Nerfing cards is ALWAYS the last thing you should do as a CG developer. In HS the proper method is to buff the classes that are garbage and are designed to counter that class.
It’s like nerfing rock because paper is currently unplayable. That would make no sense to do.
Buffing comes with its own problems, mate. Namely, powercreep.
If you print a card that can consistently OTK your opponent by turn 10, and a deck that can stall long enough to get to turn 10, what then? You have to either give lots of armor gain to everyone, make aggro so fast and so powerful that it can consistently kill Control decks no matter how much removal they include, or print lots of tech cards that are crazy strong and immediately ruin any OTK deck’s gameplan.
Then the game is filled with complaints along the line of “Remember when the game was about fighting for board control and battles between minions, and not about killing your opponent on turn 3, generating infinite value, or OTKs?”
Buffs in the sense of making the other 6 unplayable classes playable again. You don’t have to over inflate them to make them playable. You do have to give at least SOME tools to be competitive in a meta.
Sure over buffing has its own problems but leaving classes stranded is way worse. In fact we have a DIRECT example of nerfs cause far greater issues. Just look at what they did to druid right before rotation. They nerfed core cards that weren’t the issue. Now Druid is stranded with a complete lack of focus because they don;t do anything. They aren’t even good at anything simply from the pointless knee jerk reaction nerfs.
Well, that’s an example of what happens when you nerf the wrong cards, and the devs didn’t want to admit that they made a mistake with cards like Ultimate Infestation. Nerfs are a tool for game development, like any other. This is a case where it’s less about picking the right tool for the job, and more about using the tool with care.
Actually our aggro was literally destroyed over the years and when aggro was so bad that they couldn’t even beat combo consistently control whiners started to go after combo and now they got it too.
Aggro is explosive power and early game snowballing that demand answer before turn 5.
Not just play a ton of cheap minions.
The only thing keeping control in check now is deathrattle minions/magnetic and know what?
Absolutely - this game USED to be about minon battles, board control, fighting for board, making tough decisions about when to use precious removal, etc, etc. Now? There are NO decisons to be made. Warrior has so much removal that it hardly matters when they use it. These OTK decks like Miracle priest have NO skill needed at all. Just draw into your win-con.
IMO, its mana cheating, resummoning stuff, magnetic nonsense, etc that have destroyed the classic way of playing the game. They just had to go and do all of this BS. Same for abusive heros like Mad genius. Frost Lick Jaina and Rexxar. Just awful.
You had me at Miracle Priest. Why are you complaining about an F tier deck that’s easily defeated by most of the meta decks?
Really, the only major complaint I have right now is the Hero cards. Getting a new, better hero power (and in Boom’s case, also giving rush to most of your minions) for the rest of the game is just way too powerful, and there is almost no counterplay to it. It seems to be near-impossible for the devs to balance the game around these cards- you can’t play Control in this meta unless you have a Hero card, and even then it’s no picnic (see Control Shaman).
I think the Hearthstone devs really need to focus more on counterplay- not only thinking about how fun a card is to use, but how fun it is to play against.
It is a fact. Most players here can’t play that deck well and I probably on that list too.
That control/combo stuff did already got to much impact on the game and in a really bad way.
People like him need to understand that before “game experience” comes balance (and I speaking of power balance) or otherwise things will only get worse.
Every time a nuke from the orbit nerf is did because “QOL” things get worse if people not perceived yet.
Yeah. Sometimes stuff get a little heavier than it should but sometimes you just can’t avoid it without telling it.
It is in almost any pre rogue nerf report after RoS that miracle priest learning curve is one of the biggest of this game history in general but matchups were people can take advantage of the fact it draws cards are so unwinnable that bomb warrior existence is enough to turn it totally unworthy to learn to play.
There is never a need to call someone a noob just for having an opinion, nor to lay the blame for the game’s problems on their shoulders.
And even if they are a noob; even if you can objectively prove that they are a noob, that still doesn’t make it right to call them a noob. Even if what you say is true, it still falls within the literal definition of an insult; “a disrespectful or scornfully abusive remark”.
Don’t attack people’s character. Attack their arguments. And if you can’t learn the difference, then I think you need to do some introspection before you can make some really constructive posts.
I don’t agree with you on this and I not think I attacking him. I attacking exactly what he said by telling that I doubt he can play the deck.
Yes,it was a call but it was a call based on the nonsensical stuff he said. Calling him into proving it or stop.
Well. We probably end here and I wish nothing but good luck to you because you will really need to speak with people that have total despite for logic if you plan to not call they on it.
Yes - I much preferred the old way to play. And I dont mean strict curvestone either but geesh… now? Hardly anything gets played at its real mana value or cost. Way too much buffing, combining, summoning, mana cheating, you name it. It sucks, IMO.
I would posit that Warrior is perfectly balanced (as all things should be) per se. The class simply has an excellent control shell relative to the metagame and cards available in Standard.
The problem is that the control archetype is virtually unchecked. This is because the midrange archetype is still on the weaker side, unless particularly aggressive or defensive, so as to approach aggro or control archetypes. The alternative counter would be the combo archetype, which has been mercilessly nerfed both directly and indirectly. If you continuously dismantle combo, including the annihilation of the class that was previously developing it as its identity, what would you expect to happen if a strong control class were to manifest?
Yet any time a combo deck is higher than Tier 4, it has to be nerfed into the ground. This is entirely by the wishes of the community; Team 5 legitimately attempted to support them in the Year of the Raven before feedback forced them to take a hand. You reap what you sow.
Having said that, by no statistical or otherwise objective measure is Warrior currently overpowered, regardless of how unfun people might find the class to face.
However, it is much too late in the expansion for a balance patch. It would be best to wait for the release of Saviors of Uldum, allow the new metagame to settle, and make changes accordingly at that time.
Furthermore, I do not wish to risk a balance patch that could entail heavy-handed nerfs and/or even more unnecessary nerfs to Basic and Classic cards, as exemplified by Rogue recently and by Druid last December.