards and trash heroes means get lucky or get dead. Needs a re-tune in several areas to tip the balance towards skill

As for highroll, this is typical blizzard, create a rolling FOTM to placate tweens, biggest reason I leave blizzard games nowadays.

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Iron sensei at 3 is actually super gross. Forget us saying its balanced at 3. Its not. Move back to 4 please. Already fought mutliple ppl with gold versions of it and another one early with unstoppable mechs later.

Lightfang is also back to meta now and queenie toggie is op beyond belief as you can just grab divine shield units of each type with hydra and get auto 2nd or 1rst if ppl miss.

This meta is beyond retarded.
In each game, you can go from 30+ pv to dead from turn 7 to 9.

Last game I took 26 turn 8 from the omegahighroller who got golden macaw + golden spawn + for reaper + lightfang… all this on turn 8.
He just destroyed the lobby. I was the 1st to face him, and just after I faced the highroller demon player who didn’t lose a match from turn 2.
And that’s it, nothing you can do. Dead in 2 turns taking 35 damages.

They keep powercreeping cards in BGs much like they did in ranked.

The amount of damage you can take early on is absurd. Probably need to buff everyone up to 60 health at this point.

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60 health and 75 for patchworst is a decent suggestion. Damage is out of control. You lose its so easy to take 20 twice and you go 1rst to ded.

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removing tavern tier from the damage equation might be enough. Cumulatively, over the course of a game, that would likely add up to at least an extra round or two.

Also, It’s pretty dumb when you play in lobbies where it isn’t uncommon to see 1-3 people dead on 10 gold. Same goes for people dying before they reach that point, provided hey aren’t afk/quit and they are making reasonable decisions each round

Where were you guys who support the idea the meta is too fast and people die too quickly when I made a thread a week ago…

From what I’m seeing with elly runs all they need to remove is the minion that extends its leftover dmg to adjacent minions, when that has like 30/30 you get steamrolled, if they have 2 it’s a joke. I figured at first the issue was the wind fury 4/1 once buffed but it can be handled.

Oh hi Tooton!

Funny story I was playing reno and I hit nomi on turn 6 from early triple and golded it obviously and then proceeded to hit wildfires up the yingie with 2 gold ones with 90 and 75 attack and a third regular one at 30. I crushed ppl so hard.

So I see this issue just slightly differently.

One of the biggest issues is consistency of seeing cards that work with the cards that you have. Nothing sucks harder than getting random crap with zero synergy.

When you look at the pool, you see things like mechs and beasts in the same lobby have 10 total choices on tier three before any other tribe and the neutral cards. This giant bulge in cards ruins games. It makes luck of seeing the right cards more important than choosing them.

To improve the mode, I would suggest they need to normalize the number of tribal units available to each tribe at a given tier. Two, three, one, I don’t care, but make it the same every lobby for every tribe.

For example, there is no tribal T6 for murloc, so that improves the chances that the T6 you discover will be for your tribe. Especially if you’re hunting for one of the three strong elementals or the neutral amalgadon minion.

It’s not the only issue, but extreme highroll isn’t as extreme if everyone has some better consistency in what they see in the tavern.

Edit: I haven’t highrolled in over a week. I’m getting annoyed.

Edit 2: I highrolled demons and rolled the lobby in 13 turns very next game after I noted my lack of highroll. Gg, blizz, gg.

BG turned into highroll slot machine. The mode is so imba its just roll with it now. You can be skilled and go nowhere and be a novice and hit the nuts so much. I have wild swings now where before I was 9-10k. Now I get to 8500 and then get rekt to 7500 then back to 8500 and so on. I cant get past 8500 now but I have fully embraced the slot machine and go for it with shifters and stuff everytime so that is hurting my score but meh. Go for the funzies I say. I am not making top 200 so who cares. Also RIP pogo. I love me some pogo and now its gone just because of Jandice.

I’m still shocked they removed Pogos instead of trying to make Jandice a better hero. Meme potential can drive things like YouTube views (which Blizz should really want), and Pogo was just that.

In general, I agree with the overall opinion of the thread: Things are extremely high-roll. I like the “slot machine” concept Urza brought in, because it really is just that: You either “hit lucky” and absolutely crush things (dopamine hit of slot machines), “get your money back” and do “fine” (getting 3-4th place, feeling like “if I only got a bit more lucky, I’d win”), or by far the most common scenario (5-8th place) “losing all your money.” In all scenarios, it makes you want to play again because you the “win” dopamine hit feels better than what else happens 75% of the time.

If you’re above 5-6k MMR in battlegrounds, you’re competent in decision making (perhaps not perfect, but at least not make egregious errors), and so much else is dependent on luck. Without overhaul, I’m honestly not sure how the current way the mode is played will be able to get away from the Slot Machine (if Blizz even wants that)

Meanwhile Jandice is strong with Murlocs too. Dropping buffs every turn even before you have a Bran/before 5 really keeps you afloat.

I went Murlocs from the start with Jandice today, and even on t3 using my felfin over and over before I got something better was nuts… Won the game at 38 hp.

I am wondering if they have created an intentional parallel to slot machines for the aforementioned dopamine hits. I am glad I am not alone in feeling that if I dont hit the hero or card refresh jackpot I may as well be playing AFK.

Nothing feels worse then being hopeful for a good game, and watching that hope diminish as you spam refresh for a single synergistic card.

In lobbies where you didnt have murlocs or beasts, what’s the counter to multiple divine shield taunt pogos that have hundreds of attack and hp?

  • triple on 5, into an amalgadon and hope it adapts poison
  • find a spore (though is is a more recent “solution”)

Even now, you could have the CRAZIEST of high-rolls with any tribe/build and isn’t going to compete against that without poison

She is pretty strong with elementals as well

  1. brann on board plus any of the following to swap
  • Tavern Tempest
  • Stasis Elemental
  • Arcane Assistant

She can also be strong with beasts

  1. mama bear on board plus any of the following to swap
  • Cave Hydra
  • Monstrous macaw

Perhaps I wasn’t clear, Jandice Pogos was a huge issue, but I think Blizzard should have either figured out a way to deal with it without removing Pogos, or removed Jandice.

Removing Pogos made already borderline heroes like Shudderwock and Brann basically unplayable (going Pogo with them was still bad, but at least it could be fun)